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This problem can be split up into four parts: 1. First, you want to find the positions of the lowest vertices of the four wheels of your Model. 2. Second, you want the height of the terrain exactly underneath these four points. 3. Next, you need to find the rotation along the Forward and Side vectors of the Model to tilt the Model correctly. 4. Finally, you should find the height difference between the model and the terrain and compensate for this difference. Instead of hacking your way in the runtime program to solve the first step, you should code a small custom Model processor that stores the position of the lowest vector for each ModelMesh of the Model in the Tag properties of the ModelMeshes. Because these lowest points of the four wheels will be moved while the game is running, each update you ll need to transform these positions with the current World positions of these vectors. To find the exact height at a certain location on a triangle-based surface, you can use the GetExactHeightAt method created in recipe 5-9.
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CHAPTER 4 WORKING WITH MODELS
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The approach to find the rotation angles are based on a single mathematical rule (which you should have remembered from high school!). The final step involves adding a vertical translation to the Model s World matrix.
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Coding a Custom Model Processor to Find the Lowest Positions of the Each ModelMesh
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The first step is to find the positions of the lowest vertices of the wheels of the Model, because these vertices should ultimately connect with the terrain. You will create a Model processor that is a simplified version of the processor coded in recipe 4-14. For each ModelMesh of the Model, you will store its lowest position in the Tag property of the ModelMesh. Note that you want this position to be defined relative to the origin of the ModelMesh, so this recipe remains valid even when you animate the Bones of the Model (see recipe 4-9). Start from the code explained in recipe 4-14. Make some minor changes to the Model processor s Process method: public override ModelContent Process(NodeContent input, ContentProcessorContext context) { List<Vector3> lowestVertices = new List<Vector3>(); lowestVertices = FindLowestVectors(input, lowestVertices); ModelContent usualModel = base.Process(input, context); int i = 0; foreach (ModelMeshContent mesh in usualModel.Meshes) mesh.Tag = lowestVertices[i++]; return usualModel; } The FindLowestVertices method crawls its way through all the nodes of the Model and stores, for each ModelMesh, the lowest position of the lowestVertices list. Once you have this list, you store each position in the Tag property of its corresponding ModelMesh. Based on the AddVertices method described in recipe 4-14, the FindLowestVertices method adds its position to the list and passes the list on to all of the node s child nodes: private List<Vector3> FindLowestVectors(NodeContent node, List<Vector3> lowestVertices) { Vector3 lowestPos = null; MeshContent mesh = node as MeshContent; foreach (NodeContent child in node.Children) lowestVertices = FindLowestVectors(child, lowestVertices); if (mesh != null) foreach (GeometryContent geo in mesh.Geometry)
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C HA PTER 4 WO RK ING WI T H M OD ELS
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foreach (Vector3 vertexPos in geo.Vertices.Positions) if ((lowestPos == null) || (vertexPos.Y < lowestPos.Value.Y)) lowestPos = vertexPos; lowestVertices.Add(lowestPos.Value); return lowestVertices; } You start by calling this method on the node s children so they also store their lowest position in the list. Each node, you check whether the node contains any geometrical information. If it does, you scroll through all vertices that define the geometrical shape defined in the node. If the lowestPos is null (it will be null the first time this check is encountered) or if the current position is lower than the one previously stored in lowestPos, you store the current position in lowestPos. In the end, the vertex with the lowest Y coordinate is stored in lowestPos. You add this to the lowestVertices list and return the list to the parent node.
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Note As discussed in recipe 4-14, a ModelMesh first calls this method on its children, and afterward it
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adds its own lowest position to the list. A more intuitive approach would have been to have a node first store its own Vector3 to the list and then call the method on its child node. You have to do it in the order shown earlier, though, because this is the order the nodes are converted to ModelMeshes by the default Model processor. In the Process method, this allows you to easily store the correct Vector3 in the Tag property of the correct ModelMesh.