Rotating Your Model
Great job! The model is looking good, and you're moving along. It's time to create
your first subclass of the BasicModel
class, to
enable some basic rotation and movement. Right-click the project in Solution
Explorer and select Add â Class..., and enter SpinningEnemy.cs
as the class name.
Replace the code generated in the SpinningEnemy.cs class with the following code:
using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace _3D_Game { class SpinningEnemy: BasicModel { Matrix rotation = Matrix.Identity; public SpinningEnemy(Model m) : base(m) { } public override void Update( ) { rotation *= Matrix.CreateRotationY(MathHelper.Pi / 180); } public override Matrix GetWorld( ) { return world * rotation; } } }
So, what's going on here? The first thing to note is that the SpinningEnemy
class derives from BasicModel
. The constructor takes a Model
and simply passes that model on to the
constructor of the base class.
The key addition to this class lies in the class-level variable rotation
. This variable allows you to rotate your
object rather than just drawing it standing still, the way it was when you drew it
using only the BasicModel
class. In the Update
method, you can see that the rotation
variable is updated each frame with a
rotation of 1 degree around the Y-axis (remember that angles are represented by
radians in XNA; Ï is 180°, so Ï/180 equals 1 degree).
Finally, the GetWorld ...
Get Learning XNA 3.0 now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.