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Checking touch points against game objects to see whether they have been selected is an operation that will be common to many games. To save each game from having to reimplement this logic, we will build these checks into the game framework. This procedure starts off as an abstract function in GameObjectBase called IsPointInObject, as shown in Listing 4 10. It expects a Vector2 parameter to identify the position on the screen to test and returns a boolean value indicating whether that point is contained within the object. Listing 4 10. The abstract declaration for IsPointInObject contained inside GameObjectBase /// <summary> /// Determine whether the specified position is contained within the object /// </summary> public abstract bool IsPointInObject(Vector2 point); To implement the IsPointInObject function for sprites, it is overridden within SpriteObject. We will enable our sprites to support testing against both the rectangular and elliptical tests that we have described, and to allow the game to specify which type of test to use a new property is added to the class, named AutoHitTestMode. The property is given the AutoHitTestModes enumeration as its type, allowing either Rectangle or Ellipse to be selected. The SpriteObject implementation of IsPointInObject checks to see which of these hit modes is selected and then calls into either IsPointInObject_RectangleTest (as shown in Listing 4 8) or IsPointInObject_EllipseTest (as shown in Listing 4 9). Any game object can thus have its AutoHitTestMode property set at initialization and can then simply test points by calling the IsPointInObject function. For sprites that need to perform some alternative or more complex processing when checking for hit points (perhaps just as simple as only allowing a hit to take place under certain conditions or perhaps implementing entirely new region calculations), the IsPointInObject can be further overridden in derived game object classes.

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tool will be offset from its parent scene node in Ogre by those same coordinates. The base of the head of a human model might be at (0,2,0) in Blender: it will be at (0,2,0) from the object s scene node in Ogre.

Another common function will be to identify the sprites that are contained in a specific location or the frontmost sprite at a specific location. Once again, we can add functions for both of these operations to the GameHost class. The first, GetSpritesAtPoint, loops through all the game objects looking for those that can be found at the specified position. These are added to an array and returned to the calling procedure. The code for this function is shown in Listing 4 11.

Note For readability, the GroupName and ModifiedDate properties have been removed from Listing 3-2.

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Listing 4 11. Finding all the objects at a specified position public SpriteObject[] GetSpritesAtPoint(Vector2 testPosition) { SpriteObject spriteObj; SpriteObject[] hits = new SpriteObject[GameObjects.Count]; int hitCount = 0; // Loop for all of the SelectableSpriteObjects foreach (GameObjectBase obj in GameObjects) { // Is this a SpriteObject if (obj is SpriteObject) { // Yes... Cast it to a SelectableSpriteObject spriteObj = (SpriteObject)obj; // Is the point in the object if (spriteObj.IsPointInObject(testPosition)) { // Add to the array hits[hitCount] = spriteObj; hitCount += 1; } } } // Trim the empty space from the end of the array Array.Resize(ref hits, hitCount); return hits; } The second function, GetSpriteAtPoint, returns just a single sprite and attempts to find the frontmost sprite at the specified location. It does this by keeping track of the LayerDepth value for each matching sprite. When subsequent sprites are ready to be checked, they are compared against the LayerDepth of the previous matching sprite and ignored if the value is higher (remember that lower values appear in front of higher values). If LayerDepth values are found to be equal, the check is still made, and the later sprite will supersede the earlier sprite if it also matches the hit point. Because XNA will normally draw sprites in the order requested when LayerDepth values match, later objects in the GameObjects collection will appear in front of earlier objects with a matching depth. This check therefore allows us to find the frontmost object even if LayerDepths are not being used. The GetSpriteAtPoint function is shown in Listing 4 12. Listing 4 12. Finding the frontmost sprite at a specified position public SpriteObject GetSpriteAtPoint(Vector2 testPosition) { SpriteObject spriteObj; SpriteObject ret = null; float lowestLayerDepth = float.MaxValue; // Loop for all of the SelectableSpriteObjects

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Translation is defined as a displacement relative to something else (in terms of a 3D nodebased scene, that something else is either a node s parent or the world origin). You can in fact translate a node relative to itself (in local space, in other words); for example, you can move a node in its forward-facing direction by translating it along the Z axis. For rotation and scaling, local space means simply that a node is rotated around its own axes, or scaled based on its own properties. Figure 5-4 shows rotation in local space, and Figure 5-5 demonstrates scaling in local space.

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