Example #1
0
 public Gun(string texture, float xPos, float yPos)
 {
     gunTexture        = LoadTexture(texture);
     localTransform    = new Matrix3();
     localTransform.m3 = xPos - gunTexture.width / 2;
     localTransform.m6 = yPos;
 }
Example #2
0
 public void UpdateAllTransforms(Matrix3 _globalTransform)
 {
     //   globalTransform = _globalTransform * localTransform;
     SetRotation(_globalTransform);
     foreach (GameObject child in children)
     {
         child.UpdateAllTransforms();
     }
 }
Example #3
0
        // works out the objects rotation Matrix and then sets the rotation.
        // finally it calls UpdateAllTransforms for this and all child objects,
        public void Rotate(float radians)
        {
            Matrix3 m = new Matrix3();

            m.SetRotateZ(radians);

            SetRotation(localTransform * m);

            UpdateAllTransforms();
        }
Example #4
0
 // Sets rotation by ensuring vales are correct in the objects local transform
 public void SetRotation(Matrix3 m)
 {
     localTransform.m1 = m.m1;
     localTransform.m2 = m.m2;
     localTransform.m3 = m.m3;
     localTransform.m4 = m.m4;
     localTransform.m5 = m.m5;
     localTransform.m6 = m.m6;
     localTransform.m7 = m.m7;
     localTransform.m8 = m.m8;
     localTransform.m9 = m.m9;
 }
Example #5
0
 // If the child has a parent  this funciton will offset their global Position to that of the parent.
 // Then it calls this function on each child to  ensure all objects move as a group in correct positions
 public void UpdateAllTransforms()
 {
     if (parent != null)
     {
         globalTransform = parent.globalTransform * localTransform;
     }
     else
     {
         globalTransform = localTransform;
     }
     foreach (GameObject child in children)
     {
         child.UpdateAllTransforms();
     }
 }
Example #6
0
 public void UpdateTransform(Matrix3 _transform)
 {
     transform = _transform * localTransform;
 }
Example #7
0
 public void Set(Matrix3 m)
 {
     m1 = m.m1; m2 = m.m2; m3 = m.m3;
     m4 = m.m4; m5 = m.m5; m6 = m.m6;
     m7 = m.m7; m8 = m.m8; m9 = m.m9;
 }
 public Matrix3(Matrix3 other)
 {
 }
 public void Set(Matrix3 scaled)
 {
     m11 = scaled.m11; m12 = scaled.m12; m13 = scaled.m13;
     m21 = scaled.m21; m22 = scaled.m22; m23 = scaled.m23;
     m31 = scaled.m31; m32 = scaled.m32; m33 = scaled.m33;
 }
Example #10
0
        // public void Rotate(float rotate, float speed, float deltaTime)
        public void Rotate(float radians)
        {
            Matrix3 m = new Matrix3();

            m.SetRotateZ(radians);
            setRotation(localTransform * m);

            /*  float rotate = GetRotation();
             *
             * tankTranslation = new Matrix3(1.0f, 0.0f, transform.m3,
             *                            0.0f, 1.0f, transform.m6,
             *                            0.0f, 0.0f, 1.0f);
             * tankRotation = new Matrix3();
             * Console.WriteLine("delta \n" + deltaTime + "\nrotate\n" + rotate);
             * tankRotation.SetRotateZ(deltaTime);
             *
             *
             * Matrix3 tankRotationTwo = new Matrix3();
             * Console.WriteLine("delta \n" + deltaTime + "\nrotate\n" + rotate);
             * tankRotationTwo.SetRotateZ(rotate);
             * tankRotation = tankRotationTwo * tankRotation;
             *
             * Matrix3 mat = transform * tankRotation;
             * mat.m3 = transform.m3;
             * mat.m6 = transform.m6;
             * mat.m9 = 1;
             * transform = mat;
             *
             * UpdateGunTransform();*/

            /*rotation += (rotate * DEG2RAD);
             *
             * tankTranslation = new Matrix3(1.0f, 0.0f, position.x,
             *                          0.0f, 1.0f, position.y,
             *                          0.0f, 0.0f, 1.0f);
             * tankRotation = new Matrix3();
             * tankRotation.SetRotateZ(rotation * DEG2RAD);
             *
             * Console.WriteLine("tankRotation");
             * Console.WriteLine(tankRotation.ToString());
             *
             * Matrix3 mat = tankTranslation * tankRotation;
             * Vector3 newPos = mat * new Vector3(0, 0, 1) * speed * deltaTime;
             *
             * position = position + newPos;
             */


            //            Vector3 newPosGun = mat * new Vector3(0, 0, 1) * speed * deltaTime;


            //  gunPosition = gunPosition + newPosGun;


            // gunPosition = gunPosition + gunPositionOffset;
            //Console.WriteLine("Rotation: " + rotation);
            //tankTranslation = new Matrix3(1.0f, 0.0f, position.x,
            //                             0.0f, 1.0f, position.x,
            //                             0.0f, 0.0f, position.z);
            //tankRotation = new Matrix3();
            //tankRotation.SetRotateZ(rotation*DEG2RAD);

            // tankMatrix = tankTranslation * tankRotation;
            //position = position + movement * speed * deltaTime;
            //Matrix3 rotateMatrix = new Matrix3();
            //rotateMatrix.SetRotateZ(rotate*speed*deltaTime);
            //tankMatrix = tankMatrix * rotateMatrix;
            //Vector3 newVec = new Vector3(tankMatrix.m3, tankMatrix.m6, tankMatrix.m9);
            //position = position.Cross(newVec);//* tankMatrix ;
            //Console.WriteLine("Matrix");
            //Console.WriteLine(tankMatrix.ToString());
            //Console.WriteLine("position");
            //Console.WriteLine(position.ToString());
            //gunPositionOffset = gunPositionOffset + movement * speed * deltaTime;
        }
Example #11
0
        //public Vector3 GetPosition()
        //{
        //    return new Vector3(transform.m3, transform.m6, transform.m9);
        //}

        // public void UpdateGunTransform()
        public void UpdateTransform()
        {
            globalTransform = localTransform;
            //topGun.UpdateTransform(globalTransform);
        }