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The Code
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After loading the model, you need to make sure you save the original Bone matrices: protected override void LoadContent() { device = graphics.GraphicsDevice; basicEffect = new BasicEffect(device, null); cCross = new CoordCross(device);
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myModel = Content.Load<Model>("tank"); modelTransforms = new Matrix[myModel.Bones.Count]; originalTransforms = new Matrix[myModel.Bones.Count]; myModel.CopyBoneTransformsTo(originalTransforms); } During the update phase, you should allow the rotation angles to be changed. You can do this based on the time or on the user input, as shown in this example: KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.U)) canonRot -= 0.05f; if (keyState.IsKeyDown(Keys.D)) canonRot += 0.05f; if (keyState.IsKeyDown(Keys.L)) turretRot += 0.05f; if (keyState.IsKeyDown(Keys.R)) turretRot -= 0.05f; Finally, before you draw your Model, you should overwrite the original Bone matrices by their rotated version and construct the absolute Bone matrices. These matrices must be used as the active World matrix of each ModelMesh: protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.CornflowerBlue, 1, 0); cCross.Draw(fpsCam.ViewMatrix, fpsCam.ProjectionMatrix); //draw model Matrix newCanonMat = Matrix.CreateRotationX(canonRot) * originalTransforms[10]; myModel.Bones[10].Transform = newCanonMat; Matrix newTurretMat = Matrix.CreateRotationY(turretRot) * originalTransforms[9]; myModel.Bones[9].Transform = newTurretMat; Matrix worldMatrix = Matrix.CreateScale(0.01f, 0.01f, 0.01f); myModel.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in myModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * worldMatrix; effect.View = fpsCam.ViewMatrix; effect.Projection = fpsCam.ProjectionMatrix; }
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CHAPTER 4 WORKING WITH MODELS
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mesh.Draw(); } base.Draw(gameTime); }
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4-10. Use BoundingSpheres for Basic Model Collision Detection
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You want to check whether two Models collide. If you have many Models in your scene, you cannot afford to perform a detailed, per-triangle check. You want to start with a fast way to check for possible collisions and run finer checks afterward.
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When performing a collision check, you ll always find yourself making a trade-off between speed and accuracy. In most cases, you ll want to settle for a combination of checks. During a first pass, you ll want to scan all of your objects for possible collisions using a very fast check and afterward perform detailed tests only for those objects that responded positively on the quick check. This recipe demonstrates two fast ways to check for possible collisions between two models. The fastest way is to find the two global BoundingSpheres of the Models and check whether they intersect by calling the Intersect method on one of the spheres. You can extend this a bit to improve accuracy. Models consist of several ModelMeshes, which store the geometrical information about the different parts of the Model. Each of these ModelMeshes can generate its own BoundingSphere, so you can perform a collision check between each of the BoundingSpheres of the first Model and each of the BoundingSpheres of the second Model. Obviously, this higher accuracy comes at a higher calculating cost.
How It Works
Fastest Check
This approach will use the BoundingSphere surrounding the whole Model. If these BoundingSpheres of the two Models intersect, it is possible that both Models collide. In some cases, this can give very bad results, such as in a skiing game where you want to detect the collision between the two skis of a player. The sphere of a ski is huge in comparison to the ski itself; the ski will occupy less than 1 percent of the volume of the sphere. This check will classify all objects inside the globe (such as the other ski!) as colliding, as illustrated in Figure 4-13. Nonetheless, this method is used very frequently as the first check because of its speed. It would be a shame to waste processing power to check for collisions between two Models of which the global BoundingSpheres don t even collide.
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Figure 4-13. Each ski is inside the other s BoundingSphere. To perform this fast check, start by loading the Models and generating their global BoundingSphere as explained in recipe 4-5. This BoundingSphere will be stored in the Tag property of the Model: myModel = XNAUtils.LoadModelWithBoundingSphere(ref modelTransforms, "tank", Content); This BoundingSphere will contain the center of the Model (which doesn t need to be the (0,0,0) point of the Model) as well as its radius. When you render both Models, you need a different World matrix for each of the Models to have them moved (and/or scaled/rotated) to their correct position in the 3D world. When you move (and/or scale) a model, you also need to move the center (and/or scale the radius) of its BoundingSphere. You can do this using the TransformBoundingSphere of my XNAUtils file. The method takes a BoundingSphere as well as a World matrix. It moves the center and scales the radius of the sphere according to the matrix, and the resulting sphere is returned. All you need to do to check for a collision between two Models is transform each of the BoundingSpheres by the World matrix of the corresponding Model and check whether the transformed BoundingSpheres intersect. private bool ModelsCollide1(Model model1, Matrix world1, Model model2, Matrix world2) { BoundingSphere origSphere1 = (BoundingSphere)model1.Tag; BoundingSphere sphere1 = XNAUtils.TransformBoundingSphere(origSphere1, world1); BoundingSphere origSphere2 = (BoundingSphere)model2.Tag; BoundingSphere sphere2 = XNAUtils.TransformBoundingSphere(origSphere2, world2); bool collision = sphere1.Intersects(sphere2); return collision; }
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