private int step, stepSize; // values for stepping #endregion Fields #region Constructors // constructors /// <summary> /// Object that places and orients itself. /// </summary> /// <param name="theStage"> the stage containing object </param> /// <param name="aModel">how the object looks</param> /// <param name="label"> name of object </param> /// <param name="position"> position in stage </param> /// <param name="orientAxis"> axis to orient on </param> /// <param name="radians"> orientation rotation </param> public Object3D(Stage theStage, Model3D aModel, string label, Vector3 position, Vector3 orientAxis, float radians) { scales = Vector3.One; // no scaling of model stage = theStage; model = aModel; name = label; step = 1; stepSize = 10; pitch = yaw = roll = 0.0f; orientation = Matrix.Identity; orientation *= Matrix.CreateFromAxisAngle(orientAxis, radians); orientation *= Matrix.CreateTranslation(position); scaleObjectBoundingSphere(); }
/// <summary> /// Set GraphicDevice display and rendering BasicEffect effect. /// Create SpriteBatch, font, and font positions. /// Creates the traceViewport to display information and the sceneViewport /// to render the environment. /// Create and add all DrawableGameComponents and Cameras. /// First, add all required contest: Inspector, Cameras, Terrain, Agents /// Second, add all optional (scene specific) content /// </summary> protected override void LoadContent() { display = graphics.GraphicsDevice; effect = new BasicEffect(display); // Set up Inspector display spriteBatch = new SpriteBatch(display); // Create a new SpriteBatch inspectorFont = Content.Load<SpriteFont> ("Consolas"); // Windows XNA && MonoGames // viewports defaultViewport = GraphicsDevice.Viewport; inspectorViewport = defaultViewport; sceneViewport = defaultViewport; inspectorViewport.Height = InfoPaneSize * inspectorFont.LineSpacing; inspectorProjection = Matrix.CreatePerspectiveFieldOfView((float) Math.PI/4.0f, inspectorViewport.Width/inspectorViewport.Height, 1.0f, 200.0f); sceneViewport.Height = defaultViewport.Height - inspectorViewport.Height; sceneViewport.Y = inspectorViewport.Height; sceneProjection = Matrix.CreatePerspectiveFieldOfView((float) Math.PI/4.0f, sceneViewport.Width /sceneViewport.Height, 1.0f, 1000.0f); // create Inspector display Texture2D inspectorBackground = Content.Load<Texture2D>("inspectorBackground"); inspector = new Inspector(display, inspectorViewport, inspectorFont, Color.Black, inspectorBackground); // create information display strings // help strings inspector.setInfo(0, "AGMGSKv7 -- Academic Graphics MonoGames/XNA Starter Kit for CSUN Comp 565 assignments."); inspector.setInfo(1, "Press keyboard for input (not case sensitive 'H' || 'h')"); inspector.setInfo(2, "Inspector toggles: 'H' help or info 'M' matrix or info 'I' displays next info pane."); inspector.setInfo(3, "Arrow keys move the player in, out, left, or right. 'R' resets player to initial orientation."); inspector.setInfo(4, "Stage toggles: 'B' bounding spheres, 'C' || 'X' cameras, 'F' fog, 'T' updates, 'Y' yon"); // initialize empty info strings for (int i = 5; i < 20; i++) inspector.setInfo(i, " "); // set blending for bounding sphere drawing blending = new BlendState(); blending.ColorSourceBlend = Blend.SourceAlpha; blending.ColorDestinationBlend = Blend.InverseSourceAlpha; blending.ColorBlendFunction = BlendFunction.Add; notBlending = new BlendState(); notBlending = display.BlendState; // Create and add stage components // You must have a TopDownCamera, BoundingSphere3D, WayPoint3D, Terrain, and Agents (player, npAgent) in your stage! // Place objects at a position, provide rotation axis and rotation radians. // All location vectors are specified relative to the center of the stage. // Create a top-down "Whole stage" camera view, make it first camera in collection. topDownCamera = new Camera(this, Camera.CameraEnum.TopDownCamera); camera.Add(topDownCamera); // Set initial camera and projection matrix setCamera(0); // select the first camera boundingSphere3D = Content.Load<Model>("boundingSphereV3"); wayPoint3D = Content.Load<Model>("100x50x100Marker"); // model for navigation node display // Create required entities: collidable = new List<Object3D>(); // collection of objects to test for collisions terrain = new Terrain(this, "terrain", "heightTexture", "colorTexture"); Components.Add(terrain); // Load Agent mesh objects, meshes do not have textures player = new Player(this, "Chaser", new Vector3(510 * spacing, terrain.surfaceHeight(510, 507), 507 * spacing), new Vector3(0, 1, 0), 0.78f, "redAvatarV6"); // face looking diagonally across stage player.IsCollidable = true; // test collisions for player Components.Add(player); npAgent = new NPAgent(this, "Evader", new Vector3(490 * spacing, terrain.surfaceHeight(490, 450), 450 * spacing), new Vector3(0, 1, 0), 0.0f, "magentaAvatarV6"); // facing +Z npAgent.IsCollidable = false; // npAgent does not test for collisions Components.Add(npAgent); // create file output stream for trace() fout = new StreamWriter("trace.txt", false); Trace = string.Format("{0} trace output from AGMGSKv7", DateTime.Today.ToString("MMMM dd, yyyy")); // ------ The wall and pack are required for Comp 565 projects, but not AGMGSK --------- // create walls for navigation algorithms Wall wall = new Wall(this, "wall", "100x100x100Brick"); Components.Add(wall); // create a pack for "flocking" algorithms // create a Pack of 6 dogs centered at (450, 500) that is leaderless Pack pack = new Pack(this, "dog", "dogV6", 6, 450, 430, null); Components.Add(pack); // ----------- OPTIONAL CONTENT HERE ----------------------- // Load content for your project here // create a temple Model3D m3d = new Model3D(this, "temple", "templeV3"); m3d.IsCollidable = true; // must be set before addObject(...) and Model3D doesn't set it m3d.addObject(new Vector3(340 * spacing, terrain.surfaceHeight(340, 340), 340 * spacing), new Vector3(0, 1, 0), 0.79f); // , new Vector3(1, 4, 1)); Components.Add(m3d); Model3D treasure = new Model3D(this, "treasure", "treasure2"); treasure.IsCollidable = true; // must be set before addObject(...) and Model3D doesn't set it treasure.addObject(new Vector3(67050,100,67950), new Vector3(0, 1, 0), 0.0f, new Vector3(10,10,10)); // , new Vector3(1, 4, 1)); Components.Add(treasure); // create 20 clouds Cloud cloud = new Cloud(this, "cloud", "cloudV3", 20); Components.Add(cloud); Trace = string.Format("Scene created with {0} collidable objects.", Collidable.Count); }