private void InitializeModels()
        {
            Texture2D texture = null;
            //MoveableModelObject playerActor = null;
            Transform3D transform = null;
            Model model = null;
            ModelObject modelObject = null;
            CollidableObject collidableObj = null;
            PawnCollidableObject collObj = null;
            ZoneObject zoneObj = null;
            CameraZoneObject camObj = null;

            #region Player Model
            model = this.modelDictionary["player"];
            transform = new Transform3D(new Vector3(-100, 10, 0),
                new Vector3(-90, 0, 0), 0.15f * Vector3.One,
                Vector3.UnitX, Vector3.UnitY);
            this.playerActor = new PlayerObject("player",
                ObjectType.Player, transform, this.animatedModelEffect, null, model, Color.White, 1f, KeyData.Player_Keys, 3.75f, 11.5f, 1f, 1f, new Vector3(0, 0, 0));
            this.playerActor.Enable(false, 100);
            this.objectManager.Add(this.playerActor);
            #endregion

            #region ExitDoor Model
            model = this.modelDictionary["door"];
            transform = new Transform3D(new Vector3(140, 0, 0), Vector3.Zero, 1f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            this.doorActor = new PawnCollidableObject("door", ObjectType.Door, transform, this.texturedModelEffect, null, model, Color.White, 1f);
            Vector3 scales = new Vector3(12, 250, 25);
            this.doorActor.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            this.doorActor.Enable(true, 2000);

            this.objectManager.Add(this.doorActor);
            #endregion
            #region EntranceDoor Model
            model = this.modelDictionary["door"];
            transform = new Transform3D(new Vector3(-300, 0, 0), Vector3.Zero, 1f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            collObj = new PawnCollidableObject("door", ObjectType.Entrance, transform, this.texturedModelEffect, null, model, Color.White, 1f);
            collObj.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            collObj.Enable(true, 2000);

            this.objectManager.Add(collObj);
            #endregion
            texture = Content.Load<Texture2D>("Assets\\Textures\\Game\\white");
            #region Room Model
            model = this.modelDictionary["room"];
            transform = new Transform3D(new Vector3(0, 0, 0), new Vector3(0,180,0), 1f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            MaterialProperties material = new MaterialProperties(1f, 0.1f, 0.05f);
            collidableObj = new CollidableObject("room", ObjectType.Room, transform, this.texturedModelEffect, null, model, Color.White, 1);
            //floor
            scales = new Vector3(300, 1, 300);
            collidableObj.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), material);
            collidableObj.Enable(true, 2000);

            this.objectManager.Add(collidableObj);

            scales = new Vector3(10, 100, 300);
            transform = new Transform3D(new Vector3(152, 0, 0), Vector3.Zero, scales, -Vector3.UnitZ, Vector3.UnitY);
            zoneObj = new ZoneObject("roomwallback", ObjectType.Room, transform, this.primitiveEffect, Color.Red, 1, true);
            zoneObj.AddPrimitive(new Box(transform.Translation, Matrix.Identity, transform.Scale));
            zoneObj.Enable();

            this.objectManager.Add(zoneObj);

            transform = new Transform3D(new Vector3(-152, 0, 0), Vector3.Zero, scales, -Vector3.UnitZ, Vector3.UnitY);
            zoneObj = new ZoneObject("roomwallfront", ObjectType.Room, transform, this.primitiveEffect, Color.Red, 1, true);
            zoneObj.AddPrimitive(new Box(transform.Translation, Matrix.Identity, transform.Scale));
            zoneObj.Enable();

            this.objectManager.Add(zoneObj);

            scales = new Vector3(300, 100, 5);
            transform = new Transform3D(new Vector3(0, 0, 130), Vector3.Zero, scales, -Vector3.UnitZ, Vector3.UnitY);
            zoneObj = new ZoneObject("roomwallright", ObjectType.Room, transform, this.primitiveEffect, Color.Red, 1, true);
            zoneObj.AddPrimitive(new Box(transform.Translation, Matrix.Identity, transform.Scale));
            zoneObj.Enable();

            this.objectManager.Add(zoneObj);

            transform = new Transform3D(new Vector3(0, 0, -130), Vector3.Zero, scales, -Vector3.UnitZ, Vector3.UnitY);
            zoneObj = new ZoneObject("roomwallleft", ObjectType.Room, transform, this.primitiveEffect, Color.Red, 1, true);
            zoneObj.AddPrimitive(new Box(transform.Translation, Matrix.Identity, transform.Scale));
            zoneObj.Enable();

            this.objectManager.Add(zoneObj);
            #endregion

            #region Rotationthingy Model
            model = this.modelDictionary["rotation"];
            transform = new Transform3D(new Vector3(0, -57, 0), Vector3.Zero, 0.6f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            this.rotator = new PawnCollidableObject("RotationThingy", ObjectType.Rotation, transform, this.texturedModelEffect, null, model, Color.White, 1);
            Matrix rot;
            this.rotator.AddPrimitive(new Capsule(transform.Translation - new Vector3(0, 0, 20 * 0.6f), Matrix.Identity, 2.5f * 0.6f, 40 * 0.6f), new MaterialProperties());
            Matrix.CreateRotationY(MathHelper.ToRadians(90), out rot);
            this.rotator.AddPrimitive(new Capsule(transform.Translation - new Vector3(20 *0.6f, 0, 0), rot, 2.5f * 0.6f, 40 * 0.6f), new MaterialProperties());
            this.rotator.Enable(true, 200);

            this.objectManager.Add(this.rotator);
            #endregion

            //Walls are initialized after Rotator because of their dependancy on Rotator (see RotatorController)
            //Maybe we should rather go for a more active approach meaning Rotator gets everything which is gonna rotate around it and rotates it
            #region Wall right Model
            model = this.modelDictionary["wall"];
            transform = new Transform3D(new Vector3(-4f, -1.8f, -69.8f), new Vector3(0, 90, 0), 1f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            wall1 = new PawnCollidableObject("Wall1", ObjectType.Wall, transform, this.texturedModelEffect, null, model, Color.Gray, 1);
            wall1.Add(new RotatorController("wall1Rotator", wall1, true, this.rotator));
            scales = new Vector3(300, 100, 12);
            wall1.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), material);
            wall1.Enable(true, 2000);

            this.objectManager.Add(wall1);
            #endregion
            #region Wall left Model
            model = this.modelDictionary["wall"];
            transform = new Transform3D(new Vector3(-4f, -1.8f, 69.8f), new Vector3(0,90,0), 1f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            wall2 = new PawnCollidableObject("Wall2", ObjectType.Wall, transform, this.texturedModelEffect, null, model, Color.White, 1);
            wall2.Add(new RotatorController("wall2Rotator", wall2, true, this.rotator));
            wall2.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), material);
            wall2.Enable(true, 2000);

            this.objectManager.Add(wall2);
            #endregion
            texture = Content.Load<Texture2D>("Assets/skin/Brick_Tut_35");
            #region Pressure Plate Exit Model
            model = this.modelDictionary["plate"];
            scales = new Vector3(12.5f, 2.5f, 12.5f);
            transform = new Transform3D(new Vector3(125, 0, 0), new Vector3(0, 90, 0), Vector3.One * 0.5f, -Vector3.UnitZ, Vector3.UnitY);
            step1 = new PawnCollidableObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            step1.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            step1.Enable(true, 2000);

            this.objectManager.Add(step1);
            #endregion
            #region Pressure Plate Right Up Model
            transform = new Transform3D(new Vector3(26, 0, 110), Vector3.Zero, Vector3.One * 0.5f, -Vector3.UnitZ, Vector3.UnitY);
            step4 = new PawnCollidableObject("PressurePlate4", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            step4.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            step4.Enable(true, 2000);

            this.objectManager.Add(step4);
            #endregion
            #region Pressure Plate Right Down Model
            transform = new Transform3D(new Vector3(-36, 0, 110), Vector3.Zero, Vector3.One * 0.5f, -Vector3.UnitZ, Vector3.UnitY);
            step5 = new PawnCollidableObject("PressurePlate5", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            step5.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            step5.Enable(true, 2000);

            this.objectManager.Add(step5);
            #endregion
            #region Pressure Plate Left Up Model
            transform = new Transform3D(new Vector3(26, 0, -110), Vector3.Zero, Vector3.One*0.5f, -Vector3.UnitZ, Vector3.UnitY);
            step2 = new PawnCollidableObject("PressurePlate2", ObjectType.Plate, transform, this.texturedModelEffect, null, model, Color.White, 1);
            step2.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            step2.Enable(true, 2000);

            this.objectManager.Add(step2);
            #endregion
            #region Pressure Plate Left Down Model
            transform = new Transform3D(new Vector3(-36, 0, -110), Vector3.Zero, Vector3.One * 0.5f, -Vector3.UnitZ, Vector3.UnitY);
            step3 = new PawnCollidableObject("PressurePlate3", ObjectType.Plate, transform, this.texturedModelEffect, null, model, Color.White, 1);
            step3.AddPrimitive(new Box(transform.Translation, Matrix.Identity, scales), new MaterialProperties());
            step3.Enable(true, 2000);

            this.objectManager.Add(step3);
            #endregion

            #region Traps
            model = this.modelDictionary["trap"];
            transform = new Transform3D(new Vector3(80, 20f, 105), Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap1 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect,texture, model, Color.White, 1);
            this.objectManager.Add(trap1);

            transform = new Transform3D(new Vector3(80, 20f, 115), Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap2 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap2);

            transform = new Transform3D(new Vector3(80, 20f, -105), Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap3 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap3);

            transform = new Transform3D(new Vector3(80, 20f, -115), Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap4 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap4);

            transform = new Transform3D(new Vector3(-90, 20f, 105), -Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap5 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap5);

            transform = new Transform3D(new Vector3(-90, 20f, 115), -Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap6 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap6);

            transform = new Transform3D(new Vector3(-90, 20f, -105), -Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap7 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap7);

            transform = new Transform3D(new Vector3(-90, 20f, -115), -Vector3.UnitZ * 90, 0.5f * Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            trap8 = new PawnModelObject("PressurePlate1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(trap8);
            #endregion
            #region Arrow
            model = this.modelDictionary["arrow"];
            transform = new Transform3D(new Vector3(80, 20f, 105), Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow1 = new PawnModelObject("Arrow1", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow1);

            transform = new Transform3D(new Vector3(80, 20f, 115), Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow2 = new PawnModelObject("Arrow2", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow2);

            transform = new Transform3D(new Vector3(80, 20f, -105), Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow3 = new PawnModelObject("Arrow3", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow3);

            transform = new Transform3D(new Vector3(80, 20f, -115), Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow4 = new PawnModelObject("Arrow4", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow4);

            transform = new Transform3D(new Vector3(-90, 20f, 105), -Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow5 = new PawnModelObject("Arrow5", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow5);

            transform = new Transform3D(new Vector3(-90, 20f, 115), -Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow6 = new PawnModelObject("Arrow6", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow6);

            transform = new Transform3D(new Vector3(-90, 20f, -105), -Vector3.UnitZ * 90,  Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow7 = new PawnModelObject("Arrow7", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow7);

            transform = new Transform3D(new Vector3(-90, 20f, -115), -Vector3.UnitZ * 90, Vector3.One, -Vector3.UnitZ, Vector3.UnitY);
            arrow8 = new PawnModelObject("Arrow8", ObjectType.Plate, transform, this.texturedModelEffect, texture, model, Color.White, 1);
            this.objectManager.Add(arrow8);

            scales = new Vector3(300, 100, 20);
            #endregion

            rotator.Add(new OffsetController("offset controller 2", rotator, true, new Vector3(0, 50, 0)));
            rotator.Add(new RotorController("rotor Controller", this.rotator, true));
            doorActor.Add(new OffsetController("offset vontroller 7", doorActor, true, new Vector3(0, -110, 0)));
            step1.Add(new OffsetController("offset controller 1", step1, true, new Vector3(0, -3, 0)));
            step2.Add(new OffsetController("offset controller 3", step2, true, new Vector3(0, -3, 0)));
            step3.Add(new OffsetController("offset controller 4", step3, true, new Vector3(0, -3, 0)));
            step4.Add(new OffsetController("offset controller 5", step4, true, new Vector3(0, -3, 0)));
            step5.Add(new OffsetController("offset controller 6", step5, true, new Vector3(0, -3, 0)));
            trap1.Add(new OffsetController("offset controller 7", trap1, true, new Vector3(-20, 0, 0)));
            trap2.Add(new OffsetController("offset controller 8", trap2, true, new Vector3(-20, 0, 0)));
            trap3.Add(new OffsetController("offset controller 9", trap3, true, new Vector3(-20, 0, 0)));
            trap4.Add(new OffsetController("offset controller 10", trap4, true, new Vector3(-20, 0, 0)));
            trap5.Add(new OffsetController("offset controller 11", trap5, true, new Vector3(20, 0, 0)));
            trap6.Add(new OffsetController("offset controller 12", trap6, true, new Vector3(20, 0, 0)));
            trap7.Add(new OffsetController("offset controller 13", trap7, true, new Vector3(20, 0, 0)));
            trap8.Add(new OffsetController("offset controller 14", trap8, true, new Vector3(20, 0, 0)));
            arrow1.Add(new OffsetController("offset controller 7", arrow1, true, new Vector3(-200, 0, 0), 0.2f));
            arrow2.Add(new OffsetController("offset controller 8", arrow2, true, new Vector3(-200, 0, 0), 0.2f));
            arrow3.Add(new OffsetController("offset controller 9", arrow3, true, new Vector3(-200, 0, 0), 0.2f));
            arrow4.Add(new OffsetController("offset controller 10", arrow4, true, new Vector3(-200, 0, 0), 0.2f));
            arrow5.Add(new OffsetController("offset controller 11", arrow5, true, new Vector3(200, 0, 0), 0.2f));
            arrow6.Add(new OffsetController("offset controller 12", arrow6, true, new Vector3(200, 0, 0), 0.2f));
            arrow7.Add(new OffsetController("offset controller 13", arrow7, true, new Vector3(200, 0, 0), 0.2f));
            arrow8.Add(new OffsetController("offset controller 14", arrow8, true, new Vector3(200, 0, 0), 0.2f));
        }
示例#2
0
        //allows developer to specify the type of collidable object to be used as basis for the camera
        public CollidableFirstPersonCameraController(string id, ControllerType controllerType, Keys[] moveKeys, float moveSpeed, float strafeSpeed, float rotationSpeed,
                                                     ManagerParameters managerParameters,
                                                     IActor parentActor, float radius, float height, float accelerationRate, float decelerationRate,
                                                     float mass, float jumpHeight, Vector3 translationOffset, PlayerObject collidableObject)
            : base(id, controllerType, moveKeys, moveSpeed, strafeSpeed, rotationSpeed, managerParameters)
        {
            this.Radius           = radius;
            this.height           = height;
            this.AccelerationRate = accelerationRate;
            this.DecelerationRate = decelerationRate;
            this.Mass             = mass;
            this.JumpHeight       = jumpHeight;

            //allows us to tweak the camera position within the player object
            this.translationOffset = translationOffset;

            /* Create the collidable player object which comes with a collision skin and position the parentActor (i.e. the camera) inside the player object.
             * notice that we don't pass any effect, model or texture information, since in 1st person perspective we dont want to look from inside a model.
             * Therefore, we wont actually render any drawn object - the effect, texture, model (and also Color) information are unused.
             *
             * This code allows the user to pass in their own PlayerObject (e.g. HeroPlayerObject) to be used for the collidable object basis for the camera.
             */
            if (collidableObject != null)
            {
                this.playerObject = collidableObject;
            }
            else
            {
                this.playerObject = new PlayerObject(this.ID + " - player object", ActorType.CollidableCamera, (parentActor as Actor3D).Transform,
                                                     null, null, this.MoveKeys, radius, height, accelerationRate, decelerationRate, jumpHeight,
                                                     translationOffset, this.ManagerParameters.KeyboardManager);
            }

            playerObject.Enable(false, mass);
        }