void TrackPlayers()
    {
        Vector3 startingPoint = transform.position;
        startingPoint.z = 0f;
        cameraBounds = new BoundsBox(startingPoint);

        BoundsBox priorityBounds = new BoundsBox(startingPoint);

        foreach ( KeyValuePair<int,PlayerObject> playerPair in GameController.sActivePlayers)
        {
            PlayerObject player = playerPair.Value;
            cameraBounds.GrowTo(player.transform.position);
            priorityBounds.GrowTo(player.transform.position);
        }

        foreach( KeyValuePair<int, PlayerTeamObjectiveObject> objPair in GameController.sActiveObjects )
        {
            PlayerTeamObjectiveObject player = objPair.Value;
            cameraBounds.GrowTo(player.transform.position);
            priorityBounds.GrowTo(player.transform.position);
        }

        foreach (KeyValuePair<int, BaseMonsterBrain> monstPair in GameController.sSpawnedMonsters)
        {
            BaseMonsterBrain monster = monstPair.Value;
            cameraBounds.GrowTo(monster.transform.position);
        }

        cameraBounds.GrowBy(m_cameraBoundsRadius);

        Vector3 centerPoint = priorityBounds.GetCenter();

        float heightRatio = 0f;
        float maxDistance = cameraBounds.MaxDistance();
        if (maxDistance > m_minPlayerDistance)
        {
            float distanceFromMin = maxDistance - m_minPlayerDistance;
            float maxDelta = m_maxPlayerDistance - m_minPlayerDistance;
            heightRatio = (distanceFromMin / maxDelta);
        }

        m_desiredCamHeight = Mathf.Lerp(lowestCamDistance, highestCamDistance, heightRatio);

        m_desiredCamPoint = centerPoint;
        m_desiredCamPoint.z = -10f;

    }
	// Use this for initialization
	void Start () {
        cameraBounds = new BoundsBox(transform.position);
        sInstance = this;
        m_desiredCamPoint = transform.position;
    }
Exemple #3
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        public override void Update(Timer timer)
        {
            SingletonFrameScene frameScene = WorldRef.GetSingletonComponent <SingletonFrameScene>();

            Transform transform;
            Renderer  renderer;

            //TODO: faster ordering optimization

            /*Entity[] entities = GetEntities();
             * entities = entities.OrderBy(a => a.GetComponent<Renderer>().materialInfo.Queue)
             *      .ThenBy(a => a.GetComponent<Renderer>().materialInfo.Name)
             *      .ThenBy(a => a.GetComponent<Renderer>().meshInfo.Name).ToArray();*/

            int  index = 0;
            bool culled;

            foreach (Entity entity in SortedByRendererEntities)
            {
                culled = true;

                transform = entity.GetComponent <Transform>();
                renderer  = entity.GetComponent <Renderer>();

                renderer.Bounds = BoundsBox.TransformAABBFast(renderer.meshInfo.Bounds, transform.TransformMatrix);

                foreach (var camera in frameScene.FrameData.CamerasList)
                {
                    if (camera.Frustrum.Intersects(ref renderer.Bounds.boundingBox))
                    {
                        culled = false;
                        frameScene.FrameData.AddRendererDataToCamera(camera.index, index);
                    }
                }

                foreach (var light in frameScene.FrameData.LightsList)
                {
                    if (!light.IsCastShadows)
                    {
                        continue;
                    }
                    if (light.Frustrum.Intersects(ref renderer.Bounds.boundingBox))
                    {
                        culled = false;
                        frameScene.FrameData.AddRendererDataToLight(light.index, index);
                    }
                }

                if (culled)
                {
                    continue;
                }

                frameScene.FrameData.AddRendererData(new StandardFrameData.RendererData()
                {
                    EntityId = entity.ID,
                    PreviousTransformMatrix = transform.PreviousTransformMatrix,
                    TransformMatrix         = transform.TransformMatrix,
                    MeshName      = renderer.meshInfo.Name,
                    MaterialName  = renderer.materialInfo.Name,
                    MaterialQueue = renderer.materialInfo.Queue,
                    IsDynamic     = renderer.IsDynamic,
                });
                index++;
            }
        }