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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- namespace MonoGameSceneGraph
- {
- /// <summary>
- /// This is the main type for your game.
- /// </summary>
- 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;
- /// <summary>
- /// Init game.
- /// </summary>
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- }
- /// <summary>
- /// 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.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- 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<Model>("robot"));
- node.AddEntity(entity);
- }
- /// <summary>
- /// UnloadContent will be called once per game and is the place to unload
- /// game-specific content.
- /// </summary>
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- 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);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- 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);
- }
- }
- }
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