Beispiel #1
0
        //Select by bounding box, not by mesh
        bool SelectionCast(Vector3 rayOrigin, Vector3 direction, float maxDist, out PhysicsObject body)
        {
            float dist = float.MaxValue;

            body = null;
            var jitterDir = direction * maxDist;

            foreach (var rb in world.Physics.Objects)
            {
                if (rb.Tag == player)
                {
                    continue;
                }
                if (rb.Collider is SphereCollider)
                {
                    //Test spheres
                    var sph = (SphereCollider)rb.Collider;
                    if (SphereRayIntersect(rayOrigin, direction, maxDist, rb.Position, sph.Radius))
                    {
                        var nd = VectorMath.DistanceSquared(rb.Position, camera.Position);
                        if (nd < dist)
                        {
                            dist = nd;
                            body = rb;
                        }
                    }
                }
                else
                {
                    //var tag = rb.Tag as GameObject;
                    if (!rb.GetBoundingBox().RayIntersect(ref rayOrigin, ref jitterDir))
                    {
                        continue;
                    }
                    body = rb;

                    /*if (tag == null || tag.CmpParts.Count == 0)
                     * {
                     *      //Single part
                     *      var nd = VectorMath.DistanceSquared(rb.Position, camera.Position);
                     *      if (nd < dist)
                     *      {
                     *              dist = nd;
                     *              body = rb;
                     *      }
                     * }
                     * else
                     * {
                     *      //Test by cmp parts
                     *      var sh = (CompoundSurShape)rb.Shape;
                     *      for (int i = 0; i < sh.Shapes.Length; i++)
                     *      {
                     *              sh.Shapes[i].UpdateBoundingBox();
                     *              var bb = sh.Shapes[i].BoundingBox;
                     *              bb.Min += rb.Position;
                     *              bb.Max += rb.Position;
                     *              if (bb.RayIntersect(ref rayOrigin, ref jitterDir))
                     *              {
                     *
                     *                      var nd = VectorMath.DistanceSquared(rb.Position, camera.Position);
                     *                      if (nd < dist)
                     *                      {
                     *                              dist = nd;
                     *                              body = rb;
                     *                      }
                     *                      break;
                     *              }
                     *      }
                     * }*/
                }
            }
            return(body != null);
        }
        public override void FixedUpdate(TimeSpan time)
        {
            var world  = Parent.GetWorld();
            var player = world.GetObject("player");

            if (player == null)
            {
                return;
            }
            if (VectorMath.DistanceSquared(player.PhysicsComponent.Position, Field.Zone.Position) > activateDist)
            {
                return;
            }
            var cds = (Field.CubeSize + COLLIDE_DISTANCE);

            cds *= cds;
            for (int i = bodies.Count - 1; i >= 0; i--)
            {
                var distance = VectorMath.DistanceSquared(player.PhysicsComponent.Position, bodies[i].Position);
                if (distance > cds)
                {
                    world.Physics.RemoveBody(bodies[i]);
                    bodies.RemoveAt(i);
                }
            }

            var close       = AsteroidFieldShared.GetCloseCube(player.PhysicsComponent.Position, Field.CubeSize);
            var cubeRad     = new Vector3(Field.CubeSize) * 0.5f;
            int amountCubes = (int)Math.Floor((COLLIDE_DISTANCE / Field.CubeSize)) + 1;

            for (int x = -amountCubes; x <= amountCubes; x++)
            {
                for (int y = -amountCubes; y <= amountCubes; y++)
                {
                    for (int z = -amountCubes; z <= amountCubes; z++)
                    {
                        var center = close + new Vector3(x * Field.CubeSize, y * Field.CubeSize, z * Field.CubeSize);
                        if (!Field.Zone.Shape.ContainsPoint(center))
                        {
                            continue;
                        }
                        if (VectorMath.DistanceSquared(player.PhysicsComponent.Position, center) > cds)
                        {
                            continue;
                        }
                        float tval;
                        if (!AsteroidFieldShared.CubeExists(center, Field.EmptyCubeFrequency, out tval))
                        {
                            continue;
                        }
                        if (GetExclusionZone(center) != null)
                        {
                            continue;
                        }
                        bool create = true;
                        for (int i = 0; i < bodies.Count; i++)
                        {
                            if ((bodies[i].Position - center).LengthFast < 3)
                            {
                                create = false;
                                break;
                            }
                        }
                        if (create)
                        {
                            var body = new RigidBody(shape);
                            body.Orientation = new Matrix3(Field.CubeRotation.GetRotation(tval));
                            body.Position    = center;
                            body.IsStatic    = true;
                            bodies.Add(body);
                            world.Physics.AddBody(body);
                        }
                    }
                }
            }
        }
Beispiel #3
0
        void ProcessInput(TimeSpan delta)
        {
            input.Update();

            if (!hud.TextEntry)
            {
                if (input.ActionDown(InputAction.ID_THROTTLEUP))
                {
                    shipInput.Throttle += (float)(delta.TotalSeconds);
                    shipInput.Throttle  = MathHelper.Clamp(shipInput.Throttle, 0, 1);
                }

                else if (input.ActionDown(InputAction.ID_THROTTLEDOWN))
                {
                    shipInput.Throttle -= (float)(delta.TotalSeconds);
                    shipInput.Throttle  = MathHelper.Clamp(shipInput.Throttle, 0, 1);
                }
            }

            StrafeControls strafe = StrafeControls.None;

            if (!hud.TextEntry)
            {
                if (input.ActionDown(InputAction.ID_STRAFELEFT))
                {
                    strafe |= StrafeControls.Left;
                }
                if (input.ActionDown(InputAction.ID_STRAFERIGHT))
                {
                    strafe |= StrafeControls.Right;
                }
                if (input.ActionDown(InputAction.ID_STRAFEUP))
                {
                    strafe |= StrafeControls.Up;
                }
                if (input.ActionDown(InputAction.ID_STRAFEDOWN))
                {
                    strafe |= StrafeControls.Down;
                }
            }

            var pc = player.PhysicsComponent;

            shipInput.Viewport = new Vector2(Game.Width, Game.Height);
            shipInput.Camera   = camera;
            if (Game.Mouse.IsButtonDown(MouseButtons.Left) || mouseFlight)
            {
                var mX = Game.Mouse.X;
                var mY = Game.Mouse.Y;
                camera.MousePosition = new Vector2(
                    mX, Game.Height - mY
                    );
                shipInput.MouseFlight   = true;
                shipInput.MousePosition = new Vector2(mX, mY);
                camera.MouseFlight      = true;
            }
            else
            {
                shipInput.MouseFlight = false;
                camera.MouseFlight    = false;
            }
            control.CurrentStrafe = strafe;
            //control.EnginePower = Velocity / MAX_VELOCITY;
            var obj = GetSelection(Game.Mouse.X, Game.Mouse.Y);

            current_cur = obj == null ? cur_arrow : cur_reticle;

            var ep   = VectorMath.UnProject(new Vector3(Game.Mouse.X, Game.Mouse.Y, 0.25f), camera.Projection, camera.View, new Vector2(Game.Width, Game.Height));
            var tgt  = VectorMath.UnProject(new Vector3(Game.Mouse.X, Game.Mouse.Y, 0f), camera.Projection, camera.View, new Vector2(Game.Width, Game.Height));
            var dir  = (tgt - ep).Normalized();
            var dir2 = new Matrix3(player.PhysicsComponent.Body.Transform.ClearTranslation()) * Vector3.UnitZ;

            tgt += dir * 750;
            weapons.AimPoint = tgt;

            if (!Game.Mouse.IsButtonDown(MouseButtons.Left) && Game.TotalTime - lastDown < 0.25)
            {
                var newselected = GetSelection(Game.Mouse.X, Game.Mouse.Y);
                if (newselected != null)
                {
                    selected = newselected;
                }
            }
            if (Game.Mouse.IsButtonDown(MouseButtons.Right))
            {
                weapons.FireAll();
            }
        }
Beispiel #4
0
        public override void PrepareRender(ICamera camera, NebulaRenderer nr)
        {
            CalculatedVisible = true;
            if (Nebula != null && nr != Nebula)
            {
                CalculatedVisible = false;
                return;
            }
            var dsq = VectorMath.DistanceSquared(pos, camera.Position);

            if (LODRanges != null)             //Fastest cull
            {
                var maxd = LODRanges[LODRanges.Length - 1] * sysr.LODMultiplier;
                maxd *= maxd;
                if (dsq > maxd)
                {
                    CalculatedVisible = false; return;
                }
            }
            if (Model != null)
            {
                if (Model.Levels.Length != 0)
                {
                    var center = VectorMath.Transform(Model.Levels[0].Center, World);
                    var lvl    = GetLevel(Model, center, camera.Position);
                    if (lvl == null)
                    {
                        CalculatedVisible = false;
                    }
                    var bsphere = new BoundingSphere(
                        center,
                        Model.Levels[0].Radius
                        );
                    if (!camera.Frustum.Intersects(bsphere))
                    {
                        CalculatedVisible = false;                                                          //Culled
                    }
                }
            }
            else if (Cmp != null || CmpParts != null)
            {
                //Check if -something- renders
                CalculatedVisible = false;
                var  partCol  = (IEnumerable <Part>)CmpParts ?? Cmp.Parts.Values;
                bool cmpParts = CmpParts != null;
                foreach (Part p in partCol)
                {
                    if (cmpParts)
                    {
                        p.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
                    }
                    var     model = p.Model;
                    Matrix4 w     = World;
                    if (p.Construct != null)
                    {
                        w = p.Construct.Transform * World;
                    }
                    if (model.Levels.Length > 0)
                    {
                        var center = VectorMath.Transform(model.Levels[0].Center, w);
                        var lvl    = GetLevel(model, center, camera.Position);
                        if (lvl == null)
                        {
                            continue;
                        }
                        var bsphere = new BoundingSphere(
                            center,
                            model.Levels[0].Radius
                            );
                        if (camera.Frustum.Intersects(bsphere))
                        {
                            CalculatedVisible = true;
                            break;
                        }
                    }
                }
            }
            else if (Sph != null)
            {
                var bsphere = new BoundingSphere(
                    pos,
                    radiusAtmosphere);
                if (!camera.Frustum.Intersects(bsphere))
                {
                    CalculatedVisible = false;
                }
            }
        }
Beispiel #5
0
 public override void Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
 {
     if (sysr == null)
     {
         return;
     }
     if (!Visible)
     {
         return;
     }
     if (Dfm != null)
     {
         Dfm.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         var center = VectorMath.Transform(Vector3.Zero, World);
         //var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, 20, nr, LitAmbient, LitDynamic, NoFog);
         Dfm.DrawBuffer(commands, World, Lighting.Empty);
     }
     if (Model != null)
     {
         if (Model.Levels.Length > 0)
         {
             Model.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
             var center = VectorMath.Transform(Model.Levels[0].Center, World);
             var lvl    = GetLevel(Model, center, camera.Position);
             if (lvl == null)
             {
                 return;
             }
             var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, Model.Levels[0].Radius, nr, LitAmbient, LitDynamic, NoFog);
             var r        = Model.Levels [0].Radius + lighting.FogRange.Y;
             if (lighting.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, center) <= (r * r))
             {
                 Model.DrawBufferLevel(lvl, commands, World, lighting);
             }
         }
     }
     else if (Cmp != null)
     {
         Cmp.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         foreach (Part p in Cmp.Parts.Values)
         {
             var     model = p.Model;
             Matrix4 w     = World;
             if (p.Construct != null)
             {
                 w = p.Construct.Transform * World;
             }
             if (model.Levels.Length > 0)
             {
                 var center = VectorMath.Transform(model.Levels[0].Center, w);
                 var lvl    = GetLevel(model, center, camera.Position);
                 if (lvl == null)
                 {
                     continue;
                 }
                 var bsphere = new BoundingSphere(
                     center,
                     model.Levels[0].Radius
                     );
                 if (camera.Frustum.Intersects(bsphere))
                 {
                     var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, model.Levels[0].Radius, nr, LitAmbient, LitDynamic, NoFog);
                     var r        = model.Levels [0].Radius + lighting.FogRange.Y;
                     if (lighting.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, center) <= (r * r))
                     {
                         model.DrawBufferLevel(lvl, commands, w, lighting);
                     }
                 }
             }
         }
     }
     else if (CmpParts != null)
     {
         _parentCmp.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         foreach (Part p in CmpParts)
         {
             p.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
             var     model = p.Model;
             Matrix4 w     = World;
             if (p.Construct != null)
             {
                 w = p.Construct.Transform * World;
             }
             if (model.Levels.Length > 0)
             {
                 var center = VectorMath.Transform(model.Levels[0].Center, w);
                 var lvl    = GetLevel(model, center, camera.Position);
                 if (lvl == null)
                 {
                     continue;
                 }
                 var bsphere = new BoundingSphere(
                     center,
                     model.Levels[0].Radius
                     );
                 if (camera.Frustum.Intersects(bsphere))
                 {
                     var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, model.Levels[0].Radius, nr, LitAmbient, LitDynamic, NoFog);
                     var r        = model.Levels[0].Radius + lighting.FogRange.Y;
                     if (lighting.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, center) <= (r * r))
                     {
                         model.DrawBufferLevel(lvl, commands, w, lighting);
                     }
                 }
             }
         }
     }
     else if (Sph != null)
     {
         Sph.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         var l = RenderHelpers.ApplyLights(lights, LightGroup, pos, Sph.Radius, nr, LitAmbient, LitDynamic, NoFog);
         var r = Sph.Radius + l.FogRange.Y;
         if (l.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, pos) <= (r * r))
         {
             Sph.DrawBuffer(commands, World, l);
         }
     }
 }
Beispiel #6
0
 public override bool OutOfView(ICamera camera)
 {
     if (Model != null)
     {
         if (Model.Levels.Length != 0)
         {
             var center = VectorMath.Transform(Model.Levels[0].Center, World);
             var lvl    = GetLevel(Model, center, camera.Position);
             if (lvl == null)
             {
                 return(true);
             }
             var bsphere = new BoundingSphere(
                 center,
                 Model.Levels[0].Radius
                 );
             if (!camera.Frustum.Intersects(bsphere))
             {
                 return(true);                                                         //Culled
             }
         }
     }
     else if (Cmp != null || CmpParts != null)
     {
         //Check if -something- renders
         bool doCull  = true;
         var  partCol = (IEnumerable <Part>)CmpParts ?? Cmp.Parts.Values;
         foreach (Part p in partCol)
         {
             var     model = p.Model;
             Matrix4 w     = World;
             if (p.Construct != null)
             {
                 w = p.Construct.Transform * World;
             }
             if (model.Levels.Length > 0)
             {
                 var center = VectorMath.Transform(model.Levels[0].Center, w);
                 var lvl    = GetLevel(model, center, camera.Position);
                 if (lvl == null)
                 {
                     continue;
                 }
                 var bsphere = new BoundingSphere(
                     center,
                     model.Levels[0].Radius
                     );
                 if (camera.Frustum.Intersects(bsphere))
                 {
                     doCull = false;
                     break;
                 }
             }
         }
         return(doCull);
     }
     else if (Sph != null)
     {
         var bsphere = new BoundingSphere(
             pos,
             radiusAtmosphere);
         if (!camera.Frustum.Intersects(bsphere))
         {
             return(true);
         }
     }
     return(false);
 }
Beispiel #7
0
 public override void DepthPrepass(ICamera camera, RenderState rstate)
 {
     if (!Visible)
     {
         return;
     }
     if (Model != null)
     {
         Model.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         if (Model.Levels.Length != 0)
         {
             var center = VectorMath.Transform(Model.Levels[0].Center, World);
             var lvl    = GetLevel(Model, center, camera.Position);
             if (lvl == null)
             {
                 return;
             }
             Model.DepthPrepassLevel(lvl, rstate, World);
         }
     }
     else if (Cmp != null || CmpParts != null)
     {
         if (Cmp != null)
         {
             Cmp.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         }
         else
         {
             _parentCmp.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         }
         //Check if -something- renders
         var partCol = (IEnumerable <Part>)CmpParts ?? Cmp.Parts.Values;
         foreach (Part p in partCol)
         {
             var     model = p.Model;
             Matrix4 w     = World;
             if (p.Construct != null)
             {
                 w = p.Construct.Transform * World;
             }
             if (model.Levels.Length > 0)
             {
                 var center = VectorMath.Transform(model.Levels[0].Center, w);
                 var lvl    = GetLevel(model, center, camera.Position);
                 if (lvl == null)
                 {
                     continue;
                 }
                 var bsphere = new BoundingSphere(
                     center,
                     model.Levels[0].Radius
                     );
                 if (camera.Frustum.Intersects(bsphere))
                 {
                     model.DepthPrepassLevel(lvl, rstate, w);
                 }
             }
         }
     }
     else if (Sph != null)
     {
         Sph.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         Sph.DepthPrepass(rstate, World);
     }
 }
 public void Transform(ref Matrix4 matrix, out BoundingSphere result)
 {
     result.Center = VectorMath.Transform(this.Center, matrix);
     result.Radius = this.Radius * ((float)Math.Sqrt((double)Math.Max(((matrix.M11 * matrix.M11) + (matrix.M12 * matrix.M12)) + (matrix.M13 * matrix.M13), Math.Max(((matrix.M21 * matrix.M21) + (matrix.M22 * matrix.M22)) + (matrix.M23 * matrix.M23), ((matrix.M31 * matrix.M31) + (matrix.M32 * matrix.M32)) + (matrix.M33 * matrix.M33)))));
 }
Beispiel #9
0
        public static Lighting ApplyLights(SystemLighting src, int lightGroup, Vector3 c, float r, NebulaRenderer nebula, bool lambient = true, bool ldynamic = true, bool nofog = false)
        {
            var lights = Lighting.Create();

            lights.Ambient        = lambient ? src.Ambient : Color4.Black;
            lights.NumberOfTilesX = src.NumberOfTilesX;
            if (nofog)
            {
                lights.FogMode = FogModes.None;
            }
            else
            {
                lights.FogMode    = src.FogMode;
                lights.FogDensity = src.FogDensity;
                lights.FogColor   = src.FogColor;
                lights.FogRange   = src.FogRange;
            }
            if (ldynamic)
            {
                for (int i = 0; i < src.Lights.Count; i++)
                {
                    if (src.Lights[i].LightGroup != lightGroup)
                    {
                        continue;
                    }
                    if (!src.Lights[i].Active)
                    {
                        continue;
                    }
                    var l  = src.Lights[i].Light;
                    var r2 = r + l.Range;
                    //l.Kind > 0 - test if not directional
                    if (l.Kind > 0 && VectorMath.DistanceSquared(l.Position, c) > (r2 * r2))
                    {
                        continue;
                    }
                    //Advanced spotlight cull
                    if ((l.Kind == LightKind.Spotlight) && SpotlightTest(ref l, c, r))
                    {
                        continue;
                    }
                    lights.Lights.Add(l);
                }
            }
            if (nebula != null)
            {
                Color4?     ambient;
                bool        fogenabled;
                Vector2     fogrange;
                Color4      fogcolor;
                RenderLight?lightning;
                nebula.GetLighting(out fogenabled, out ambient, out fogrange, out fogcolor, out lightning);
                if (ambient != null)
                {
                    lights.Ambient = ambient.Value;
                }
                if (fogenabled)
                {
                    lights.FogMode  = FogModes.Linear;
                    lights.FogColor = fogcolor;
                    lights.FogRange = fogrange;
                }
                if (lightning != null && src.NumberOfTilesX == -1)
                {
                    lights.Lights.Add(lightning.Value);
                }
            }
            return(lights);
        }
Beispiel #10
0
        public static float GetZ(Vector3 cameraPosition, Vector3 vec)
        {
            var res = VectorMath.DistanceSquared(vec, cameraPosition);

            return(res);
        }
Beispiel #11
0
        public static float GetZ(Matrix4 world, Vector3 cameraPosition, Vector3 vec)
        {
            var res = VectorMath.DistanceSquared(world.Transform(vec), cameraPosition);

            return(res);
        }
Beispiel #12
0
        public void DrawPerspective(
            Texture2D texture,
            Vector3 pos,
            Matrix4 world,
            Vector2 size,
            Color4 color,
            Vector2 topleft,
            Vector2 topright,
            Vector2 bottomleft,
            Vector2 bottomright,
            Vector3 normal,
            float angle,
            int layer,
            BlendMode blend = BlendMode.Normal
            )
        {
            var upref = Vector3.UnitY;

            if ((Vector3.UnitY - normal).Length < float.Epsilon)
            {
                upref = Vector3.UnitZ;
            }
            var srcright = Vector3.Cross(normal, upref);
            var srcup    = Vector3.Cross(srcright, normal);

            srcup.Normalize();
            srcright.Normalize();
            Vector3 up, right;

            if (Math.Abs(angle) < float.Epsilon)
            {
                up    = srcup;
                right = srcright;
            }
            else
            {
                var s = (float)Math.Sin(angle);
                var c = (float)Math.Cos(angle);
                up    = c * srcright - s * srcup;
                right = s * srcright + c * srcup;
            }
            rendat[billboardCount] = new RenderData(
                texture,
                blend,
                RenderKind.Rect,
                (ushort)vertexCountRect
                );
            //
            var sz = 0.5f * size;

            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos - right * sz.X - up * sz.Y, world
                    ),
                color,
                bottomleft
                );
            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos + right * sz.X - up * sz.Y, world
                    ),
                color,
                topleft
                );
            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos - right * sz.X + up * sz.Y, world
                    ),
                color,
                bottomright
                );
            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos + right * sz.X + up * sz.Y, world
                    ),
                color,
                topright
                );
            //
            var z = RenderHelpers.GetZ(camera.Position, pos);

            buffer.AddCommand(
                this,
                rendat[billboardCount].GetHashCode(),
                billboardCount,
                layer,
                z
                );
            billboardCount++;
        }