Example #1
0
        public BasicEntity(ModelDefinition modelbb, MaterialEffect material, Vector3 position, double angleZ, double angleX, double angleY, Vector3 scale, MeshMaterialLibrary library = null, Entity physicsObject = null)
        {
            Id                  = IdGenerator.GetNewId();
            Name                = GetType().Name + " " + Id;
            WorldTransform      = new TransformMatrix(Matrix.Identity, Id);
            ModelDefinition     = modelbb;
            Model               = modelbb.Model;
            BoundingBox         = modelbb.BoundingBox;
            BoundingBoxOffset   = modelbb.BoundingBoxOffset;
            SignedDistanceField = modelbb.SDF;

            Material = material;
            Position = position;
            Scale    = scale;

            RotationMatrix = Matrix.CreateRotationX((float)angleX) * Matrix.CreateRotationY((float)angleY) *
                             Matrix.CreateRotationZ((float)angleZ);

            if (library != null)
            {
                RegisterInLibrary(library);
            }

            if (physicsObject != null)
            {
                RegisterPhysics(physicsObject);
            }

            WorldTransform.World        = Matrix.CreateScale(Scale) * RotationMatrix * Matrix.CreateTranslation(Position);
            WorldTransform.Scale        = Scale;
            WorldTransform.InverseWorld = Matrix.Invert(Matrix.CreateTranslation(BoundingBoxOffset * Scale) * RotationMatrix * Matrix.CreateTranslation(Position));
        }
Example #2
0
        public void Update(GameTime gameTime)
        {
            var direction = XVector3.Transform(XVector3.UnitZ,
                                               Matrix.CreateRotationX(MathHelper.ToRadians(Game.Client.Pitch)) *
                                               Matrix.CreateRotationY(MathHelper.ToRadians(-(Game.Client.Yaw - 180) + 180)));

            var cast = VoxelCast.Cast(Game.Client.World,
                                      new TRay(Game.Camera.Position, new TVector3(direction.X, direction.Y, direction.Z)),
                                      Game.BlockRepository, TrueCraftGame.Reach, TrueCraftGame.Reach + 2);

            if (cast == null)
            {
                Game.HighlightedBlock = -Coordinates3D.One;
            }
            else
            {
                var provider = Game.BlockRepository.GetBlockProvider(Game.Client.World.GetBlockID(cast.Item1));
                if (provider.InteractiveBoundingBox != null)
                {
                    var box = provider.InteractiveBoundingBox.Value;

                    Game.HighlightedBlock     = cast.Item1;
                    Game.HighlightedBlockFace = cast.Item2;

                    DestructionEffect.World = HighlightEffect.World = Matrix.Identity
                                                                      * Matrix.CreateScale(new XVector3((float)box.Width, (float)box.Height, (float)box.Depth))
                                                                      * Matrix.CreateTranslation(new XVector3((float)box.Min.X, (float)box.Min.Y, (float)box.Min.Z))
                                                                      * Matrix.CreateTranslation(new XVector3(cast.Item1.X, cast.Item1.Y, cast.Item1.Z));
                }
            }
        }
Example #3
0
        private void _motion_CurrentValueChanged(object sender, SensorReadingEventArgs <MotionReading> e)
        {
            double motionDelta = 0.01;

            if (!_motion.IsDataValid)
            {
                return;
            }

            if (Math.Abs(e.SensorReading.Attitude.Yaw - _yaw) > motionDelta)
            {
                _yaw = e.SensorReading.Attitude.Yaw;
            }

            if (Math.Abs(e.SensorReading.Attitude.Roll - _roll) > motionDelta)
            {
                _roll = e.SensorReading.Attitude.Roll;
            }

            if (Math.Abs(e.SensorReading.Attitude.Pitch - _pitch) > motionDelta)
            {
                _pitch = e.SensorReading.Attitude.Pitch;
            }

            Dispatcher.BeginInvoke(delegate()
            {
                if (myVM.ClickedNearbyLocation != null)
                {
                    myVM.ClickedNearbyLocation.CalculateHeadingAngle(MathHelper.ToDegrees(_yaw));
                }
            });

            if (_onDragEndAnimation)
            {
                return;
            }

            if (_gestureState == GestureStateEnum.OnFreeDrag)
            {
                _cameraMatrixBehindDrag  = Matrix.CreateLookAt(new Vector3(0, 0, 0), new Vector3(0, 0, -1), Vector3.Up);
                _cameraMatrixBehindDrag *= Matrix.CreateRotationY(-_yaw);
                _cameraMatrixBehindDrag *= Matrix.CreateRotationZ(_roll);
                _cameraMatrixBehindDrag *= Matrix.CreateRotationX(-_pitch + MathHelper.PiOver2);
            }
            else
            {
                _cameraMatrix  = Matrix.CreateLookAt(new Vector3(0, 0, 0), new Vector3(0, 0, -1), Vector3.Up);
                _cameraMatrix *= Matrix.CreateRotationY(-_yaw);
                _cameraMatrix *= Matrix.CreateRotationZ(_roll);
                _cameraMatrix *= Matrix.CreateRotationX(-_pitch + MathHelper.PiOver2);

                //rotate radar
                Dispatcher.BeginInvoke(delegate()
                {
                    (radarCanvas.RenderTransform as System.Windows.Media.RotateTransform).Angle = MathHelper.ToDegrees((_yaw));
                });
            }
        }
Example #4
0
        private void TranslateRightButton_Click(object sender, EventArgs e)
        {
            ArcBallCamera cam = CameraManager.ActiveCamera as ArcBallCamera;

            XnaMatrix rotationmatrix = XnaMatrix.CreateRotationY(MathHelper.ToRadians(cam.Yaw));

            Vector3 dfvect      = new Vector3(1, 0, 0);        //Shift the camera Right
            Vector3 dfTransVect = Vector3.Transform(dfvect, rotationmatrix);

            cam.Target += dfTransVect;
        }
Example #5
0
            /// <summary>
            /// Initializes World matrix of this location on the 3d world
            /// </summary>
            private void InitializeWorldMatrix()
            {
                if (VectorPoint.Z > 0)
                {
                    WorldMatrix = Matrix.CreateRotationY((float)Math.Atan(VectorPoint.X / VectorPoint.Z));
                }
                else
                {
                    WorldMatrix = Matrix.CreateRotationY(-MathHelper.Pi + (float)Math.Atan(VectorPoint.X / VectorPoint.Z));
                }

                WorldMatrix = WorldMatrix * Matrix.CreateTranslation(VectorPoint);
            }
Example #6
0
        public virtual void Render(TimeSpan time)
        {
            GraphicsDevice.Clear(Color.SteelBlue);
            GraphicsDevice.RasterizerState = RasterizerState.CullNone;
            GraphicsDevice.SetVertexBuffer(_vertexBuffer);

            // Rotate cube around up-axis.
            _basicEffect.World = Matrix.CreateRotationY((float)time.Milliseconds / 1000 * MathHelper.TwoPi) * _worldMatrix;

            foreach (var pass in _basicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 12);
            }
        }
Example #7
0
        private void OnTargetImageMouseMove(object sender, MouseEventArgs e)
        {
            if (!_isDragging)
            {
                return;
            }

            var mousePosition = e.GetPosition(_targetImage);

            var dX = mousePosition.X - _lastMousePosition.X;
            var dY = mousePosition.Y - _lastMousePosition.Y;

            _lastMousePosition = mousePosition;

            _worldMatrix *= Matrix.CreateRotationX(0.01f * (float)dY);
            _worldMatrix *= Matrix.CreateRotationY(0.01f * (float)dX);
        }
Example #8
0
        private void OnCustomPresent(object sender, CustomPresentEventArgs e)
        {
            var time = e.Time;

            if (!_isDragging)
            {
                _worldMatrix *= Matrix.CreateRotationY(-(float)time.ElapsedGameTime.Milliseconds / 1000f);
            }

            Clear();

            Model model;

            lock (_modelLock)
                model = _model;

            if (model != null)
            {
                // Draw the model. A model can have multiple meshes, so loop.
                foreach (var mesh in model.Meshes)
                {
                    // This is where the mesh orientation is set, as well
                    // as our camera and projection.
                    foreach (BasicEffect effect in mesh.Effects)
                    {
                        effect.EnableDefaultLighting();
                        effect.World      = _worldMatrix;
                        effect.View       = _viewMatrix;
                        effect.Projection = _projectionMatrix;
                    }

                    // Draw the mesh, using the effects set above.
                    mesh.Draw();
                }
            }

            e.Handled = true;
        }
Example #9
0
        public void Draw()
        {
            GraphicsDevice device = SharedGraphicsDeviceManager.Current.GraphicsDevice;

            device.BlendState        = BlendState.Opaque;
            device.RasterizerState   = RasterizerState.CullCounterClockwise;
            device.DepthStencilState = DepthStencilState.Default;

            // Store the old viewport and set the desired viewport
            Viewport oldViewport = device.Viewport;

            device.Viewport = new Viewport(state.ViewportRect);

            // Calculate the world-view-projection matrices for the tank and camera
            Matrix world      = Matrix.CreateScale(.002f) * Matrix.CreateRotationY(MathHelper.ToRadians((float)state.TankRotationY));
            Matrix view       = Matrix.CreateLookAt(state.CameraPosition, state.CameraTarget, Vector3.Up);
            Matrix projection = Matrix.CreatePerspectiveFieldOfView(1, device.Viewport.AspectRatio, .01f, 100f);

            // Draw the sky
            sky.Draw(view, projection);

            // Draw the ground
            groundEffect.World      = Matrix.Identity;
            groundEffect.View       = view;
            groundEffect.Projection = projection;
            device.SetVertexBuffer(groundVertices);
            foreach (var pass in groundEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            }

            // Draw the tank
            tank.Draw(world, view, projection, state);

            // Reset the viewport
            device.Viewport = oldViewport;
        }
Example #10
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            float amount = 0.5f + (float)Math.Sin((double)gameTime.TotalGameTime.TotalSeconds / 4.0) / 2f;

            effect.World = Matrix.CreateRotationX(MathHelper.Lerp(-(float)Math.PI, (float)Math.PI, amount)) *
                           Matrix.CreateRotationY(MathHelper.Lerp(-(float)Math.PI, (float)Math.PI, amount)) *
                           Matrix.CreateRotationZ(MathHelper.Lerp(-(float)Math.PI, (float)Math.PI, amount));

            effect.View       = camera.view;
            effect.Projection = camera.projection;

            // Begin effect and draw for each pass
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                for (int i = 0; i < quad.Length; i++)
                {
                    GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>(PrimitiveType.TriangleList, quad[i].Vertices, 0, 4, quad[i].Indexes, 0, 2);
                }
            }
            base.Draw(gameTime);
        }
Example #11
0
        private void Present()
        {
            var now = Environment.TickCount;

            if (_lastTime != 0L && !_isDragging)
            {
                _worldMatrix *= Matrix.CreateRotationY(-(float)(now - _lastTime) / 1000);
            }

            _lastTime = now;

            if (_device.GraphicsDeviceStatus != GraphicsDeviceStatus.Normal)
            {
                while (_device.GraphicsDeviceStatus == GraphicsDeviceStatus.Lost)
                {
                    Thread.Sleep(1);
                }

                Reset();
                return;
            }

            // Do resize
            if (_needResize)
            {
                _needResize = false;

                var backupFrontBuffer        = _frontBuffer;
                var backupBackBuffer         = _backBuffer;
                var backupDepthStencilBuffer = _depthStencilBuffer;

                CreateBuffers();

                backupFrontBuffer.Dispose();
                backupBackBuffer.Dispose();
                backupDepthStencilBuffer.Dispose();

                return;
            }

            _device.SetRenderTarget(0, _backBuffer);
            _device.DepthStencilBuffer = _depthStencilBuffer;

            Clear();

            Model model;

            lock (_modelLock)
                model = _model;

            if (model != null)
            {
                // Draw the model. A model can have multiple meshes, so loop.

                foreach (var mesh in model.Meshes)
                {
                    // This is where the mesh orientation is set, as well
                    // as our camera and projection.
                    foreach (BasicEffect effect in mesh.Effects)
                    {
                        effect.EnableDefaultLighting();
                        effect.World      = _worldMatrix;
                        effect.View       = _viewMatrix;
                        effect.Projection = _projectionMatrix;
                    }

                    // Draw the mesh, using the effects set above.
                    mesh.Draw();
                }
            }

            _copySurfaceMethod.Invoke(_device, new object[] { _backBufferPointer, _frontBufferPointer });

            _device.SetRenderTarget(0, null);
            _device.DepthStencilBuffer = _deviceDepthStencilBuffer;

            try { _device.Present(); }
            catch (DeviceLostException) {}
        }
Example #12
0
        public virtual void Initialize()
        {
            float tilt = MathHelper.ToRadians(0);  // 0 degree angle

            // Use the world matrix to tilt the cube along x and y axes.
            _worldMatrix = Matrix.CreateRotationX(tilt) * Matrix.CreateRotationY(tilt);
            _viewMatrix  = Matrix.CreateLookAt(new Vector3(5, 5, 5), Vector3.Zero, Vector3.Up);

            _projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45),  // 45 degree angle
                (float)GraphicsDevice.Viewport.Width /
                (float)GraphicsDevice.Viewport.Height,
                1.0f, 100.0f);

            _basicEffect = new BasicEffect(GraphicsDevice);

            _basicEffect.World      = _worldMatrix;
            _basicEffect.View       = _viewMatrix;
            _basicEffect.Projection = _projectionMatrix;

            // primitive color
            _basicEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f);
            _basicEffect.DiffuseColor      = new Vector3(1.0f, 1.0f, 1.0f);
            _basicEffect.SpecularColor     = new Vector3(0.25f, 0.25f, 0.25f);
            _basicEffect.SpecularPower     = 5.0f;
            _basicEffect.Alpha             = 1.0f;

            _basicEffect.LightingEnabled = true;
            if (_basicEffect.LightingEnabled)
            {
                _basicEffect.DirectionalLight0.Enabled = true; // enable each light individually
                if (_basicEffect.DirectionalLight0.Enabled)
                {
                    // x direction
                    _basicEffect.DirectionalLight0.DiffuseColor = new Vector3(1, 0, 0); // range is 0 to 1
                    _basicEffect.DirectionalLight0.Direction    = Vector3.Normalize(new Vector3(-1, 0, 0));
                    // points from the light to the origin of the scene
                    _basicEffect.DirectionalLight0.SpecularColor = Vector3.One;
                }

                _basicEffect.DirectionalLight1.Enabled = true;
                if (_basicEffect.DirectionalLight1.Enabled)
                {
                    // y direction
                    _basicEffect.DirectionalLight1.DiffuseColor  = new Vector3(0, 0.75f, 0);
                    _basicEffect.DirectionalLight1.Direction     = Vector3.Normalize(new Vector3(0, -1, 0));
                    _basicEffect.DirectionalLight1.SpecularColor = Vector3.One;
                }

                _basicEffect.DirectionalLight2.Enabled = true;
                if (_basicEffect.DirectionalLight2.Enabled)
                {
                    // z direction
                    _basicEffect.DirectionalLight2.DiffuseColor  = new Vector3(0, 0, 0.5f);
                    _basicEffect.DirectionalLight2.Direction     = Vector3.Normalize(new Vector3(0, 0, -1));
                    _basicEffect.DirectionalLight2.SpecularColor = Vector3.One;
                }
            }

            vertexDeclaration = new VertexDeclaration(new[]
            {
                new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
                new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
                new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
            });

            Vector3 topLeftFront     = new Vector3(-1.0f, 1.0f, 1.0f);
            Vector3 bottomLeftFront  = new Vector3(-1.0f, -1.0f, 1.0f);
            Vector3 topRightFront    = new Vector3(1.0f, 1.0f, 1.0f);
            Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);
            Vector3 topLeftBack      = new Vector3(-1.0f, 1.0f, -1.0f);
            Vector3 topRightBack     = new Vector3(1.0f, 1.0f, -1.0f);
            Vector3 bottomLeftBack   = new Vector3(-1.0f, -1.0f, -1.0f);
            Vector3 bottomRightBack  = new Vector3(1.0f, -1.0f, -1.0f);

            Vector2 textureTopLeft     = new Vector2(0.0f, 0.0f);
            Vector2 textureTopRight    = new Vector2(1.0f, 0.0f);
            Vector2 textureBottomLeft  = new Vector2(0.0f, 1.0f);
            Vector2 textureBottomRight = new Vector2(1.0f, 1.0f);

            Vector3 frontNormal  = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 backNormal   = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 topNormal    = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 bottomNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 leftNormal   = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal  = new Vector3(1.0f, 0.0f, 0.0f);

            var cubeVertices = new VertexPositionNormalTexture[36];

            // Front face.
            cubeVertices[0] = new VertexPositionNormalTexture(topLeftFront, frontNormal, textureTopLeft);
            cubeVertices[1] = new VertexPositionNormalTexture(bottomLeftFront, frontNormal, textureBottomLeft);
            cubeVertices[2] = new VertexPositionNormalTexture(topRightFront, frontNormal, textureTopRight);
            cubeVertices[3] = new VertexPositionNormalTexture(bottomLeftFront, frontNormal, textureBottomLeft);
            cubeVertices[4] = new VertexPositionNormalTexture(bottomRightFront, frontNormal, textureBottomRight);
            cubeVertices[5] = new VertexPositionNormalTexture(topRightFront, frontNormal, textureTopRight);

            // Back face.
            cubeVertices[6]  = new VertexPositionNormalTexture(topLeftBack, backNormal, textureTopRight);
            cubeVertices[7]  = new VertexPositionNormalTexture(topRightBack, backNormal, textureTopLeft);
            cubeVertices[8]  = new VertexPositionNormalTexture(bottomLeftBack, backNormal, textureBottomRight);
            cubeVertices[9]  = new VertexPositionNormalTexture(bottomLeftBack, backNormal, textureBottomRight);
            cubeVertices[10] = new VertexPositionNormalTexture(topRightBack, backNormal, textureTopLeft);
            cubeVertices[11] = new VertexPositionNormalTexture(bottomRightBack, backNormal, textureBottomLeft);

            // Top face.
            cubeVertices[12] = new VertexPositionNormalTexture(topLeftFront, topNormal, textureBottomLeft);
            cubeVertices[13] = new VertexPositionNormalTexture(topRightBack, topNormal, textureTopRight);
            cubeVertices[14] = new VertexPositionNormalTexture(topLeftBack, topNormal, textureTopLeft);
            cubeVertices[15] = new VertexPositionNormalTexture(topLeftFront, topNormal, textureBottomLeft);
            cubeVertices[16] = new VertexPositionNormalTexture(topRightFront, topNormal, textureBottomRight);
            cubeVertices[17] = new VertexPositionNormalTexture(topRightBack, topNormal, textureTopRight);

            // Bottom face.
            cubeVertices[18] = new VertexPositionNormalTexture(bottomLeftFront, bottomNormal, textureTopLeft);
            cubeVertices[19] = new VertexPositionNormalTexture(bottomLeftBack, bottomNormal, textureBottomLeft);
            cubeVertices[20] = new VertexPositionNormalTexture(bottomRightBack, bottomNormal, textureBottomRight);
            cubeVertices[21] = new VertexPositionNormalTexture(bottomLeftFront, bottomNormal, textureTopLeft);
            cubeVertices[22] = new VertexPositionNormalTexture(bottomRightBack, bottomNormal, textureBottomRight);
            cubeVertices[23] = new VertexPositionNormalTexture(bottomRightFront, bottomNormal, textureTopRight);

            // Left face.
            cubeVertices[24] = new VertexPositionNormalTexture(topLeftFront, leftNormal, textureTopRight);
            cubeVertices[25] = new VertexPositionNormalTexture(bottomLeftBack, leftNormal, textureBottomLeft);
            cubeVertices[26] = new VertexPositionNormalTexture(bottomLeftFront, leftNormal, textureBottomRight);
            cubeVertices[27] = new VertexPositionNormalTexture(topLeftBack, leftNormal, textureTopLeft);
            cubeVertices[28] = new VertexPositionNormalTexture(bottomLeftBack, leftNormal, textureBottomLeft);
            cubeVertices[29] = new VertexPositionNormalTexture(topLeftFront, leftNormal, textureTopRight);

            // Right face.
            cubeVertices[30] = new VertexPositionNormalTexture(topRightFront, rightNormal, textureTopLeft);
            cubeVertices[31] = new VertexPositionNormalTexture(bottomRightFront, rightNormal, textureBottomLeft);
            cubeVertices[32] = new VertexPositionNormalTexture(bottomRightBack, rightNormal, textureBottomRight);
            cubeVertices[33] = new VertexPositionNormalTexture(topRightBack, rightNormal, textureTopRight);
            cubeVertices[34] = new VertexPositionNormalTexture(topRightFront, rightNormal, textureTopLeft);
            cubeVertices[35] = new VertexPositionNormalTexture(bottomRightBack, rightNormal, textureBottomRight);

            _vertexBuffer = new VertexBuffer(GraphicsDevice, vertexDeclaration, cubeVertices.Length, BufferUsage.None);
            _vertexBuffer.SetData(cubeVertices);
        }
Example #13
0
        /// <summary>
        /// This is the method that is called to move our avatar
        /// </summary>
        /// <code>
        /// // create the class that does translations
        /// GiveHelpTransforms ght = new GiveHelpTransforms();
        /// // have it load our XML into the SourceXML property
        /// ght.LoadXMLFromFile(
        ///      "E:\\Inetpub\\wwwroot\\GiveHelp\\GiveHelpDoc.xml");
        /// </code>
        void UpdateAvatarPosition()
        {
            var keyboardState = Keyboard.GetState();
            var currentState  = GamePad.GetState(PlayerIndex.One);
            var mouseState    = Mouse.GetState();

            //if (Console.IsOpen()) return;

            if (keyboardState.IsKeyDown(Keys.P))
            {
                System.Console.WriteLine("Open!");
            }

            if (keyboardState.IsKeyDown(Keys.A) || (currentState.DPad.Left == ButtonState.Pressed))
            {
                // move left
                //avatarYaw += RotationSpeed;
                var forwardMovement = Matrix.CreateRotationY(avatarYaw);
                var v = new Vector3(1, 0, 0);
                v = Vector3.Transform(v, forwardMovement);
                avatarPosition.X += v.X;
                avatarPosition.Y += v.Y;
                avatarPosition.Z += v.Z;
            }

            if (keyboardState.IsKeyDown(Keys.D) || (currentState.DPad.Right == ButtonState.Pressed))
            {
                // move right
                //avatarYaw -= RotationSpeed;

                var forwardMovement = Matrix.CreateRotationY(avatarYaw);
                var v = new Vector3(1, 0, 0);
                avatarPosition -= Vector3.Transform(v, forwardMovement);
            }

            if (keyboardState.IsKeyDown(Keys.W) || (currentState.DPad.Up == ButtonState.Pressed))
            {
                //var forwardMovement = Matrix.CreateRotationY(avatarYaw);
                //var v = new Vector3(0, 0, ForwardSpeed);
                //v = Vector3.Transform(v, forwardMovement);
                //avatarPosition.Z += v.Z;
                //avatarPosition.X += v.X;
                var horizontal = avatarPitch.Cos();
                var vertical   = -avatarPitch.Sin();
                var v          = new Vector3(avatarYaw.Sin() * horizontal, vertical, avatarYaw.Cos() * horizontal);
                v.Normalize();
                avatarPosition += v * ForwardSpeed;
            }

            if (keyboardState.IsKeyDown(Keys.S) || (currentState.DPad.Down == ButtonState.Pressed))
            {
                var horizontal = avatarPitch.Cos();
                var vertical   = -avatarPitch.Sin();
                var v          = new Vector3(avatarYaw.Sin() * horizontal, vertical, avatarYaw.Cos() * horizontal);
                v.Normalize();
                avatarPosition -= v * ForwardSpeed;
            }

            if (keyboardState.IsKeyDown(Keys.F))
            {
                avatarPosition.Y = avatarPosition.Y - 1;
            }

            if (keyboardState.IsKeyDown(Keys.R) || keyboardState.IsKeyDown(Keys.Space))
            {
                avatarPosition.Y = avatarPosition.Y + 1;
            }

            if (keyboardState.IsKeyDown(Keys.T))
            {
                _thirdPersonReference.Y = _thirdPersonReference.Y - 0.25f;
            }
            if (keyboardState.IsKeyDown(Keys.G))
            {
                _thirdPersonReference.Y = _thirdPersonReference.Y + 0.25f;
            }

            // adjust speed
            if (keyboardState.IsKeyDown(Keys.OemPlus))
            {
                ForwardSpeed = Math.Min(ForwardSpeed + 0.1f, 15);
            }
            else if (keyboardState.IsKeyDown(Keys.OemMinus))
            {
                ForwardSpeed = Math.Max(ForwardSpeed - 0.1f, 0.1f);
            }


            if (mouseState.LeftButton == ButtonState.Pressed && !mouseLeftButtonDown)
            {
                // select polygon
                mouseLeftButtonDown = true;

                var width  = _graphics.GraphicsDevice.Viewport.Width;
                var height = _graphics.GraphicsDevice.Viewport.Height;
                var x      = mouseState.X;
                var y      = mouseState.Y;

                if (x < 0 || y < 0 || x > width || y > height)
                {
                    return;
                }

                var add = (keyboardState.IsKeyDown(Keys.LeftShift) || keyboardState.IsKeyDown(Keys.RightShift));

                var startPos = new Vector3(x, y, 0);
                var endPos   = new Vector3(x, y, 1);

                var near = _graphics.GraphicsDevice.Viewport.Unproject(startPos, _proj, _view, Matrix.Identity).ToWCell();
                var far  = _graphics.GraphicsDevice.Viewport.Unproject(endPos, _proj, _view, Matrix.Identity).ToWCell();

                var dir = (far - near).NormalizedCopy();
                var ray = new Ray(near, dir);

                TerrainProgram.TerrainManager.SelectedTriangleManager.UpdateSelectedTriangle(ray, add);
            }

            if (mouseState.LeftButton == ButtonState.Released && mouseLeftButtonDown)
            {
                mouseLeftButtonDown = false;
            }
        }
Example #14
0
        private void HandleGesture()
        {
            while (TouchPanel.IsGestureAvailable)
            {
                GestureSample gestureSample = TouchPanel.ReadGesture();
                switch (gestureSample.GestureType)
                {
                case GestureType.FreeDrag:
                    _gestureTimer.Stop();
                    _gestureState = GestureStateEnum.OnFreeDrag;

                    float rotateRate    = 0.01f;
                    float translateRate = 0.1f;
                    _cameraMatrix = _cameraMatrix * Matrix.CreateRotationY(-gestureSample.Delta.X * rotateRate);
                    _cameraMatrix = _cameraMatrix * Matrix.CreateTranslation(0f, -gestureSample.Delta.Y * translateRate, 0f);

                    //rotate radar
                    Dispatcher.BeginInvoke(delegate()
                    {
                        (radarCanvas.RenderTransform as System.Windows.Media.RotateTransform).Angle += MathHelper.ToDegrees((gestureSample.Delta.X * rotateRate));
                    });

                    break;

                case GestureType.DragComplete:
                    _gestureTime = 0;
                    _gestureTimer.Start();

                    break;

                case GestureType.Tap:
                    _gestureState = GestureStateEnum.OnMotion;

                    if (myVM.ClickedNearbyLocation != null)
                    {
                        AnimateLocationDeselection(myVM.ClickedNearbyLocation);
                        myVM.ClickedNearbyLocation.IsClickedOnView = false;
                        if (OnLocationReleased != null)
                        {
                            OnLocationReleased(this, myVM.ClickedNearbyLocation);
                        }
                    }

                    if (_gestureState != GestureStateEnum.OnPressHold)
                    {
                        _gestureState = GestureStateEnum.OnPressHold;

                        float   mouseX     = gestureSample.Position.X;
                        float   mouseY     = gestureSample.Position.Y;
                        Vector3 nearsource = new Vector3((float)mouseX, (float)mouseY, 0f);
                        Vector3 farsource  = new Vector3((float)mouseX, (float)mouseY, -1f);

                        Vector3 nearPoint = _device.Viewport.Unproject(nearsource, _projectionMatrix, _cameraMatrix, _phoneWorld);
                        Vector3 farPoint  = _device.Viewport.Unproject(farsource, _projectionMatrix, _cameraMatrix, _phoneWorld);

                        Vector3 direction = -farPoint + nearPoint;
                        direction.Normalize();
                        Ray pickRay = new Ray(nearPoint, direction);

                        if (myVM.ClickedNearbyLocation != null)
                        {
                            AnimateLocationDeselection(myVM.ClickedNearbyLocation);
                            myVM.ClickedNearbyLocation.IsClickedOnView = false;
                            if (OnLocationReleased != null)
                            {
                                OnLocationReleased(this, myVM.ClickedNearbyLocation);
                            }
                        }

                        foreach (LocationsVM.Location l in myVM.SelectedNearbyLocations)
                        {
                            float?result = pickRay.Intersects(l.PlacemarkBoundingSphere);
                            if (result.HasValue)
                            {
                                AnimateLocationSelection(l);
                                l.IsClickedOnView = true;
                                if (OnLocationSelected != null)
                                {
                                    OnLocationSelected(this, l);
                                }

                                break;
                            }
                        }
                    }

                    break;
                }
            }
        }
Example #15
0
        public override void Update(GameTime gameTime)
        {
            var delta = Delta;

            var gamePad = GamePad.GetState(PlayerIndex.One); // TODO: Can this stuff be done effectively in the GamePadHandler?

            if (gamePad.IsConnected && gamePad.ThumbSticks.Left.Length() != 0)
            {
                delta = new XVector3(gamePad.ThumbSticks.Left.X, 0, gamePad.ThumbSticks.Left.Y);
            }

            var digging = Digging;

            if (gamePad.IsConnected && gamePad.Triggers.Right > 0.5f)
            {
                digging = true;
            }
            if (gamePad.IsConnected && gamePad.Triggers.Left > 0.5f && GamePadState.Triggers.Left < 0.5f)
            {
                var item = Game.Client.Inventory.Hotbar[Game.Client.HotbarSelection];
                Game.Client.QueuePacket(new PlayerBlockPlacementPacket(
                                            Game.HighlightedBlock.X, (sbyte)Game.HighlightedBlock.Y, Game.HighlightedBlock.Z,
                                            Game.HighlightedBlockFace, item.ID, item.Count, item.Metadata));
            }
            if (gamePad.IsConnected && gamePad.ThumbSticks.Right.Length() != 0)
            {
                var look = -(gamePad.ThumbSticks.Right * 8) * (float)(gameTime.ElapsedGameTime.TotalSeconds * 30);

                Game.Client.Yaw   -= look.X;
                Game.Client.Pitch -= look.Y;
                Game.Client.Yaw   %= 360;
                Game.Client.Pitch  = MathHelper.Clamp(Game.Client.Pitch, -89.9f, 89.9f);
            }

            if (digging)
            {
                if (Game.StartDigging == DateTime.MinValue) // Would like to start digging a block
                {
                    var target = Game.HighlightedBlock;
                    if (target != -Coordinates3D.One)
                    {
                        BeginDigging(target);
                    }
                }
                else // Currently digging a block
                {
                    var target = Game.HighlightedBlock;
                    if (target == -Coordinates3D.One) // Cancel
                    {
                        Game.StartDigging = DateTime.MinValue;
                        Game.EndDigging   = DateTime.MaxValue;
                        Game.TargetBlock  = -Coordinates3D.One;
                    }
                    else if (target != Game.TargetBlock) // Change target
                    {
                        BeginDigging(target);
                    }
                }
            }
            else
            {
                Game.StartDigging = DateTime.MinValue;
                Game.EndDigging   = DateTime.MaxValue;
                Game.TargetBlock  = -Coordinates3D.One;
            }

            if (delta != XVector3.Zero)
            {
                var lookAt = XVector3.Transform(-delta,
                                                Matrix.CreateRotationY(MathHelper.ToRadians(-(Game.Client.Yaw - 180) + 180)));

                lookAt.X *= (float)(gameTime.ElapsedGameTime.TotalSeconds * 4.3717);
                lookAt.Z *= (float)(gameTime.ElapsedGameTime.TotalSeconds * 4.3717);

                var bobbing = Game.Bobbing;
                Game.Bobbing += Math.Max(Math.Abs(lookAt.X), Math.Abs(lookAt.Z));

                Game.Client.Velocity = new TVector3(lookAt.X, Game.Client.Velocity.Y, lookAt.Z);

                if ((int)bobbing % 2 == 0 && (int)Game.Bobbing % 2 != 0)
                {
                    PlayFootstep();
                }
            }
            else
            {
                Game.Client.Velocity *= new TVector3(0, 1, 0);
            }
            if (Game.EndDigging != DateTime.MaxValue)
            {
                if (NextAnimation < DateTime.UtcNow)
                {
                    NextAnimation = DateTime.UtcNow.AddSeconds(0.25);
                    Game.Client.QueuePacket(new AnimationPacket(Game.Client.EntityID,
                                                                AnimationPacket.PlayerAnimation.SwingArm));
                }
                if (DateTime.UtcNow > Game.EndDigging && Game.HighlightedBlock == Game.TargetBlock)
                {
                    Game.Client.QueuePacket(new PlayerDiggingPacket(
                                                PlayerDiggingPacket.Action.StopDigging,
                                                Game.TargetBlock.X, (sbyte)Game.TargetBlock.Y, Game.TargetBlock.Z,
                                                Game.HighlightedBlockFace));
                    Game.EndDigging = DateTime.MaxValue;
                }
            }

            GamePadState = gamePad;
        }