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- #region File Description
- //-----------------------------------------------------------------------------
- // SkinningSample.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using SkinnedModel;
- #endregion
- namespace SkinningSample
- {
- /// <summary>
- /// Sample game showing how to display skinned character animation.
- /// </summary>
- public class SkinningSampleGame : Microsoft.Xna.Framework.Game
- {
- #region Fields
- GraphicsDeviceManager graphics;
- KeyboardState currentKeyboardState = new KeyboardState();
- GamePadState currentGamePadState = new GamePadState();
- Model currentModel;
- AnimationPlayer animationPlayer;
- float cameraArc = 0;
- float cameraRotation = 0;
- float cameraDistance = 100;
- #endregion
- #region Initialization
- public SkinningSampleGame()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- #if WINDOWS_PHONE
- // Frame rate is 30 fps by default for Windows Phone.
- TargetElapsedTime = TimeSpan.FromTicks(333333);
-
- graphics.IsFullScreen = true;
- #endif
- }
- /// <summary>
- /// Load your graphics content.
- /// </summary>
- protected override void LoadContent()
- {
- // Load the model.
- currentModel = Content.Load<Model>("dude");
- // Look up our custom skinning information.
- SkinningData skinningData = currentModel.Tag as SkinningData;
- if (skinningData == null)
- throw new InvalidOperationException
- ("This model does not contain a SkinningData tag.");
- // Create an animation player, and start decoding an animation clip.
- animationPlayer = new AnimationPlayer(skinningData);
- AnimationClip clip = skinningData.AnimationClips["Take 001"];
- animationPlayer.StartClip(clip);
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Allows the game to run logic.
- /// </summary>
- protected override void Update(GameTime gameTime)
- {
- HandleInput();
- UpdateCamera(gameTime);
-
- animationPlayer.Update(gameTime.ElapsedGameTime, true, Matrix.Identity);
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice device = graphics.GraphicsDevice;
- device.Clear(Color.CornflowerBlue);
- Matrix[] bones = animationPlayer.GetSkinTransforms();
- // Compute camera matrices.
- Matrix view = Matrix.CreateTranslation(0, -40, 0) *
- Matrix.CreateRotationY(MathHelper.ToRadians(cameraRotation)) *
- Matrix.CreateRotationX(MathHelper.ToRadians(cameraArc)) *
- Matrix.CreateLookAt(new Vector3(0, 0, -cameraDistance),
- new Vector3(0, 0, 0), Vector3.Up);
- Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
- device.Viewport.AspectRatio,
- 1,
- 10000);
- // Render the skinned mesh.
- foreach (ModelMesh mesh in currentModel.Meshes)
- {
- foreach (SkinnedEffect effect in mesh.Effects)
- {
- effect.SetBoneTransforms(bones);
- effect.View = view;
- effect.Projection = projection;
- effect.EnableDefaultLighting();
- effect.SpecularColor = new Vector3(0.25f);
- effect.SpecularPower = 16;
- }
- mesh.Draw();
- }
- base.Draw(gameTime);
- }
-
- #endregion
- #region Handle Input
- /// <summary>
- /// Handles input for quitting the game.
- /// </summary>
- private void HandleInput()
- {
- currentKeyboardState = Keyboard.GetState();
- currentGamePadState = GamePad.GetState(PlayerIndex.One);
- // Check for exit.
- if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
- currentGamePadState.Buttons.Back == ButtonState.Pressed)
- {
- Exit();
- }
- }
- /// <summary>
- /// Handles camera input.
- /// </summary>
- private void UpdateCamera(GameTime gameTime)
- {
- float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
- // Check for input to rotate the camera up and down around the model.
- if (currentKeyboardState.IsKeyDown(Keys.Up) ||
- currentKeyboardState.IsKeyDown(Keys.W))
- {
- cameraArc += time * 0.1f;
- }
-
- if (currentKeyboardState.IsKeyDown(Keys.Down) ||
- currentKeyboardState.IsKeyDown(Keys.S))
- {
- cameraArc -= time * 0.1f;
- }
- cameraArc += currentGamePadState.ThumbSticks.Right.Y * time * 0.25f;
- // Limit the arc movement.
- if (cameraArc > 90.0f)
- cameraArc = 90.0f;
- else if (cameraArc < -90.0f)
- cameraArc = -90.0f;
- // Check for input to rotate the camera around the model.
- if (currentKeyboardState.IsKeyDown(Keys.Right) ||
- currentKeyboardState.IsKeyDown(Keys.D))
- {
- cameraRotation += time * 0.1f;
- }
- if (currentKeyboardState.IsKeyDown(Keys.Left) ||
- currentKeyboardState.IsKeyDown(Keys.A))
- {
- cameraRotation -= time * 0.1f;
- }
- cameraRotation += currentGamePadState.ThumbSticks.Right.X * time * 0.25f;
- // Check for input to zoom camera in and out.
- if (currentKeyboardState.IsKeyDown(Keys.Z))
- cameraDistance += time * 0.25f;
- if (currentKeyboardState.IsKeyDown(Keys.X))
- cameraDistance -= time * 0.25f;
- cameraDistance += currentGamePadState.Triggers.Left * time * 0.5f;
- cameraDistance -= currentGamePadState.Triggers.Right * time * 0.5f;
- // Limit the camera distance.
- if (cameraDistance > 500.0f)
- cameraDistance = 500.0f;
- else if (cameraDistance < 10.0f)
- cameraDistance = 10.0f;
- if (currentGamePadState.Buttons.RightStick == ButtonState.Pressed ||
- currentKeyboardState.IsKeyDown(Keys.R))
- {
- cameraArc = 0;
- cameraRotation = 0;
- cameraDistance = 100;
- }
- }
- #endregion
- }
- #region Entry Point
- /// <summary>
- /// The main entry point for the application.
- /// </summary>
- static class Program
- {
- static void Main()
- {
- using (SkinningSampleGame game = new SkinningSampleGame())
- {
- game.Run();
- }
- }
- }
- #endregion
- }
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