using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace MonoGameSceneGraph
{
///
/// This is the main type for your game.
///
public class Game1 : Game
{
// graphics manager
GraphicsDeviceManager graphics;
// sprite batch (for 2d drawings)
SpriteBatch spriteBatch;
// create test nodes and a model to draw
Node root;
Node node;
Node nodeContainer;
Node nodeContainerContainer;
ModelEntity entity;
///
/// Init game.
///
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// create nodes
root = new Node();
nodeContainerContainer = new Node();
nodeContainer = new Node();
node = new Node();
// arrange them in hirerchy
root.AddChildNode(nodeContainerContainer);
nodeContainerContainer.AddChildNode(nodeContainer);
nodeContainer.AddChildNode(node);
// for debug
root.Identifier = "root";
nodeContainerContainer.Identifier = "ncc";
nodeContainer.Identifier = "nc";
node.Identifier = "n";
// create entity and attach to bottom node
entity = new ModelEntity(Content.Load("robot"));
node.AddEntity(entity);
}
///
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
// clear screen
GraphicsDevice.Clear(Color.CornflowerBlue);
// draw scene
root.Draw();
// rotate inner node on X axis
node.RotationZ = node.RotationZ + 0.01f;
// scale node container
nodeContainer.ScaleZ = (1.0f + (float)System.Math.Cos(gameTime.TotalGameTime.TotalSeconds * 2f) / 4f);
// move top node left and right
nodeContainerContainer.PositionX = (float)System.Math.Sin(gameTime.TotalGameTime.TotalSeconds) * 4f;
// call base draw
base.Draw(gameTime);
}
}
}