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		<title>Collision Box</title>
		<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box</link>
		<description>Posts in the discussion thread &quot;Collision Box&quot; - Positioning Boundary Box/Sphere</description>
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		<lastBuildDate>Sun, 19 Apr 2026 13:05:35 +0000</lastBuildDate>
		
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1014752</guid>
				<title>(no title)</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1014752</link>
				<description></description>
				<pubDate>Mon, 28 Feb 2011 17:24:55 +0000</pubDate>
				<wikidot:authorName>Dayus</wikidot:authorName>								<content:encoded>
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						 <p>well it says that you are trying to convert a chase camera into a model&#8230;</p> <p>check your first argument (ship) it's not a model as required by the procdedure iCollision&#8230;</p> <p>that is for what i can see from your screenshot</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1010497</guid>
				<title>Re: Collision Box</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1010497</link>
				<description></description>
				<pubDate>Thu, 24 Feb 2011 05:24:26 +0000</pubDate>
				<wikidot:authorName>XNEA</wikidot:authorName>				<wikidot:authorUserId>714407</wikidot:authorUserId>				<content:encoded>
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						 <p>Thanks for your help so far, Dayus. Im still trying it XD well here is the modified one&#8230; now i know where i drew the bbox lol.</p> <p>ok i followed the colision tutorial in this site and its really good. but when i try to get it inside my code gives me some errors. looks like this.</p> <p><a href="http://img87.imageshack.us/i/gameeee.jpg/">http://img87.imageshack.us/i/gameeee.jpg/</a></p> <p>I have a chase camera, for a smooth movement in the game. If you can give me an idea of where i should put my ChaseCamera view matrix for this code would be really helpful. : D : D</p> <p>Thanks again :D</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1007825</guid>
				<title>(no title)</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1007825</link>
				<description></description>
				<pubDate>Mon, 21 Feb 2011 14:02:52 +0000</pubDate>
				<wikidot:authorName>Dayus</wikidot:authorName>								<content:encoded>
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						 <p>Something is bugging me with your code&#8230;</p> <p>I feel like it's redrawing the boundingbox every single frame and since i don't see any relative position to it i believe it's drawing it always in the middle of the screen because of the :<br /> &quot;DebugShapeRenderer.AddBoundingBox(bbox, Color.Yellow);<br /> DebugShapeRenderer.Draw(gameTime, view, projection);&quot;</p> <p>you tell him to draw the boundingbox on the view camera and on the projection matrix which will obviously draw it on screen wherever you are looking&#8230;</p> <p>Again bounding box are &quot;invisible&quot; (i can understand you want to see it for debugging purpose though) and need a fixed position in the 3D space to detect collision with your ship&#8230;</p> <p>I'm not an expert in 3D as i do mostly 2D but that's what i understand, i can only refer you to tutorial on the net that explain the fundamental of 3D collision&#8230;</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1006465</guid>
				<title>Re: Collision Box</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1006465</link>
				<description></description>
				<pubDate>Sat, 19 Feb 2011 13:08:13 +0000</pubDate>
				<wikidot:authorName>XNEA</wikidot:authorName>				<wikidot:authorUserId>714407</wikidot:authorUserId>				<content:encoded>
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						 <p>please ignore the earlier post :) didnt know i wasnt logged in :D</p> <div class="code"> <div class="hl-main"> <pre><span class="hl-code"> </span><span class="hl-reserved">protected</span><span class="hl-code"> </span><span class="hl-identifier">override</span><span class="hl-code"> </span><span class="hl-types">void</span><span class="hl-code"> </span><span class="hl-identifier">Draw</span><span class="hl-brackets">(</span><span class="hl-identifier">GameTime</span><span class="hl-code"> </span><span class="hl-identifier">gameTime</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code"> </span><span class="hl-identifier">device</span><span class="hl-code"> = </span><span class="hl-identifier">graphics</span><span class="hl-code">.</span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">; </span><span class="hl-identifier">device</span><span class="hl-code">.</span><span class="hl-identifier">Clear</span><span class="hl-brackets">(</span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">AliceBlue</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">.</span><span class="hl-identifier">BlendState</span><span class="hl-code"> = </span><span class="hl-identifier">BlendState</span><span class="hl-code">.</span><span class="hl-identifier">Opaque</span><span class="hl-code">; </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">.</span><span class="hl-identifier">DepthStencilState</span><span class="hl-code"> = </span><span class="hl-identifier">DepthStencilState</span><span class="hl-code">.</span><span class="hl-identifier">Default</span><span class="hl-code">; </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">.</span><span class="hl-identifier">SamplerStates</span><span class="hl-brackets">[</span><span class="hl-number">0</span><span class="hl-brackets">]</span><span class="hl-code"> = </span><span class="hl-identifier">SamplerState</span><span class="hl-code">.</span><span class="hl-identifier">LinearWrap</span><span class="hl-code">; </span><span class="hl-identifier">DrawModel</span><span class="hl-brackets">(</span><span class="hl-identifier">shipModel</span><span class="hl-code">, </span><span class="hl-identifier">ship</span><span class="hl-code">.</span><span class="hl-identifier">World</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">DrawModel</span><span class="hl-brackets">(</span><span class="hl-identifier">terrain</span><span class="hl-code">, </span><span class="hl-identifier">Matrix</span><span class="hl-code">.</span><span class="hl-identifier">Identity</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-comment">//DrawModel(shipModel2, Matrix.Identity);</span><span class="hl-code"> </span><span class="hl-identifier">DrawOverlayText</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-identifier">DebugShapeRenderer</span><span class="hl-code">.</span><span class="hl-identifier">AddBoundingSphere</span><span class="hl-brackets">(</span><span class="hl-identifier">sphere</span><span class="hl-code">, </span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">Red</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">DebugShapeRenderer</span><span class="hl-code">.</span><span class="hl-identifier">AddBoundingBox</span><span class="hl-brackets">(</span><span class="hl-identifier">bbox</span><span class="hl-code">, </span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">Yellow</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">DebugShapeRenderer</span><span class="hl-code">.</span><span class="hl-identifier">Draw</span><span class="hl-brackets">(</span><span class="hl-identifier">gameTime</span><span class="hl-code">, </span><span class="hl-identifier">view</span><span class="hl-code">, </span><span class="hl-identifier">projection</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">base</span><span class="hl-code">.</span><span class="hl-identifier">Draw</span><span class="hl-brackets">(</span><span class="hl-identifier">gameTime</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-brackets">}</span></pre></div> </div> <p>And this is the drawModel Method.</p> <div class="code"> <div class="hl-main"> <pre><span class="hl-reserved">private</span><span class="hl-code"> </span><span class="hl-types">void</span><span class="hl-code"> </span><span class="hl-identifier">DrawModel</span><span class="hl-brackets">(</span><span class="hl-identifier">Model</span><span class="hl-code"> </span><span class="hl-identifier">model</span><span class="hl-code">, </span><span class="hl-identifier">Matrix</span><span class="hl-code"> </span><span class="hl-identifier">world</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">Matrix</span><span class="hl-brackets">[]</span><span class="hl-code"> </span><span class="hl-identifier">transforms</span><span class="hl-code"> = </span><span class="hl-reserved">new</span><span class="hl-code"> </span><span class="hl-identifier">Matrix</span><span class="hl-brackets">[</span><span class="hl-identifier">model</span><span class="hl-code">.</span><span class="hl-identifier">Bones</span><span class="hl-code">.</span><span class="hl-identifier">Count</span><span class="hl-brackets">]</span><span class="hl-code">; </span><span class="hl-identifier">model</span><span class="hl-code">.</span><span class="hl-identifier">CopyAbsoluteBoneTransformsTo</span><span class="hl-brackets">(</span><span class="hl-identifier">transforms</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">foreach</span><span class="hl-code"> </span><span class="hl-brackets">(</span><span class="hl-identifier">ModelMesh</span><span class="hl-code"> </span><span class="hl-identifier">mesh</span><span class="hl-code"> </span><span class="hl-identifier">in</span><span class="hl-code"> </span><span class="hl-identifier">model</span><span class="hl-code">.</span><span class="hl-identifier">Meshes</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">foreach</span><span class="hl-code"> </span><span class="hl-brackets">(</span><span class="hl-identifier">BasicEffect</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code"> </span><span class="hl-identifier">in</span><span class="hl-code"> </span><span class="hl-identifier">mesh</span><span class="hl-code">.</span><span class="hl-identifier">Effects</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">EnableDefaultLighting</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">World</span><span class="hl-code"> = </span><span class="hl-identifier">transforms</span><span class="hl-brackets">[</span><span class="hl-identifier">mesh</span><span class="hl-code">.</span><span class="hl-identifier">ParentBone</span><span class="hl-code">.</span><span class="hl-identifier">Index</span><span class="hl-brackets">]</span><span class="hl-code"> * </span><span class="hl-identifier">world</span><span class="hl-code">; </span><span class="hl-comment">////////////////////</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">DirectionalLight0</span><span class="hl-code">.</span><span class="hl-identifier">DiffuseColor</span><span class="hl-code"> = </span><span class="hl-reserved">new</span><span class="hl-code"> </span><span class="hl-identifier">Vector3</span><span class="hl-brackets">(</span><span class="hl-number">0</span><span class="hl-identifier">f</span><span class="hl-code">, </span><span class="hl-number">0</span><span class="hl-code">, </span><span class="hl-number">0</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-comment">// a red light</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">DirectionalLight0</span><span class="hl-code">.</span><span class="hl-identifier">Direction</span><span class="hl-code"> = </span><span class="hl-reserved">new</span><span class="hl-code"> </span><span class="hl-identifier">Vector3</span><span class="hl-brackets">(</span><span class="hl-number">1</span><span class="hl-code">, </span><span class="hl-number">2</span><span class="hl-code">, </span><span class="hl-number">0</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-comment">// coming along the x-axis</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">DirectionalLight0</span><span class="hl-code">.</span><span class="hl-identifier">SpecularColor</span><span class="hl-code"> = </span><span class="hl-reserved">new</span><span class="hl-code"> </span><span class="hl-identifier">Vector3</span><span class="hl-brackets">(</span><span class="hl-number">0</span><span class="hl-code">, </span><span class="hl-number">0</span><span class="hl-code">, </span><span class="hl-number">0</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-comment">///////////////////</span><span class="hl-code"> </span><span class="hl-comment">//////FOG///////////</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">FogEnabled</span><span class="hl-code"> = </span><span class="hl-reserved">true</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">FogColor</span><span class="hl-code"> = </span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">White</span><span class="hl-code">.</span><span class="hl-identifier">ToVector3</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">FogStart</span><span class="hl-code"> =</span><span class="hl-number">28000.0</span><span class="hl-identifier">f</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">FogEnd</span><span class="hl-code"> = </span><span class="hl-number">150000.0</span><span class="hl-identifier">f</span><span class="hl-code">; </span><span class="hl-comment">// Use the matrices provided by the chase camera</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">View</span><span class="hl-code"> = </span><span class="hl-identifier">camera</span><span class="hl-code">.</span><span class="hl-identifier">View</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">Projection</span><span class="hl-code"> = </span><span class="hl-identifier">camera</span><span class="hl-code">.</span><span class="hl-identifier">Projection</span><span class="hl-code">; </span><span class="hl-brackets">}</span><span class="hl-code"> </span><span class="hl-identifier">mesh</span><span class="hl-code">.</span><span class="hl-identifier">Draw</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-brackets">}</span><span class="hl-code"> </span><span class="hl-brackets">}</span></pre></div> </div> <p><strong>EDIT: I think this is not even moving with the ship, its moving with the chase camera :S</strong></p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1006463</guid>
				<title>(no title)</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1006463</link>
				<description></description>
				<pubDate>Sat, 19 Feb 2011 13:01:46 +0000</pubDate>
				<wikidot:authorName>XNEA</wikidot:authorName>								<content:encoded>
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						 <p>&lt;code&gt; protected override void Draw(GameTime gameTime)<br /> {<br /> GraphicsDevice device = graphics.GraphicsDevice;</p> <p>device.Clear(Color.AliceBlue);</p> <p>GraphicsDevice.BlendState = BlendState.Opaque;<br /> GraphicsDevice.DepthStencilState = DepthStencilState.Default;<br /> GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;</p> <p>DrawModel(shipModel, ship.World);</p> <p>DrawModel(terrain, Matrix.Identity);</p> <p>//DrawModel(shipModel2, Matrix.Identity);<br /> DrawOverlayText();</p> <p>DebugShapeRenderer.AddBoundingSphere(sphere, Color.Red);<br /> DebugShapeRenderer.AddBoundingBox(bbox, Color.Yellow);<br /> DebugShapeRenderer.Draw(gameTime, view, projection);</p> <p>base.Draw(gameTime);<br /> }&lt;/code&gt;</p> <p>This is what my draw method looks like, thanks again for replying : D :D :D</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1005697</guid>
				<title>(no title)</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1005697</link>
				<description></description>
				<pubDate>Fri, 18 Feb 2011 14:20:07 +0000</pubDate>
				<wikidot:authorName>Dayus</wikidot:authorName>								<content:encoded>
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						 <p>Well you should show me the code you use to generate your box&#8230; cause if you only have code in your draw method then it would be normal that the box stick to your ship or this place on the screen cause you keep redrawing it at that same place everytime&#8230;</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1005620</guid>
				<title>(no title)</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1005620</link>
				<description></description>
				<pubDate>Fri, 18 Feb 2011 11:09:55 +0000</pubDate>
				<wikidot:authorName>XNEA</wikidot:authorName>								<content:encoded>
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						 <p>Hi dayus thanks for taking time to see my post :D :D</p> <p>Anyways this box is supposed to be staying in one place while the sphere around it should go along with the ship as i press forward. But in my case everytime i create a boundry geometry, it stickes with my ship :S i tried to off set the box but it just follows the ship&#8230; i still cant figure it out &gt;&lt;</p> 
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				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1003957</link>
				<description></description>
				<pubDate>Wed, 16 Feb 2011 17:40:59 +0000</pubDate>
				<wikidot:authorName>Dayus</wikidot:authorName>								<content:encoded>
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						 <p>On the other hand i don't see where you create your bounding box&#8230;i just see that you render some box on the screen which will obviously stay in place whatever happen in your game&#8230; Bounding box are invisble boundaries used to detect collision you only need to create them when you load your game and you're done. You just check for collision between those boundaries at each updates&#8230;</p> 
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				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1003951</link>
				<description></description>
				<pubDate>Wed, 16 Feb 2011 17:33:53 +0000</pubDate>
				<wikidot:authorName>Dayus</wikidot:authorName>								<content:encoded>
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						 <p>Hi!</p> <p>It seems like we are the only two persons using this forum at the moment so i'll try to help you a bit :)</p> <p>I'm no expert for 3D collision but i do know a good tutorial for it on this website : <a href="http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Collision_detection.php">http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Collision_detection.php</a>.</p> <p>Hoping this will help you!</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-308551#post-1003718</guid>
				<title>Collision Box</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-308551/collision-box#post-1003718</link>
				<description></description>
				<pubDate>Wed, 16 Feb 2011 11:00:31 +0000</pubDate>
				<wikidot:authorName>XNEA</wikidot:authorName>								<content:encoded>
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						 <p>Hey all!</p> <p>I got a question on collision boxes or spheres.. well im tryin to add a bounding sphere to my space ship, and trying to add a box as well for the wall collision as u see here&#8230;</p> <img src="http://img835.imageshack.us/img835/4528/bbox.jpg" alt="bbox.jpg" class="image" /> <p><em>Im a noob</em> anyways but as i add a bounding sphere or a box, it goes and aligns to my space ship, which is good to put the sphere around it, but i need the <strong>bounding box</strong> to be stationary. what am i doing wrong here? thanks for any help :D</p> <div class="code"> <div class="hl-main"> <pre><span class="hl-code"> </span><span class="hl-reserved">protected</span><span class="hl-code"> </span><span class="hl-identifier">override</span><span class="hl-code"> </span><span class="hl-types">void</span><span class="hl-code"> </span><span class="hl-identifier">Draw</span><span class="hl-brackets">(</span><span class="hl-identifier">GameTime</span><span class="hl-code"> </span><span class="hl-identifier">gameTime</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code"> </span><span class="hl-identifier">device</span><span class="hl-code"> = </span><span class="hl-identifier">graphics</span><span class="hl-code">.</span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">; </span><span class="hl-identifier">device</span><span class="hl-code">.</span><span class="hl-identifier">Clear</span><span class="hl-brackets">(</span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">AliceBlue</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">.</span><span class="hl-identifier">BlendState</span><span class="hl-code"> = </span><span class="hl-identifier">BlendState</span><span class="hl-code">.</span><span class="hl-identifier">Opaque</span><span class="hl-code">; </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">.</span><span class="hl-identifier">DepthStencilState</span><span class="hl-code"> = </span><span class="hl-identifier">DepthStencilState</span><span class="hl-code">.</span><span class="hl-identifier">Default</span><span class="hl-code">; </span><span class="hl-identifier">GraphicsDevice</span><span class="hl-code">.</span><span class="hl-identifier">SamplerStates</span><span class="hl-brackets">[</span><span class="hl-number">0</span><span class="hl-brackets">]</span><span class="hl-code"> = </span><span class="hl-identifier">SamplerState</span><span class="hl-code">.</span><span class="hl-identifier">LinearWrap</span><span class="hl-code">; </span><span class="hl-identifier">DrawModel</span><span class="hl-brackets">(</span><span class="hl-identifier">shipModel</span><span class="hl-code">, </span><span class="hl-identifier">ship</span><span class="hl-code">.</span><span class="hl-identifier">World</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">DrawModel</span><span class="hl-brackets">(</span><span class="hl-identifier">terrain</span><span class="hl-code">, </span><span class="hl-identifier">Matrix</span><span class="hl-code">.</span><span class="hl-identifier">Identity</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-comment">//DrawModel(shipModel2, Matrix.Identity);</span><span class="hl-code"> </span><span class="hl-identifier">DrawOverlayText</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-identifier">DebugShapeRenderer</span><span class="hl-code">.</span><span class="hl-identifier">AddBoundingSphere</span><span class="hl-brackets">(</span><span class="hl-identifier">sphere</span><span class="hl-code">, </span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">Red</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">DebugShapeRenderer</span><span class="hl-code">.</span><span class="hl-identifier">AddBoundingBox</span><span class="hl-brackets">(</span><span class="hl-identifier">bbox</span><span class="hl-code">, </span><span class="hl-identifier">Color</span><span class="hl-code">.</span><span class="hl-identifier">Yellow</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">DebugShapeRenderer</span><span class="hl-code">.</span><span class="hl-identifier">Draw</span><span class="hl-brackets">(</span><span class="hl-identifier">gameTime</span><span class="hl-code">, </span><span class="hl-identifier">view</span><span class="hl-code">, </span><span class="hl-identifier">projection</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">base</span><span class="hl-code">.</span><span class="hl-identifier">Draw</span><span class="hl-brackets">(</span><span class="hl-identifier">gameTime</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-brackets">}</span><span class="hl-code"> </span><span class="hl-comment">/// &lt;summary&gt;</span><span class="hl-code"> </span><span class="hl-comment">/// Simple model drawing method. The interesting part here is that</span><span class="hl-code"> </span><span class="hl-comment">/// the view and projection matrices are taken from the camera object.</span><span class="hl-code"> </span><span class="hl-comment">/// &lt;/summary&gt; </span><span class="hl-code"> </span><span class="hl-reserved">private</span><span class="hl-code"> </span><span class="hl-types">void</span><span class="hl-code"> </span><span class="hl-identifier">DrawModel</span><span class="hl-brackets">(</span><span class="hl-identifier">Model</span><span class="hl-code"> </span><span class="hl-identifier">model</span><span class="hl-code">, </span><span class="hl-identifier">Matrix</span><span class="hl-code"> </span><span class="hl-identifier">world</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">Matrix</span><span class="hl-brackets">[]</span><span class="hl-code"> </span><span class="hl-identifier">transforms</span><span class="hl-code"> = </span><span class="hl-reserved">new</span><span class="hl-code"> </span><span class="hl-identifier">Matrix</span><span class="hl-brackets">[</span><span class="hl-identifier">model</span><span class="hl-code">.</span><span class="hl-identifier">Bones</span><span class="hl-code">.</span><span class="hl-identifier">Count</span><span class="hl-brackets">]</span><span class="hl-code">; </span><span class="hl-identifier">model</span><span class="hl-code">.</span><span class="hl-identifier">CopyAbsoluteBoneTransformsTo</span><span class="hl-brackets">(</span><span class="hl-identifier">transforms</span><span class="hl-brackets">)</span><span class="hl-code">; </span><span class="hl-identifier">foreach</span><span class="hl-code"> </span><span class="hl-brackets">(</span><span class="hl-identifier">ModelMesh</span><span class="hl-code"> </span><span class="hl-identifier">mesh</span><span class="hl-code"> </span><span class="hl-identifier">in</span><span class="hl-code"> </span><span class="hl-identifier">model</span><span class="hl-code">.</span><span class="hl-identifier">Meshes</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">foreach</span><span class="hl-code"> </span><span class="hl-brackets">(</span><span class="hl-identifier">BasicEffect</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code"> </span><span class="hl-identifier">in</span><span class="hl-code"> </span><span class="hl-identifier">mesh</span><span class="hl-code">.</span><span class="hl-identifier">Effects</span><span class="hl-brackets">)</span><span class="hl-code"> </span><span class="hl-brackets">{</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">EnableDefaultLighting</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">World</span><span class="hl-code"> = </span><span class="hl-identifier">transforms</span><span class="hl-brackets">[</span><span class="hl-identifier">mesh</span><span class="hl-code">.</span><span class="hl-identifier">ParentBone</span><span class="hl-code">.</span><span class="hl-identifier">Index</span><span class="hl-brackets">]</span><span class="hl-code"> * </span><span class="hl-identifier">world</span><span class="hl-code">; </span><span class="hl-comment">// Use the matrices provided by the chase camera</span><span class="hl-code"> </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">View</span><span class="hl-code"> = </span><span class="hl-identifier">camera</span><span class="hl-code">.</span><span class="hl-identifier">View</span><span class="hl-code">; </span><span class="hl-identifier">effect</span><span class="hl-code">.</span><span class="hl-identifier">Projection</span><span class="hl-code"> = </span><span class="hl-identifier">camera</span><span class="hl-code">.</span><span class="hl-identifier">Projection</span><span class="hl-code">; </span><span class="hl-brackets">}</span><span class="hl-code"> </span><span class="hl-identifier">mesh</span><span class="hl-code">.</span><span class="hl-identifier">Draw</span><span class="hl-brackets">()</span><span class="hl-code">; </span><span class="hl-brackets">}</span><span class="hl-code"> </span><span class="hl-brackets">}</span></pre></div> </div> 
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