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Initial port of code base to github
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Don Naegely committed Feb 6, 2014
1 parent 57338af commit 5e17993
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48 changes: 48 additions & 0 deletions BalanceBoardState.cs
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;

using System.Text;

namespace TheraWii
{
class BalanceBoardState : WiiControllerState
{
public ButtonState button;
public float frontLeft;
public float frontRight;
public float backLeft;
public float backRight;

public BalanceBoardState()
{

}

public void Initialize()
{
frontLeft = 0.0f; //measured in kg
frontRight = 0.0f; //measured in kg
backLeft = 0.0f; //measured in kg
backRight = 0.0f; //measured in kg
connected = false;
button = ButtonState.Released;
}

public double getWeight()
{
return frontLeft + frontRight + backLeft + backRight; //measured in kg
}

public Boolean connected;
public Boolean isConnected()
{
return connected;
}

internal BalanceBoardState Copy()
{
return (BalanceBoardState)this.MemberwiseClone();
}
}
}
89 changes: 89 additions & 0 deletions Basketball.cs
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using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace TheraWii
{
class Basketball : Ellipsoid
{
private Vector3 _scale;
//private Vector3 ambient;
//private Texture2D bbalTex;

public Basketball(GraphicsDeviceManager g, ContentManager c, Vector3 position, Vector3 scale, Color color)
{
this.Scale = 0.1f*scale;
this.Position = position;
//this.color = new Vector3(0.8f, 0.4f, 0.0f);
//this.ambient = new Vector3(0.4f, 0.4f, 0.4f);

graphics = g;
Content = c;

aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;

ellipsoidModel = Content.Load<Model>("Models\\basketball");

// Fix missing logo texture by coloring the patch orange
BasicEffect e = (BasicEffect)ellipsoidModel.Meshes[1].Effects[2];
e.DiffuseColor = new Vector3(0.827847719192505f, 0.432608515024185f, 0.20047302544117f);
e.SpecularColor = new Vector3(0.2f, 0.2f, 0.2f);
e.SpecularPower = 64.0f;
//bbalTex = Content.Load<Texture2D>("Textures\\spalding");
//e.Texture = bbalTex;
//e.TextureEnabled = true;
}

public override Vector3 Scale
{
set { this._scale = 0.04f * value; }
get { return this._scale; }
}

public override void Draw()
{
// Copy any parent transforms.
Matrix[] transforms = new Matrix[ellipsoidModel.Bones.Count];
ellipsoidModel.CopyAbsoluteBoneTransformsTo(transforms);


// Draw the model. A model can have multiple meshes, so loop.
//foreach (ModelMesh mesh in ellipsoidModel.Meshes)
ModelMesh mesh = ellipsoidModel.Meshes[1];
{
// This is where the mesh orientation is set, as well as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
//BasicEffect effect = (BasicEffect)mesh.Effects[3];
{
effect.EnableDefaultLighting();
effect.PreferPerPixelLighting = true;
//effect.TextureEnabled = true;
//effect.Texture = bbalTex;
//effect.TextureEnabled = true;
//effect.DiffuseColor = this.color;
//effect.AmbientLightColor = this.ambient;
effect.LightingEnabled = true;
//effect.DirectionalLight0.Direction = new Vector3(0.0f, 0.0f, 1.0f);

effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspective(0.2f, 0.2f, 1.0f, 1000.0f);
effect.World = transforms[mesh.ParentBone.Index]
//* Matrix.CreateRotationX(MathHelper.ToRadians(189.0f))
* Matrix.CreateScale(Scale.X/aspectRatio, Scale.Y, Scale.Z)
* Matrix.CreateTranslation(Position)
;
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
}
}
}
87 changes: 87 additions & 0 deletions Content/Content.contentproj
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<ProjectGuid>{7536376D-BAEC-4BD1-B221-29613EDBB7CE}</ProjectGuid>
<ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<XnaFrameworkVersion>v3.0</XnaFrameworkVersion>
<PlatformTarget>x86</PlatformTarget>
<OutputPath>..\bin\$(Configuration)</OutputPath>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<XnaPlatform>Windows</XnaPlatform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<XnaPlatform>Windows</XnaPlatform>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Fonts\GameFont.spritefont">
<Name>GameFont</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\sphere.x">
<Name>sphere</Name>
<Importer>XImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Textures\text_background.bmp">
<Name>text_background</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\cube.x">
<Name>cube</Name>
<Importer>XImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\hoop.x">
<Name>hoop</Name>
<Importer>XImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Models\basketball.fbx">
<Name>basketball</Name>
<Importer>FbxImporter</Importer>
<Processor>ModelProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v3.0\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
55 changes: 55 additions & 0 deletions Content/Fonts/GameFont.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">

<!--
Modify this string to change the font that will be imported. Redistributable sample
fonts are available at http://go.microsoft.com/fwlink/?LinkId=104778&clcid=0x409.
-->
<FontName>Verdana</FontName>

<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>

<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>

<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>

<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>

<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
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