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In this section you ll create a class to manage the lights, named LightManager. Similar to the camera manager, the light manager allows you to add various lights to a scene. But, differently from the camera manager, all the lights added to the light manager are considered to be active. You ll store a global ambient light color inside the LightManager class, instead of storing an ambient color for each light in the scene. Following is the complete code for the LightManager class:
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public class LightManager { // Global ambient component of the scene Vector3 ambientLightColor; // Sorted list containing all lights SortedList<string, BaseLight> lights; #region Properties public Vector3 AmbientLightColor { get { return ambientLightColor; } set { ambientLightColor = value; } }
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CHAPTER 9 s LIGHTS, CAMERA, TRANSFORMATIONS!
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public BaseLight this[int index] { get { return lights.Values[index]; } } public BaseLight this[string id] { get { return lights[id]; } } public int Count { get { return lights.Count; } } #endregion public LightManager() { lights = new SortedList<string, BaseLight>(); } public void Clear() { lights.Clear(); } public void Add(string id, BaseLight light) { lights.Add(id, light); } public void Remove(string id) { lights.Remove(id); } }
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In the LightManager class, the lights are stored in a SortedList, similar to the CameraManager class. In this way, the lights can be accessed through an integer s index or by its name. The LightManager class provides methods for adding and removing lights.
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CHAPTER 9 s LIGHTS, CAMERA, TRANSFORMATIONS!
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Transformations are an important tool in object manipulation. They allow you to position, orient, deform, and apply other types of transformations to the objects. Among the various types of transformations, the most commonly used are translation, rotation, and scale. To help handle the transformation of the objects, you ll create a class named Transformation. This class stores the objects translation, rotation, and scale, and creates a matrix that holds the combination of all these transformations, as shown in the following code:
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// Translate Vector3 translate; // Rotate around the (X, Y, Z) world axes Vector3 rotate; // Scale the X, Y, Z axes Vector3 scale; bool needUpdate; // Store the combination of the transformations Matrix matrix; public Vector3 Translate { get { return translate; } set { translate = value; needUpdate = true; } } public Vector3 Rotate { get { return rotate; } set { rotate = value; needUpdate = true; } } public Vector3 Scale { get { return scale; } set { scale = value; needUpdate = true; } } public Matrix Matrix { get { if (needUpdate)
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CHAPTER 9 s LIGHTS, CAMERA, TRANSFORMATIONS!
{ // Compute the final matrix (Scale * Rotate * Translate) matrix = Matrix.CreateScale(scale) * Matrix.CreateRotationY(MathHelper.ToRadians(rotate.Y)) * Matrix.CreateRotationX(MathHelper.ToRadians(rotate.X)) * Matrix.CreateRotationZ(MathHelper.ToRadians(rotate.Z)) * Matrix.CreateTranslation(translate); needUpdate = false; } return matrix; } }
In the Transformation class, the translation, rotation, and scale transformations are stored as XNA s Vector3 respectively in the translate, rotate, and scale attributes, and you can set and retrieve them through properties. The matrix attribute stores the combination of the translation, rotation, and scale transformation as XNA s Matrix, and you can use it to apply these transformations over an object. You can set and retrieve the matrix attribute through the Matrix property, and it is recalculated whenever the translate, rotate, or scale transformation is updated. You can use the CreateTranslate, CreateRotation, and CreateScale methods of XNA s Matrix class to generate the matrices used to translate, rotate, and scale an object. Notice that the object s transformation matrix is calculated by combining the scale, rotation, and translation transformations, in this order. Because the matrix product is not commutative, the order in which you combine the transformations is very important. The correct order to transform an object is first scale, then rotate, and finally translate.
Summary
In this chapter you created a basic framework to handle cameras, lights, and transformations, which are common objects used in a game. You learned how to structure the camera and light classes hierarchically by having a base class that stores the common attributes and methods of the classes and that could be extended to create specific types of the base class. Using this concept, you extended the base camera class to create a third-person camera, and extended the base light class to create a point light. Finally, you created some managers to handle the cameras and lights in a scene.
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