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- #region File Description
- //-----------------------------------------------------------------------------
- // Game.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 Microsoft.Xna.Framework.Input.Touch;
- using BoundingVolumeRendering;
- #endregion
- namespace PickingSample
- {
- /// <summary>
- /// This sample shows how to see if a user's cursor is over an object, and how to
- /// find out where on the screen an object is. The sample puts several objects on a
- /// table. If the cursor is on the object, the object's name is displayed. See the
- /// accompanying doc file for more information.
- /// </summary>
- public class PickingSampleGame : Microsoft.Xna.Framework.Game
- {
- #region Constants
- // ModelFilenames is the list of models that we will be putting on top of the
- // table. These strings will be used as arguments to content.Load<Model> and
- // will be drawn when the cursor is over an object.
- static readonly string[] ModelFilenames = new string[]{
- "Sphere",
- "Cats",
- "P2Wedge",
- "Cylinder",
- };
- // the following constants control the speed at which the camera moves
- // how fast does the camera move up, down, left, and right?
- const float CameraRotateSpeed = .01f;
- // the following constants control how the camera's default position
- const float CameraDefaultArc = -15.0f;
- const float CameraDefaultRotation = 185;
- const float CameraDefaultDistance = 4.3f;
- #endregion
- #region Fields
- GraphicsDeviceManager graphics;
- // a SpriteBatch and SpriteFont, which we will use to draw the objects' names
- // when they are selected.
- SpriteBatch spriteBatch;
- SpriteFont spriteFont;
- // The cursor is used to tell what the user's pointer/mouse is over. The cursor
- // is moved with the left thumbstick. On windows, the mouse can be used as well.
- Cursor cursor;
- // the table that all of the objects are drawn on, and table model's
- // absoluteBoneTransforms. Since the table is not animated, these can be
- // calculated once and saved.
- Model table;
- Matrix[] tableAbsoluteBoneTransforms;
- // these are the models that we will draw on top of the table. we'll store them
- // and their bone transforms in arrays. Again, since these models aren't
- // animated, we can calculate their bone transforms once and save the result.
- Model[] models = new Model[ModelFilenames.Length];
- Matrix[][] modelAbsoluteBoneTransforms = new Matrix[ModelFilenames.Length][];
- // each model will need one more matrix: a world transform. This matrix will be
- // used to place each model at a different location in the world.
- Matrix[] modelWorldTransforms = new Matrix[ModelFilenames.Length];
- Matrix viewMatrix;
- Matrix projectionMatrix;
- // this variable will store the current rotation value as the camera
- // rotates around the scene
- float cameraRotation = CameraDefaultRotation;
- // this variable will tell our game whether or not to draw a mesh's bounding sphere
- bool drawBoundingSphere = true;
- #endregion
- #region Initialization
- public PickingSampleGame()
- {
- 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
- }
- protected override void Initialize()
- {
- // Set up the world transforms that each model will use. They'll be
- // positioned in a line along the x axis.
- modelWorldTransforms[0] = Matrix.CreateTranslation(new Vector3(-1.5f, 0, 0));
- modelWorldTransforms[1] = Matrix.CreateTranslation(new Vector3(-.5f, 0, 0));
- modelWorldTransforms[2] = Matrix.CreateTranslation(new Vector3(.5f, 0, 0));
- modelWorldTransforms[3] = Matrix.CreateTranslation(new Vector3(1.5f, 0, 0));
- cursor = new Cursor(this);
- Components.Add(cursor);
- base.Initialize();
- }
- /// <summary>
- /// Load your graphics content.
- /// </summary>
- protected override void LoadContent()
- {
- // load all of the models that will appear on the table:
- for (int i = 0; i < ModelFilenames.Length; i++)
- {
- // load the actual model, using ModelFilenames to determine what
- // file to load.
- models[i] = Content.Load<Model>(ModelFilenames[i]);
- // create an array of matrices to hold the absolute bone transforms,
- // calculate them, and copy them in.
- modelAbsoluteBoneTransforms[i] = new Matrix[models[i].Bones.Count];
- models[i].CopyAbsoluteBoneTransformsTo(
- modelAbsoluteBoneTransforms[i]);
- }
- // now that we've loaded in the models that will sit on the table, go
- // through the same procedure for the table itself.
- table = Content.Load<Model>("Table");
- tableAbsoluteBoneTransforms = new Matrix[table.Bones.Count];
- table.CopyAbsoluteBoneTransformsTo(tableAbsoluteBoneTransforms);
- // create a spritebatch and load the font, which we'll use to draw the
- // models' names.
- spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
- spriteFont = Content.Load<SpriteFont>("hudFont");
- // calculate the projection matrix now that the graphics device is created.
- projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
- MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, .01f, 1000);
-
- // Initialize the renderer for our bounding spheres
- BoundingSphereRenderer.Initialize(GraphicsDevice, 45);
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Allows the game to run logic.
- /// </summary>
- protected override void Update(GameTime gameTime)
- {
- // Check for exit.
- if (Keyboard.GetState().IsKeyDown(Keys.Escape) ||
- GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- {
- Exit();
- }
- // we rotate our view around the models over time
- float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
- cameraRotation += time * CameraRotateSpeed;
- Matrix unrotatedView = Matrix.CreateLookAt(
- new Vector3(0, 0, -CameraDefaultDistance), Vector3.Zero, Vector3.Up);
- viewMatrix = Matrix.CreateRotationY(MathHelper.ToRadians(cameraRotation)) *
- Matrix.CreateRotationX(MathHelper.ToRadians(CameraDefaultArc)) *
- unrotatedView;
- // base.Update will update all of the components in the .Components
- // collection, including the cursor.
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- // drawing sprites changes some render states around, which don't play
- // nicely with 3d models. In particular, we want to enable the depth buffer and turn off alpha blending.
- GraphicsDevice.DepthStencilState = DepthStencilState.Default;
- GraphicsDevice.BlendState = BlendState.Opaque;
- // draw the table. DrawModel is a function defined below draws a model using
- // a world matrix and the model's bone transforms.
- DrawModel(table, Matrix.Identity, tableAbsoluteBoneTransforms, false);
- // use the same DrawModel function to draw all of the models on the table.
- for (int i = 0; i < models.Length; i++)
- {
- DrawModel(models[i], modelWorldTransforms[i],
- modelAbsoluteBoneTransforms[i], drawBoundingSphere);
- }
- // now we'll check to see if the cursor is over any of the models, and draw
- // their names if it is.
- DrawModelNames();
- base.Draw(gameTime);
- }
- private void DrawModelNames()
- {
- // begin on the spritebatch, because we're going to be drawing some text.
- spriteBatch.Begin();
- // If the cursor is over a model, we'll draw its name. To figure out if
- // the cursor is over a model, we'll use cursor.CalculateCursorRay. That
- // function gives us a world space ray that starts at the "eye" of the
- // camera, and shoots out in the direction pointed to by the cursor.
- Ray cursorRay = cursor.CalculateCursorRay(projectionMatrix, viewMatrix);
- // go through all of the models...
- for (int i = 0; i < models.Length; i++)
- {
- // check to see if the cursorRay intersects the model....
- if (RayIntersectsModel(cursorRay, models[i], modelWorldTransforms[i],
- modelAbsoluteBoneTransforms[i]))
- {
- // now we know that we want to draw the model's name. We want to
- // draw the name a little bit above the model: but where's that?
- // SpriteBatch.DrawString takes screen space coordinates, but the
- // model's position is stored in world space.
- // we'll use Viewport.Project, which will project a world space
- // point into screen space. We'll project the vector (0,0,0) using
- // the model's world matrix, and the view and projection matrices.
- // that will tell us where the model's origin is on the screen.
- Vector3 screenSpace = graphics.GraphicsDevice.Viewport.Project(
- Vector3.Zero, projectionMatrix, viewMatrix,
- modelWorldTransforms[i]);
- // we want to draw the text a little bit above that, so we'll use
- // the screen space position - 60 to move up a little bit. A better
- // approach would be to calculate where the top of the model is, and
- // draw there. It's not that much harder to do, but to keep the
- // sample easy, we'll take the easy way out.
- Vector2 textPosition =
- new Vector2(screenSpace.X, screenSpace.Y - 60);
- // we want to draw the text centered around textPosition, so we'll
- // calculate the center of the string, and use that as the origin
- // argument to spriteBatch.DrawString. DrawString automatically
- // centers text around the vector specified by the origin argument.
- Vector2 stringCenter =
- spriteFont.MeasureString(ModelFilenames[i]) / 2;
- // to make the text readable, we'll draw the same thing twice, once
- // white and once black, with a little offset to get a drop shadow
- // effect.
- // first we'll draw the shadow...
- Vector2 shadowOffset = new Vector2(1, 1);
- spriteBatch.DrawString(spriteFont, ModelFilenames[i],
- textPosition + shadowOffset, Color.Black, 0.0f,
- stringCenter, 1.0f, SpriteEffects.None, 0.0f);
- // ...and then the real text on top.
- spriteBatch.DrawString(spriteFont, ModelFilenames[i],
- textPosition, Color.White, 0.0f,
- stringCenter, 1.0f, SpriteEffects.None, 0.0f);
- }
- }
- spriteBatch.End();
- }
- /// <summary>
- /// DrawModel is a helper function that takes a model, world matrix, and
- /// bone transforms. It does just what its name implies, and draws the model.
- /// </summary>
- /// <param name="model">the model to draw</param>
- /// <param name="worldTransform">where to draw the model</param>
- /// <param name="absoluteBoneTransforms">the model's bone transforms. this can
- /// be calculated using the function Model.CopyAbsoluteBoneTransformsTo</param>
- private void DrawModel(Model model, Matrix worldTransform,
- Matrix[] absoluteBoneTransforms, bool drawBoundingSphere)
- {
- // nothing tricky in here; this is the same model drawing code that we see
- // everywhere. we'll loop over all of the meshes in the model, set up their
- // effects, and then draw them.
- foreach (ModelMesh mesh in model.Meshes)
- {
- foreach (BasicEffect effect in mesh.Effects)
- {
- effect.EnableDefaultLighting();
- effect.View = viewMatrix;
- effect.Projection = projectionMatrix;
- effect.World = absoluteBoneTransforms[mesh.ParentBone.Index] * worldTransform;
- }
- mesh.Draw();
- if (drawBoundingSphere)
- {
- // the mesh's BoundingSphere is stored relative to the mesh itself.
- // (Mesh space). We want to get this BoundingSphere in terms of world
- // coordinates. To do this, we calculate a matrix that will transform
- // from coordinates from mesh space into world space....
- Matrix world = absoluteBoneTransforms[mesh.ParentBone.Index] * worldTransform;
- // ... and then transform the BoundingSphere using that matrix.
- BoundingSphere sphere = TransformBoundingSphere(mesh.BoundingSphere, world);
- // now draw the sphere with our renderer
- BoundingSphereRenderer.Draw(sphere, viewMatrix, projectionMatrix);
- }
- }
- }
- /// <summary>
- /// This helper function checks to see if a ray will intersect with a model.
- /// The model's bounding spheres are used, and the model is transformed using
- /// the matrix specified in the worldTransform argument.
- /// </summary>
- /// <param name="ray">the ray to perform the intersection check with</param>
- /// <param name="model">the model to perform the intersection check with.
- /// the model's bounding spheres will be used.</param>
- /// <param name="worldTransform">a matrix that positions the model
- /// in world space</param>
- /// <param name="absoluteBoneTransforms">this array of matrices contains the
- /// absolute bone transforms for the model. this can be obtained using the
- /// Model.CopyAbsoluteBoneTransformsTo function.</param>
- /// <returns>true if the ray intersects the model.</returns>
- private static bool RayIntersectsModel(Ray ray, Model model,
- Matrix worldTransform, Matrix[] absoluteBoneTransforms)
- {
- // Each ModelMesh in a Model has a bounding sphere, so to check for an
- // intersection in the Model, we have to check every mesh.
- foreach (ModelMesh mesh in model.Meshes)
- {
- // the mesh's BoundingSphere is stored relative to the mesh itself.
- // (Mesh space). We want to get this BoundingSphere in terms of world
- // coordinates. To do this, we calculate a matrix that will transform
- // from coordinates from mesh space into world space....
- Matrix world = absoluteBoneTransforms[mesh.ParentBone.Index] * worldTransform;
- // ... and then transform the BoundingSphere using that matrix.
- BoundingSphere sphere = TransformBoundingSphere(mesh.BoundingSphere, world);
- // now that the we have a sphere in world coordinates, we can just use
- // the BoundingSphere class's Intersects function. Intersects returns a
- // nullable float (float?). This value is the distance at which the ray
- // intersects the BoundingSphere, or null if there is no intersection.
- // so, if the value is not null, we have a collision.
- if (sphere.Intersects(ray) != null)
- {
- return true;
- }
- }
- // if we've gotten this far, we've made it through every BoundingSphere, and
- // none of them intersected the ray. This means that there was no collision,
- // and we should return false.
- return false;
- }
- /// <summary>
- /// This helper function takes a BoundingSphere and a transform matrix, and
- /// returns a transformed version of that BoundingSphere.
- /// </summary>
- /// <param name="sphere">the BoundingSphere to transform</param>
- /// <param name="world">how to transform the BoundingSphere.</param>
- /// <returns>the transformed BoundingSphere/</returns>
- private static BoundingSphere TransformBoundingSphere(BoundingSphere sphere, Matrix transform)
- {
- BoundingSphere transformedSphere;
- // the transform can contain different scales on the x, y, and z components.
- // this has the effect of stretching and squishing our bounding sphere along
- // different axes. Obviously, this is no good: a bounding sphere has to be a
- // SPHERE. so, the transformed sphere's radius must be the maximum of the
- // scaled x, y, and z radii.
- // to calculate how the transform matrix will affect the x, y, and z
- // components of the sphere, we'll create a vector3 with x y and z equal
- // to the sphere's radius...
- Vector3 scale3 = new Vector3(sphere.Radius, sphere.Radius, sphere.Radius);
- // then transform that vector using the transform matrix. we use
- // TransformNormal because we don't want to take translation into account.
- scale3 = Vector3.TransformNormal(scale3, transform);
- // scale3 contains the x, y, and z radii of a squished and stretched sphere.
- // we'll set the finished sphere's radius to the maximum of the x y and z
- // radii, creating a sphere that is large enough to contain the original
- // squished sphere.
- transformedSphere.Radius = Math.Max(scale3.X, Math.Max(scale3.Y, scale3.Z));
- // transforming the center of the sphere is much easier. we can just use
- // Vector3.Transform to transform the center vector. notice that we're using
- // Transform instead of TransformNormal because in this case we DO want to
- // take translation into account.
- transformedSphere.Center = Vector3.Transform(sphere.Center, transform);
- return transformedSphere;
- }
- #endregion
- }
- }
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