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Now, whenever you load a model using your custom-defined model processor, each model has a bounding box and a bounding sphere volume that you ll use to perform a few collision tests. To make things simple, you will perform only two different collision tests with the units in your game. The first verifies whether a ray collides with a unit, which is needed to check if a gunshot has hit the unit. The second verifies when the unit is inside the camera s visualization volume
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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(the camera s frustum, as discussed in 10) and is used to avoid updating and drawing units that are not visible. To check if a ray collides with a unit, you use the unit s bounding box, which is an AABB. The first thing you need to do is apply the same transformations made over the unit (translations and rotations) to the unit s AABB. This is necessary because you want to move the volume to the location of the model. Second, you need to make sure that the model is aligned with the world s axes to use its AABB, which prohibits you from rotating the unit. To tackle this, instead of transforming the model s AABB, you can transform the ray that you are testing with the inverse transformation of the model. This guarantees that the AABB remains aligned with the world s axes. Following is the code for the BoxIntersects method of the TerrainUnit class, used to test the collision between a ray and the unit s AABB: public float BoxIntersects(Ray ray) { Matrix inverseTransform = Matrix.Invert(Transformation.Matrix); ray.Position = Vector3.Transform(ray.Position, inverseTransform); ray.Direction = Vector3.TransformNormal(ray.Direction, inverseTransform); return animatedModel.BoundingBox.Intersects(ray); } In the BoxIntersects method, you first calculate the inverse transformation matrix of the unit and then transform the position and the direction of the ray by this matrix. You need to use the Transform method of the XNA s Vector3 class to transform the ray s start position because it is a 3D point, and the TransformNormal method to transform the ray s direction because it is a vector (which should not be affected by the translation contained in the transformation). After that, you can use the Intersects method of the bounding volume to do the collision test between the box and the ray. Now, to verify if a unit is found inside the camera s frustum, you use the unit s bounding sphere. In this case, a collision test with the unit s bounding sphere is simpler, and the precision is not very important. To test the collision between the unit s bounding sphere and the camera s frustum, you need to use only the Intersects method of the XNA s BoundingSphere class: boundingSphere.Intersects(activeCamera.Frustum); Finally, whenever the unit moves, you must update its bounding sphere. To update the unit s bounding sphere, you just need to translate it, because a rotation has little effect on a sphere. Following is the code for the UpdateCollision method used to update the collision solids: private void UpdateCollision() { // Update bounding sphere boundingSphere = animatedModel.BoundingSphere; boundingSphere.Center += Transformation.Translate; needUpdateCollision = false; }
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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To allow the unit to receive damage, you ll create the ReceiveDamage method, which receives the damage intensity as a parameter. The code for the ReceiveDamage method follows: public virtual void ReceiveDamage(int damageValue) { life = Math.Max(0, life - damageValue); if (life == 0) isDead = true; } When the unit s hit points reach zero, the isDead flag is marked as true. In this case, you can avoid updating this unit. The ReceiveDamage method should be virtual, allowing the units that extend the TerrainUnit class to override this method and, for example, play a death animation for the unit.
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