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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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// Unit is in the air else { // Decrement the gravity velocity if (gravityVelocity > MIN GRAVITY) gravityVelocity -= GRAVITY ACCELERATION * elapsedTimeSeconds; // Apply the gravity velocity newPosition.Y = Math.Max(terrainHeight, Transformation.Translate.Y+gravityVelocity); } // Update the unit position Transformation.Translate = heightTranslate; } Whenever the unit is over the terrain, you check whether it is necessary to correct the changes that were made by the Jump method, through the adjustJumpChanges flag. Otherwise, if the gravityVelocity is bigger than the minimum gravity velocity, you decrement gravityVelocity and move the player. All transformations applied on the unit are made through the Transformation property, which actually modifies its animated model transformation. This way, whenever you draw the animated model, all the unit s transformations are already stored in it.
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When updating the unit, you need to update its position and orientation (transformation), and its animated model. To update the unit s animated model, you just need to call the Update method of the AnimatedModel class. To update the unit s position, you calculate its displacement, based on its velocity and on the elapsed time since the last update, and add this displacement to its current position. The same is done to update its orientation, where the angular velocity is used to calculate the displacement on the unit s rotation. Following is the code for the Update and NormalizeBaseVectors methods: public override void Update(GameTime time) { // Update the animated model float elapsedTimeSeconds = (float)time.ElapsedGameTime.TotalSeconds; animatedModel.Update(time, Matrix.Identity); // Update the height and collision volumes if the unit moves if (linearVelocity != Vector3.Zero || gravityVelocity != 0.0f) { Transformation.Translate += linearVelocity * elapsedTimeSeconds * speed; UpdateHeight(elapsedTimeSeconds); needUpdateCollision = true; }
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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// Update coordinate system when the unit rotates if (angularVelocity != Vector3.Zero) { Transformation.Rotate += angularVelocity * elapsedTimeSeconds * speed; NormalizeBaseVectors(); } base.Update(time); } private void NormalizeBaseVectors() { // Get the vectors from the animated model matrix headingVec = Transformation.Matrix.Forward; strafeVec = Transformation.Matrix.Right; upVec = Transformation.Matrix.Up; } In the Update method, you first update the unit s animated model, passing the elapsed time since the last update and a parent matrix used to transform the animated model. Because there is no need to transform the animated model, you can pass the identity matrix to update it. After that, you update the unit s linear and angular velocity. If the unit s linearVelocity or gravityVelocity is not zero, the unit is moving, and you need to call the UpdateHeight method to ensure that the unit is correctly positioned over the terrain. You also need to set the needUpdateCollision flag to true, to update the position of the unit s collision volumes. Last, if the unit s angularVelocity is not zero, you call the NormalizeBaseVectors method to update its orientation vectors (heading, strafe, and up vectors) and make sure their lengths are exactly 1. You can extract these vectors from the transformation matrix of the unit s animated model.
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You can check for collisions between the scene objects using some different approaches. One way is to check the intersection between all of their triangles. This method is the most accurate one, but it is also the most calculation-intensive. For example, to test the collision between two meshes having 2,000 triangles each, you would need to make 2000 2000 collision tests. This is more than you generally can afford. Another method for checking for collisions between two models is to simply check whether their collision volumes collide. Collision volumes provide a faster, although more inaccurate, way of checking the intersection between objects. In your game, you ll use two different collision volumes for each unit a box and a sphere to check its collision against other objects. When the collision volume is a box, it s called a bounding box; when the volume is a sphere, it s called a bounding sphere. The bounding box of a model is the smallest box that fits around a model. The bounding sphere of a model is the smallest sphere that surrounds a model. You can build the box you ll use for the collision aligned to the world axes. In this case, the box is called an axis-aligned bounding box (AABB). One of the advantages of the AABB is that the collision test with it is simple. However, the AABB can t be rotated, because it needs to keep its axes aligned with the world s axes. If the box used for collision is oriented with the unit s
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