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Adding targets

With our scene set up and our airplane flying through it, it’s time to add some targets. I this example, we’ll be using simple spheres. DirectX already has some built-in methods that create simple geometric meshes, such as cubes and spheres.

First we’ll define a variable at the top of our code that indicates the maximal number of targets in our city, as well as an ArrayList that will hold all our targets;

 private int maxtargets = 80;
 
 private ArrayList targetlist = new ArrayList();
 private Mesh targetmesh;

The last variable will hold the mesh of our targets, which will be a sphere. To fill this variable, add this simple line to your LoadMeshes method:

 targetmesh = Mesh.Sphere(device, 1f, 10, 10);

This simple line will create a sphere of radius 1. Both 10’s in the end of the line indicate the level of detail. Increasing these values will add extra vertices.

For every target, 3 values will be needed: the position of the target and it’s size, together with a material. To keep using only 1 file, we are going to define a new struct, which is simply a variable that can contain multiple values. Define this below you definition of global variables:

 struct targetstruct
 {
  public Vector3 position;
  public float radius;
  public Material material;
 }

As you can see, we’ll store the position, radius and material of each target. These targets will be added to the targetlist in a new method, AddTargets. Add this piece of the method to your code:

 private void AddTargets()
 {
     while (targetlist.Count < maxtargets)
     {
         Random random = new Random();
         int x = random.Next(WIDTH);
         int y = random.Next(HEIGHT);
         float z = (float)random.Next(2000) / 1000f + 1;
         float radius = (float)random.Next(1000) / 1000f * 0.2f+ 0.01f;
 
 bool acceptableposition = true;
  if (int_Floorplan[x, y] > 0) acceptableposition = false;
  foreach (targetstruct currenttarget in targetlist)
  {
  if (((int)currenttarget.position.X == x) && ((int)currenttarget.position.Y == y)) acceptableposition = false;
  }
     }
 }

Don’t run this code yet, as it will loop forever. Wait until we’ve added the final code to the method. This code will loop until enough targets have been added. The codeblock in the middle first generates a random position for a new target, as well as a random size for the target, the radius. Then we check whether the generated position is acceptable. A first condition is that there musn’t be a building on that position, meaning the int_Floorplan must contain a 0 for that position. Then we check if there isn’t yet an existing target on that position. If both checks are negative, meaning it’s OK to place a new target at the new position, the variabel acceptableposition has remained ‘true’.

To actually add the new target, add this code inside the while-loop:

 if (acceptableposition)
 {
  targetstruct newtarget = new targetstruct();
  newtarget.position = new Vector3(x +0.5f, y+0.5f, z);
  newtarget.radius = radius;
  Material newmaterial = new Material();
  newmaterial.Diffuse = Color.Red;
  newmaterial.Ambient = Color.Red;
  newtarget. material = newmaterial;
  targetlist.Add(newtarget);
 }

If it’s OK to add a new target at the generated position, we create a new targetstruct variable. We simply set the position and radius values of this variable. Then we create a new material, of which we set the color to red, and we store this material as the target’s material.

With all the values of the new target filled, we add it to the ArrayList. This will cause the targetlist.Count to increase by 1, so after looping a few time through the code, this targetlist.Count value will have reached maxtargets and the method will stop. Make sure you don’t set maxtargets higher than the number of floors in your city, or the method will loop forever because it can’t find enough places to add all the targets!

Call this method from your Main method:

 our_directx_form.AddTargets();

Now it’s time to draw the targets from the targetlist. Add this small method to your code:

 private void DrawTargets()
 {
  device.SetTexture(0, null);
  foreach (targetstruct currenttarget in targetlist)
  {
  device.Transform.World = Matrix.Scaling(currenttarget.radius, currenttarget.radius, currenttarget.radius)* Matrix.Translation(-(float)spacemeshposition.X+currenttarget.position.X, -(float)spacemeshposition.Y+currenttarget.position.Y, -(float)spacemeshposition.Z+currenttarget.position.Z) * Matrix.RotationYawPitchRoll((float)spacemeshangles.X, (float)spacemeshangles.Y, (float)spacemeshangles.Z);
  device.Material = currenttarget.scenerymaterial;
  targetmesh.DrawSubset(0);
  }
 }

First we reset the active texture, so only the material’s color will be drawn. Then, for each target in the targetlist, the World transform matrix will be set to the position of the target. The active material on the device will be set, and the mesh will actually be drawn. Call this method from within your OnPaint method.

Running this code should diplay the targets in your city. We’ll end this chapter by adding these lines to the CheckCollision method:

 for (int i = 0; i < targetlist.Count; i++ )
 {
  targetstruct currenttarget = (targetstruct)targetlist[i];
  if (Math.Sqrt(Math.Pow(currenttarget.position.X - position.X, 2) + Math.Pow(currenttarget.position.Y - position.Y, 2) + Math.Pow(currenttarget.position.Z - position.Z, 2)) < radius + currenttarget.radius)
  {
  targetlist.RemoveAt(i);
 i--;
  return 3;
  }
 }

For every target in our targetlist, we check if the distance between the center of our plane and the center of the target isn’t smaller than the sum of the radius of both objects. This would indicate a collision between our plane and the target, thus a 3 is returned.

Remember this method is already called from within your OnPaint method. So this is all we have to do this chapter, running this code will draw your targets and bumping into them will cause a collision.




DirectX Tutorial 12 - Adding targets

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    Now we have our targets in the scene, the next chapter we should focus us on firing bullets.

     using System;
     using System.Drawing;
     using System.Collections;
     using System.ComponentModel;
     using System.Windows.Forms;
     using System.Data;
     using Microsoft.DirectX;
     using Microsoft.DirectX.Direct3D;
     using D3D = Microsoft.DirectX.Direct3D;
     using Microsoft.DirectX.DirectInput;
     using DI = Microsoft.DirectX.DirectInput;
     
     namespace DirectX_Tutorial
     {
         public class WinForm : System.Windows.Forms.Form
         {
             private int[,] int_Floorplan;
             private int WIDTH;
             private int HEIGHT;
             private int differentbuildings = 5;
             private float gamespeed = 0.02f;
             private int[] buildingheights = new int[] { 0, 10, 1, 3, 2, 5 };
             private int maxtargets = 80;
     
             private System.ComponentModel.Container components = null;
             private D3D.Device device;
             private Texture scenerytexture;
             private Material material;
             private CustomVertex.PositionNormalTextured[] verticesarray;
             ArrayList verticeslist = new ArrayList();
             private Mesh spacemesh;
             private Material[] spacemeshmaterials;
             private Texture[] spacemeshtextures;
             private float spacemeshradius;
             private float scaling = 0.0005f;
             private Vector3 spacemeshposition = new Vector3(8, 2, 1);
             private Vector3 spacemeshangles = new Vector3(0, 0, 0);
             private DI.Device keyb;
             private double score = 0;
             private Mesh skyboxmesh;
             private Material[] skyboxmaterials;
             private Texture[] skyboxtextures;
             private ArrayList targetlist = new ArrayList();
             private Mesh targetmesh;
     
             struct targetstruct
             {
                 public Vector3 position;
                 public float radius;
                 public Material material;
             }
     
             public WinForm()
             {
                 InitializeComponent();
                 this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
             }
     
             public void InitializeDevice()
             {
                 PresentParameters presentParams = new PresentParameters();
                 presentParams.Windowed = true;
                 presentParams.SwapEffect = SwapEffect.Discard;
                 presentParams.AutoDepthStencilFormat = DepthFormat.D16;
                 presentParams.EnableAutoDepthStencil = true;
                 device = new D3D.Device(0, D3D.DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
     
                 device.RenderState.Lighting = true;
     
                 device.Lights[0].Type = LightType.Directional;
                 device.Lights[0].Diffuse = Color.White;
                 device.Lights[0].Direction = new Vector3(1, 1, -1);
                 device.Lights[0].Update();
                 device.Lights[0].Enabled = true;
     
                 device.Lights[1].Type = LightType.Directional;
                 device.Lights[1].Diffuse = Color.White;
                 device.Lights[1].Direction = new Vector3(-1, -1, -1);
                 device.Lights[1].Update();
                 device.Lights[1].Enabled = true;
     
                 device.SamplerState[0].MinFilter = TextureFilter.Anisotropic;
                 device.SamplerState[0].MagFilter = TextureFilter.Anisotropic;
     
                 device.SamplerState[0].AddressU = TextureAddress.Mirror;
                 device.SamplerState[0].AddressV = TextureAddress.Mirror;
             }
     
             protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
             {
                 ReadUserInput(gamespeed);
                 UpdatePosition(ref spacemeshposition, spacemeshangles, gamespeed);
                 if (CheckCollision(spacemeshposition, spacemeshradius) > 0)
                 {                
                     spacemeshposition = new Vector3(8, 2, 1);
                     spacemeshangles = new Vector3(0, 0, 0);
                     gamespeed /= 1.1f;
                     score /= 2;                
                 }
     
                 device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.DarkSlateBlue, 1.0f, 0);
                 device.BeginScene();
     
                 device.RenderState.Ambient = Color.DarkGray;
                 device.Transform.World = Matrix.Translation(-(float)spacemeshposition.X, -(float)spacemeshposition.Y, -(float)spacemeshposition.Z) * Matrix.RotationYawPitchRoll((float)spacemeshangles.X, (float)spacemeshangles.Y, (float)spacemeshangles.Z);            
                 device.VertexFormat = CustomVertex.PositionNormalTextured.Format;
     
                 device.SetTexture(0, scenerytexture);
                 device.DrawUserPrimitives(PrimitiveType.TriangleList, verticeslist.Count / 3, verticesarray);
     
                 device.Transform.World = Matrix.Scaling(scaling, scaling, scaling) * Matrix.RotationX((float)Math.PI / 2);
                 DrawMesh(spacemesh, spacemeshmaterials, spacemeshtextures);
     
                 DrawTargets();
     
                 device.RenderState.Ambient = Color.White;
                 device.Transform.World = Matrix.RotationX((float)Math.PI/2) *Matrix.RotationYawPitchRoll((float)spacemeshangles.X, (float)spacemeshangles.Y, (float)spacemeshangles.Z);
                 DrawMesh(skyboxmesh, skyboxmaterials, skyboxtextures);
     
                 device.EndScene();
                 device.Present();
                 this.Invalidate();            
             }
     
             private void SetUpCamera()
             {
                 device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)this.Width / (float)this.Height, 0.3f, 500f);
                 device.Transform.View = Matrix.LookAtLH(new Vector3(0, -1f, 0.2f), new Vector3(0, 0, 0), new Vector3(0, 0, 1));
             }        
     
             private void LoadTexturesAndMaterials()
             {
                 material = new Material();
     
                 material.Diffuse = Color.White;
                 material.Ambient = Color.White;
     
                 device.Material = material;
     
                 scenerytexture = TextureLoader.FromFile(device, "texturemap.jpg");
             }
     
             private void LoadFloorplan()
             {
                 WIDTH = 20;
                 HEIGHT = 15;
     
                 int_Floorplan = new int[,]
                 {
                     {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,1,1,0,0,0,1,1,0,0,1,0,1},
                     {1,0,0,1,1,0,0,0,1,0,0,0,1,0,1},
                     {1,0,0,0,1,1,0,1,1,0,0,0,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,1,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,1,1,0,0,0,1,0,0,0,0,0,0,1},
                     {1,0,1,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,1,0,0,0,0,0,0,0,0,1},
                     {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1},
                     {1,0,1,0,0,0,0,0,0,1,0,0,0,0,1},
                     {1,0,1,1,0,0,0,0,1,1,0,0,0,1,1},
                     {1,0,0,0,0,0,0,0,1,1,0,0,0,1,1},
                     {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
                 };        
     
                 Random random = new Random();
                 for (int x = 0; x < WIDTH; x++)
                 {
                     for (int y = 0; y < HEIGHT; y++)
                     {
                         if (int_Floorplan[x, y] == 1)
                         {
                             int_Floorplan[x, y] = random.Next(differentbuildings) + 1;
                         }
                     }
                 }
             }
     
             private void LoadMesh(string filename, ref Mesh mesh, ref Material[] meshmaterials, ref Texture[] meshtextures, ref float meshradius)
             {
                 ExtendedMaterial[] materialarray;
                 mesh = Mesh.FromFile(filename, MeshFlags.Managed, device, out materialarray);
     
                 if ((materialarray != null) && (materialarray.Length > 0))
                 {
                     meshmaterials = new Material[materialarray.Length];
                     meshtextures = new Texture[materialarray.Length];
     
                     for (int i = 0; i < materialarray.Length; i++)
                     {
                         meshmaterials[i] = materialarray[i].Material3D;
                         meshmaterials[i].Ambient = meshmaterials[i].Diffuse;
     
                         if ((materialarray[i].TextureFilename != null) && (materialarray[i].TextureFilename != string.Empty))
                         {
                             meshtextures[i] = TextureLoader.FromFile(device, materialarray[i].TextureFilename);
                         }
                     }                
                 }
     
                 mesh = mesh.Clone(mesh.Options.Value, CustomVertex.PositionNormalTextured.Format, device);
                 mesh.ComputeNormals();
     
                 VertexBuffer vertices = mesh.VertexBuffer;
                 GraphicsStream stream = vertices.Lock(0, 0, LockFlags.None);
                 Vector3 meshcenter;
                 meshradius = Geometry.ComputeBoundingSphere(stream, mesh.NumberVertices, mesh.VertexFormat, out meshcenter) * scaling;
             }
     
             private void LoadMeshes()
             {
                 float dummy = 0;
                 LoadMesh("xwing.x", ref spacemesh, ref spacemeshmaterials, ref spacemeshtextures, ref spacemeshradius);
                 LoadMesh("skybox2.x", ref skyboxmesh, ref skyboxmaterials, ref skyboxtextures, ref dummy);
      targetmesh = Mesh.Sphere(device, 1f, 10, 10);
             }        
             private void DrawMesh(Mesh mesh, Material[] meshmaterials, Texture[] meshtextures)
             {
                 for (int i = 0; i < meshmaterials.Length; i++)
                 {
                     device.Material = meshmaterials[i];
                     device.SetTexture(0, meshtextures[i]);
                     mesh.DrawSubset(i);
                 }
             }
     
             private void UpdatePosition(ref Vector3 position, Vector3 angles, float speed)
             {
                 Vector3 addvector = new Vector3();
                 addvector.X += (float)(Math.Sin(angles.Z));
                 addvector.Y += (float)(Math.Cos(angles.Z));
                 addvector.Z -= (float)(Math.Tan(angles.Y));
                 addvector.Normalize();
     
                 position += addvector * speed;
             }
     
             private void InitializeInputDevices()
             {
                 keyb = new DI.Device(SystemGuid.Keyboard);
                 keyb.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive);
                 keyb.Acquire();
             }
     
             private void ReadUserInput(float speed)
             {
                 KeyboardState keys = keyb.GetCurrentKeyboardState();
     
                 if (keys[Key.Right])
                 {
                     spacemeshangles.X += 2.5f * speed;
                 }
                 if (keys[Key.Left])
                 {
                     spacemeshangles.X -= 2.5f * speed;
                 }
     
                 if (keys[Key.Down])
                 {
                     spacemeshangles.Z -= (float)(speed * Math.Sin(spacemeshangles.X));
                     spacemeshangles.Y -= (float)(speed * Math.Cos(spacemeshangles.X));
                 }
                 if (keys[Key.Up])
                 {
                     spacemeshangles.Z += (float)(speed * Math.Sin(spacemeshangles.X));
                     spacemeshangles.Y += (float)(speed * Math.Cos(spacemeshangles.X));
                 }            
             }
     
             private int CheckCollision(Vector3 position, float radius)
             {            
                 if (position.Z - radius < 0) return 1;
                 if (position.Z + radius > 15) return 2;
     
                 if ((position.X < -10) || (position.X > WIDTH+10)) return 2;
                 if ((position.Y < -10) || (position.Y > HEIGHT+10)) return 2;
                 
                 if ((position.X - radius > 0) && (position.X + radius < WIDTH) && (position.Y - radius> 0) && (position.Y + radius < HEIGHT))
                 {
                     if (position.Z - radius < buildingheights[int_Floorplan[(int)position.X, (int)position.Y]]) return 1;
                 }
     
                 for (int i = 0; i < targetlist.Count; i++)
                 {
                     targetstruct currenttarget = (targetstruct)targetlist[i];
                     if (Math.Sqrt(Math.Pow(currenttarget.position.X - position.X, 2) + Math.Pow(currenttarget.position.Y - position.Y, 2) + Math.Pow(currenttarget.position.Z - position.Z, 2)) < radius + currenttarget.radius)
                     {
                         targetlist.RemoveAt(i);
                         i--;
                         return 3;
                     }
                 }
                 
                 return 0;
             }
     
             private void AddTargets()
             {    
                 while (targetlist.Count < maxtargets)
                 {
                     Random random = new Random();
                     int x = random.Next(WIDTH);
                     int y = random.Next(HEIGHT);
                     float z = (float)random.Next(2000) / 1000f + 1;
                     float radius = (float)random.Next(1000) / 1000f * 0.2f+ 0.01f;
     
                     bool acceptableposition = true;
                     if (int_Floorplan[x, y] > 0) acceptableposition = false;
                     foreach (targetstruct currenttarget in targetlist)
                     {
                         if (((int)currenttarget.position.X == x) && ((int)currenttarget.position.Y == y)) acceptableposition = false;
                     }
     
                     if (acceptableposition)
                     {
                         targetstruct newtarget = new targetstruct();
                         newtarget.position = new Vector3(x +0.5f, y+0.5f, z);
                         newtarget.radius = radius;
                         Material newmaterial = new Material();
                         newmaterial.Diffuse = Color.Red;
                         newmaterial.Ambient = Color.Red;
                         newtarget. material = newmaterial;
                         targetlist.Add(newtarget);
                     }
                 }
             }
     
             private void DrawTargets()
             {
                 device.SetTexture(0, null);
                 foreach (targetstruct currenttarget in targetlist)
                 {
                     device.Transform.World = Matrix.Scaling(currenttarget.radius, currenttarget.radius, currenttarget.radius) * Matrix.Translation(-(float)spacemeshposition.X + currenttarget.position.X, -(float)spacemeshposition.Y + currenttarget.position.Y, -(float)spacemeshposition.Z + currenttarget.position.Z) * Matrix.RotationYawPitchRoll((float)spacemeshangles.X, (float)spacemeshangles.Y, (float)spacemeshangles.Z);
                     device.Material = currenttarget.material;
                     targetmesh.DrawSubset(0);
                 }
             }
     
             private void VertexDeclaration()
             {
                 float imagesintexture = 1 + differentbuildings * 2;
     
                 for (int x = 0; x < WIDTH; x++)
                 {
                     for (int y = 0; y < HEIGHT; y++)
                     {
                         int currentbuilding = int_Floorplan[x, y];
                         verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, 0, 1), (currentbuilding * 2 + 1) / imagesintexture, 1));
                         verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, 0, 1), currentbuilding * 2 / imagesintexture, 1));
                         verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y + 1, buildingheights[currentbuilding]), new Vector3(0, 0, 1), currentbuilding * 2 / imagesintexture, 0));
     
                         verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y + 1, buildingheights[currentbuilding]), new Vector3(0, 0, 1), currentbuilding * 2 / imagesintexture, 0));
                         verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(0, 0, 1), (currentbuilding * 2 + 1) / imagesintexture, 0));
                         verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, 0, 1), (currentbuilding * 2 + 1) / imagesintexture, 1));
     
                         if (y > 0)
                         {
                             if (int_Floorplan[x, y - 1] != int_Floorplan[x, y])
                             {
                                 if (int_Floorplan[x, y - 1] > 0)
                                 {
                                     currentbuilding = int_Floorplan[x, y - 1];
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, 1, 0), (currentbuilding * 2 - 1) / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, 1, 0), currentbuilding * 2 / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, 0f), new Vector3(0, 1, 0), currentbuilding * 2 / imagesintexture, 1));
     
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, 1, 0), currentbuilding * 2 / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, 1, 0), (currentbuilding * 2 - 1) / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, 1, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
     
                                 }
                                 if (int_Floorplan[x, y] > 0)
                                 {
                                     currentbuilding = int_Floorplan[x, y];
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, -1, 0), currentbuilding * 2 / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, 0f), new Vector3(0, -1, 0), (currentbuilding * 2 - 1) / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, -1, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
     
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, -1, 0), currentbuilding * 2 / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, -1, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, -1, 0), currentbuilding * 2 / imagesintexture, 0));
                                 }
     
                             }
                         }
     
                         if (x > 0)
                         {
                             if (int_Floorplan[x - 1, y] != int_Floorplan[x, y])
                             {
                                 if (int_Floorplan[x - 1, y] > 0)
                                 {
                                     currentbuilding = int_Floorplan[x - 1, y];
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(1, 0, 0), currentbuilding * 2 / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, 0f), new Vector3(1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
     
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(1, 0, 0), currentbuilding * 2 / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(1, 0, 0), currentbuilding * 2 / imagesintexture, 1));
                                 }
                                 if (int_Floorplan[x, y] > 0)
                                 {
                                     currentbuilding = int_Floorplan[x, y];
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(-1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 1));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(-1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, 0f), new Vector3(-1, 0, 0), currentbuilding * 2 / imagesintexture, 1));
     
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(-1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(-1, 0, 0), currentbuilding * 2 / imagesintexture, 0));
                                     verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, 0f), new Vector3(-1, 0, 0), currentbuilding * 2 / imagesintexture, 1));
                                 }
                             }
                         }
                     }
                 }
                 verticesarray = (CustomVertex.PositionNormalTextured[])verticeslist.ToArray(typeof(CustomVertex.PositionNormalTextured));
             }
     
             protected override void Dispose(bool disposing)
             {
                 if (disposing)
                 {
                     if (components != null)
                     {
                         components.Dispose();
                     }
                 }
                 base.Dispose(disposing);
             }
     
             private void InitializeComponent()
             {
                 this.components = new System.ComponentModel.Container();
                 this.Size = new System.Drawing.Size(500, 500);
                 this.Text = "Riemer's DirectX Tutorial using C# -- Season 2";
             }
     
             static void Main()
             {
                 using (WinForm our_directx_form = new WinForm())
                 {
                     our_directx_form.InitializeDevice();
                     our_directx_form.SetUpCamera();
                     our_directx_form.LoadFloorplan();
                     our_directx_form.VertexDeclaration();
                     our_directx_form.LoadTexturesAndMaterials();
                     our_directx_form.LoadMeshes();
                     our_directx_form.InitializeInputDevices();
                     our_directx_form.AddTargets();
                     Application.Run(our_directx_form);
                 }
             }
         }
     }
     


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    - Website design & XNA + DirectX code : Riemer Grootjans -
    ©2003 - 2008 Riemer Grootjans
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    Microsoft MVP Award



    2007 - 2008 MVP Award
    DirectX - XNA

    Contents

    News
    Home
    Forum
    XNA 2.0 Recipes Book (8)
    Downloads
    Extra Reading (3)
    Matrices: geometrical
    Matrix Mathematics
    Homogenous matrices
    Tutorials (160)
    XNA 2.0 using C# (89)
    DirectX using C# (54)
    Series 1:Terrain (14)
    Series 2: Flightsim (19)
    Starting code
    Textures
    The floorplan
    Creating the 3D City
    Meshloading from file
    Ambient light
    Action
    Flight kinematics
    Collision detection
    Skybox
    Texture filtering
    Adding targets
    Point sprites
    Alpha blending
    DirectSound
    Sounds in 3D
    Playing MP3 files
    Displaying text
    Going fullscreen
    Series 3: HLSL (19)
    Short Tuts (2)
    DirectX using C++ (15)
    DirectX using VB (2)
    -- Expand all --


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