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MovableModel3D.cs
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/*
Copyright (C) 2017 G. Michael Barnes
The file MovableModel3D.cs is part of AGMGSKv8 a port and update of AGXNASKv7 from
MonoGames 3.4 to MonoGames 3.5
AGMGSKv8 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#region Using Statements
using System;
using System.IO; // needed for trace()'s fout
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
#endregion
namespace AGMGSKv8 {
/// <summary>
/// Defines the Update(GameTime) method for moving an instance of a model.
/// Model instances are Object3Ds.
/// Movements:
/// step (forward), stepSize, vertical (+ up, - down),
/// yaw, pitch, and roll.
/// While abstract, subclasses invoke their base.Update(GameTime) to apply
/// the inherited movement step values.
///
/// 1/25/2012 last changed
/// </summary>
public class MovableModel3D : Model3D {
protected Random random = null;
/// <summary>
/// Constructor is a "pass-through" for arguments to Model3D's constructor
/// </summary>
/// <param name="theStage"></param>
/// <param name="label"></param>
/// <param name="meshFile"></param>
public MovableModel3D(Stage theStage, string label, string meshFile)
: base(theStage, label, meshFile) { }
public void reset() { foreach (Object3D obj in instance) obj.reset(); }
///<summary>
/// Update each object instance and invoke super Update()
///</summary>
// override virtual DrawableGameComponent methods
public override void Update(GameTime gameTime) {
foreach (Object3D obj in instance) obj.updateBoundingSphere();
base.Update(gameTime);
}
}
}