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8. Set project dependencies. 9. In your main XNA project, add a reference to your content pipeline project. 10. Add your content pipeline namespace to the using block of your main XNA project. Be sure not the forget step 7, and select the ModelMeshTriangleProcessor to process your imported Model. This processor will store an array of Triangle objects in the Tag property of each ModelMesh of the Model.
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Now that you have access to all vertex positions of the Model, you can define a method that checks for Ray-Model collisions: private bool ModelRayCollision(Model model, Matrix modelWorld, Ray ray) { Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); bool collision = false; foreach (ModelMesh mesh in model.Meshes) { Matrix absTransform = modelTransforms[mesh.ParentBone.Index] *modelWorld; Triangle[] meshTriangles = (Triangle[])mesh.Tag; foreach (Triangle tri { Vector3 transP0 = Vector3 transP1 = Vector3 transP2 = in meshTriangles) Vector3.Transform(tri.P0, absTransform); Vector3.Transform(tri.P1, absTransform); Vector3.Transform(tri.P2, absTransform);
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// if (Ray-Triangle collision) // return true; } } return collision; } The concept is simple enough: you start off by setting collision = false. For each part of the Model, you will scroll through all of its Triangle objects, containing the positions of the triangles. For each Triangle, you will check whether that Triangle collides with the Ray. If they collide, return true. Simple. This is the moment to remind you that the positions stored in the Triangle objects are relative to the origin of the ModelMesh. This means they first have to be transformed by the absolute transformation matrix of the ModelMesh to obtain their position relative to the Model origin. Next, they need to be transformed by the worldMatrix of the Model to obtain their position relative to the 3D world (in other words, the absolute positions).
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CHAPTER 4 WORKING WITH MODELS
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This first transformation looks like a burden, but in fact it offers a huge advantage: if you rotate one ModelMesh of the Model (for example, an arm of a person), this rotation will also be taken into account here. After you transform the positions of the arm vertices by their absolute transformation matrix, you get their position relative to the Model origin, with the rotation taken into account! In the previous code, you first calculate the absolute transformation matrices for all Bones of the Model. Next, you combine the absolute matrix for the current Bone with the World matrix. You use the resulting matrix to transform each Triangle you find in the ModelMesh to absolute 3D positions. Finally, for each Triangle of the ModelMesh, you end up with the exact positions in 3D space, taking any animation on the Model and the positioning of the Model into account! That s how far the previous code goes.
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Once you have these absolute positions for each Triangle, you check whether there s a collision between the Triangle and the Ray. Even simpler. The if (Ray-Triangle collision) will be broken in two parts. First you will find the point where the Ray collides with the plane of the Triangle. Because the Triangle and this intersection point are in the same plane, the problem becomes a 2D problem, as shown in Figure 4-25. Next, you check whether the collision point is inside the triangle.
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Intersection Point
Triangle
Triangle
Intersection Point
Figure 4-25. Reducing a 3D problem (left) to a 2D problem (right) You will code two methods that tackle both parts of the problem. The first method, RayPlaneIntersection, receives a Plane and a Ray and returns the distance of the collision point on the Ray. From this distance you can easily calculate the intersection point between the Ray and the Triangle. The second method, PointInsideTriangle, receives the three coordinates of a triangle, as well as the coordinate of an extra point (in your case, the intersection point). This method will return whether the point is inside the triangle or not. If this is the case, you have detected a collision between the Ray and your Model. This is the code that should replace the two lines of pseudocode: Plane trianglePlane = new Plane(transP0, transP1, transP2); float distanceOnRay = RayPlaneIntersection(ray, trianglePlane); Vector3 intersectionPoint = ray.Position + distanceOnRay * ray.Direction;
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