Example #1
0
 // Constructor.
 public Projectile(LabGame game, MyModel myModel, Vector3 pos, Vector3 vel, GameObjectType targetType)
 {
     this.game = game;
     this.myModel = myModel;
     this.pos = pos;
     this.vel = vel;
     this.targetType = targetType;
     squareHitRadius = hitRadius * hitRadius;
     GetParamsFromModel();
 }
Example #2
0
        private Vector3 vel; //Local class velocity for projectile only behaviours

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Create a new projectile.
        /// </summary>
        /// <param name="game"></param>
        /// <param name="myModel"></param>
        /// <param name="pos"></param>
        /// <param name="vel"></param>
        /// <param name="targetType"></param>
        public Projectile(LabGame game, MyModel myModel, Vector3 pos, Vector3 vel, PhysicalObject shooter)
        {
            this.game = game;
            this.myModel = myModel;
            this.pos = pos;
            this.vel = vel;
            this.shooter = shooter;
            this.locallight.lightPos = new Vector4(this.pos.X, this.pos.Y, this.pos.Z - 2, 1f);
            this.locallight.lightCol = new Vector4(0.15f, 0.15f, 0.15f, 1f);
            squareHitRadius = hitRadius * hitRadius;
            GetParamsFromModel();
            initPos = pos;
        }
Example #3
0
        /// <summary>
        /// Create a new ocean.
        /// </summary>
        /// <param name="size">Size of ocean</param>
        /// <param name="seaLevel">Height of ocean.</param>
        /// <returns>An ocean model.</returns>
        public MyModel CreateOcean(int size, int seaLevel)
        {
            float collisionRadius = 1;
            int sidelength = (int)Math.Pow(2, size);
            int min = -sidelength / 2;
            int k = 0;
            // Data structures for generating vertice heightmap
            Vector3[][] points = new Vector3[sidelength][];
            Vector3[][] normals = new Vector3[sidelength][];
            Random rand = new Random();

            // Generate an ocean by calling the function
            points = genMap(sidelength, -WORLD_WIDTH, WORLD_WIDTH, -WORLD_WIDTH, WORLD_WIDTH, -seaLevel);

            // Calculate vertex normals
            normals = getNormals(points);

            VertexPositionNormalColor[] shapeArray = new VertexPositionNormalColor[sidelength * sidelength * 6];

            for (int i = 0; i < sidelength; i++)
            {
                for (int j = 0; j < sidelength; j++)
                {
                    //Each step creates a square in the map mesh
                    //Bottom triangle
                    shapeArray[k] = new VertexPositionNormalColor(points[i][j], -Vector3.UnitZ,
                        Color.SkyBlue);
                    shapeArray[k + 1] = new VertexPositionNormalColor(points[i+1][j+1], -Vector3.UnitZ,
                        Color.SkyBlue);
                    shapeArray[k + 2] = new VertexPositionNormalColor(points[i+1][j], -Vector3.UnitZ,
                        Color.SkyBlue);

                    //Top Triangle
                    shapeArray[k + 3] = new VertexPositionNormalColor(points[i][j], -Vector3.UnitZ,
                        Color.SkyBlue);
                    shapeArray[k + 4] = new VertexPositionNormalColor(points[i][j+1], -Vector3.UnitZ,
                        Color.SkyBlue);
                    shapeArray[k + 5] = new VertexPositionNormalColor(points[i+1][j+1], -Vector3.UnitZ,
                        Color.SkyBlue);

                    k += 6;
                }
            }

            MyModel m = new MyModel(game, shapeArray, collisionRadius);

            // Make reference to points
            game.worldBase.heights = points;
            m.modelMap = points;

            return m;
        }
Example #4
0
        /// <summary>
        /// Create a world base to use.
        /// </summary>
        /// <param name="size">Size of world.</param>
        /// <returns>A world model.</returns>
        public MyModel CreateWorldBase(int size)
        {
            float collisionRadius = 1;
            float magnitude = HEIGHT_INIT;
            int sidelength = (int)Math.Pow(2, size);
            int min = -sidelength / 2;
            int k = 0;
            // Data structures for generating vertice heightmap
            Vector3[][] points = new Vector3[sidelength][];
            Vector3[][] normals = new Vector3[sidelength][];
            Random rand = new Random();

            // Generate a map by calling the function
            points = genMap(sidelength, -WORLD_WIDTH, WORLD_WIDTH, -WORLD_WIDTH, WORLD_WIDTH, 0.0f);

            // Apply diamond square algorithm
            points = diamondSquare(points, rand, HEIGHT_INIT, 0, sidelength, 0, sidelength, CORNER);

            // Apply diamond square algorithm
            points = flattenSection(points, sidelength, 30,50,30,50);
            points = diamondSquare(points, rand, 1, 32, 49, 32, 49, -4);

            // Apply diamond square algorithm
            points = flattenSection(points, sidelength, 30,50,85,100);
            points = diamondSquare(points, rand, 1, 32, 49, 87, 96, -4);

            // Apply diamond square algorithm
            points = flattenSection(points, sidelength, 85,100,30,50);
            points = diamondSquare(points, rand, 1, 87, 96, 32, 49, -4);

            // Apply diamond square algorithm
            points = flattenSection(points, sidelength, 85,100,85,100);
            points = diamondSquare(points, rand, 1, 87, 96, 87, 96, -4);

            // Lower points
            points = lowerSeaFloor(points, sidelength, -1, 2.0f);

            // Calculate vertex normals
            normals = getNormals(points);

            VertexPositionNormalColor[] shapeArray = new VertexPositionNormalColor[(sidelength + 1) * (sidelength + 1) *6];

            for (int i = 0; i < sidelength; i++)
            {
                for (int j = 0; j < sidelength; j++)
                {
                    //Each step creates a square in the map mesh
                    //Bottom triangle
                    shapeArray[k] = new VertexPositionNormalColor(points[i][j], -Vector3.UnitZ,
                        getColor(points[i][j]));
                    shapeArray[k + 1] = new VertexPositionNormalColor(points[i+1][j+1], -Vector3.UnitZ,
                        getColor(points[i+1][j+1]));
                    shapeArray[k + 2] = new VertexPositionNormalColor(points[i+1][j], -Vector3.UnitZ,
                        getColor(points[i+1][j]));

                    //Top Triangle
                    shapeArray[k + 3] = new VertexPositionNormalColor(points[i][j], -Vector3.UnitZ,
                        getColor(points[i][j]));
                    shapeArray[k + 4] = new VertexPositionNormalColor(points[i][j+1], -Vector3.UnitZ,
                        getColor(points[i][j+1]));
                    shapeArray[k + 5] = new VertexPositionNormalColor(points[i+1][j+1], -Vector3.UnitZ,
                        getColor(points[i+1][j+1]));

                    k += 6;
                }
            }

            MyModel m = new MyModel(game, shapeArray, collisionRadius);

            // Make reference to points
            m.modelMap = points;

            return m;
        }