Ejemplo n.º 1
0
        // Keys WASD RF Left/Right/Up/Down/PageUp/Down  with none or shift or ctrl
        private bool PositionKeyboard(KeyboardMonitor kbd, bool inperspectivemode, float movedistance)
        {
            Vector3 positionMovement = Vector3.Zero;

            if (kbd.Shift)
            {
                movedistance *= 2.0F;
            }

            if (kbd.HasBeenPressed(Keys.M, KeyboardMonitor.ShiftState.Ctrl))
            {
                YHoldMovement = !YHoldMovement;
            }

            if (kbd.IsCurrentlyPressed(Keys.Left, Keys.A) != null)                // x axis
            {
                positionMovement.X = -movedistance;
            }
            else if (kbd.IsCurrentlyPressed(Keys.Right, Keys.D) != null)
            {
                positionMovement.X = movedistance;
            }

            if (kbd.IsCurrentlyPressed(Keys.PageUp, Keys.R) != null)              // y axis
            {
                positionMovement.Y = movedistance;
            }
            else if (kbd.IsCurrentlyPressed(Keys.PageDown, Keys.F) != null)
            {
                positionMovement.Y = -movedistance;
            }

            if (kbd.IsCurrentlyPressed(Keys.Up, Keys.W) != null)                  // z axis
            {
                positionMovement.Z = movedistance;
            }
            else if (kbd.IsCurrentlyPressed(Keys.Down, Keys.S) != null)
            {
                positionMovement.Z = -movedistance;
            }

            if (positionMovement.LengthSquared > 0)
            {
                if (inperspectivemode)
                {
                    Vector2 cameraDir = CameraDirection;

                    if (YHoldMovement)  // Y hold movement means only the camera rotation around the Y axis is taken into account.
                    {
                        var cameramove = Matrix4.CreateTranslation(positionMovement);
                        var rotY       = Matrix4.CreateRotationY(cameraDir.Y.Radians()); // rotate by Y, which is rotation around the Y axis, which is where your looking at horizontally
                        cameramove *= rotY;
                        Translate(cameramove.ExtractTranslation());
                    }
                    else
                    {
                        var cameramove = Matrix4.CreateTranslation(new Vector3(positionMovement.X, positionMovement.Z, -positionMovement.Y));
                        cameramove *= Matrix4.CreateRotationZ(CameraRotation.Radians());   // rotate the translation by the camera look angle
                        cameramove *= Matrix4.CreateRotationX(cameraDir.X.Radians());
                        cameramove *= Matrix4.CreateRotationY(cameraDir.Y.Radians());
                        Translate(cameramove.ExtractTranslation());
                    }
                }
                else
                {
                    positionMovement.Y = 0;
                    Translate(positionMovement);
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }