Exemple #1
0
        /// <summary>
        /// Update method
        /// </summary>
        /// <param name="gameTime"></param>
        protected override void Update(TimeSpan gameTime)
        {
            touchPanelState = WaveServices.Input.TouchPanelState;
            bestValue       = float.MaxValue;
            if (touchPanelState.IsConnected && touchPanelState.Count > 0)
            {
                // Calculate the ray
                CalculateRay();

                // Look for all entities in the game...
                for (int i = 0; i < EntityManager.Count; i++)
                {
                    currentEntity = EntityManager.EntityGraph.ElementAt(i);;

                    entityCollider = currentEntity.FindComponent <BoxCollider3D>();
                    // ... but only a collidable entities ( entities which have a boxCollider component)
                    if (entityCollider != null)
                    {
                        // Intersect our calculated ray with the entity's boxCollider
                        collisionResult = entityCollider.Intersects(ref ray);
                        // If any collision
                        if (collisionResult.HasValue)
                        {
                            // Check the distance. We want to have the closer to the screen entity, so we want to get the low collisionResult value
                            if (collisionResult.Value < bestValue)
                            {
                                // Send to the scene the new entity picked name
                                if (this.myScene != null)
                                {
                                    this.myScene.ShowPickedEntity(currentEntity.Name);
                                }
                                bestValue = collisionResult.Value;
                            }
                        }
                    }
                }
            }
            else
            {
                if (this.myScene != null)
                {
                    this.myScene.ShowPickedEntity("None");
                }
            }
        }
Exemple #2
0
        private void Ray(Camera3D activeCamera, TouchLocation touchLocation)
        {
            // Creates Ray from Touch 2D position
            _nearPosition.X = touchLocation.Position.X;
            _nearPosition.Y = touchLocation.Position.Y;
            _nearPosition.Z = 0.0f;

            _farPosition.X = touchLocation.Position.X;
            _farPosition.Y = touchLocation.Position.Y;
            _farPosition.Z = 1.0f;

            // Unproject Mouse Position
            _nearPosition = activeCamera.Unproject(ref _nearPosition);
            _farPosition  = activeCamera.Unproject(ref _farPosition);

            // Update ray. Ray launched from nearPosition in rayDirection direction.
            _rayDirection = _farPosition - _nearPosition;
            _rayDirection.Normalize();
            _ray.Direction = _rayDirection;
            _ray.Position  = _nearPosition;

            foreach (Entity entity in this.Owner.Scene.EntityManager.FindAllByTag("touchable"))
            {
                _entityBoxCollider = entity.FindComponent <BoxCollider3D>();

                if (_entityBoxCollider != null)
                {
                    _materialComponent = entity.FindComponent <MaterialComponent>();

                    _collisionResult = _entityBoxCollider.Intersects(ref _ray);

                    if (_collisionResult.HasValue)
                    {
                        PushpinTapped?.Invoke(this, new PushpinTappedEventArgs(entity.Name));
                    }
                }
            }
        }
        protected override void Update(TimeSpan gameTime)
        {
            touchPanelState = WaveServices.Input.TouchPanelState;

            if (touchPanelState.IsConnected && touchPanelState.Count > 0)
            {
                // Calculate the ray
                CalculateRay();

                // Look for all entities in the game...
                Entity auxEntity = currentEntity = null;
                bestValue = float.MaxValue;
                for (int i = 0; i < EntityManager.Count; i++)
                {
                    auxEntity = EntityManager.EntityGraph.ElementAt(i);
                    entityCollider = auxEntity.FindComponent<BoxCollider3D>();
                    // ... but only a collidable entities ( entities which have a boxCollider component)
                    if (entityCollider != null && ( auxEntity.Name.Contains("box") ||
                                                  auxEntity.Name.Contains("anchor") ||
                                                  auxEntity.Name.Contains("BigBall")) )
                    {
                        // Intersect our calculated ray with the entity's boxCollider
                        collisionResult = entityCollider.Intersects(ref ray);
                        // If any collision
                        if (collisionResult.HasValue && collisionResult.Value > 0.001f)
                        {
                            //Labels.Add("CollisionResult", collisionResult.ToString());
                            //Labels.Add("CollisionValue", collisionResult.Value.ToString());
                            // Check the distance. We want to have the closer to the screen entity, so we want to get the low collisionResult value
                            if (collisionResult.Value < bestValue)
                            {
                                this.currentEntity = auxEntity;
                                bestValue = collisionResult.Value;
                            }
                        }
                    }
                }

                if (this.currentEntity != null)
                {
                    Vector3 entityPosition = this.currentEntity.FindComponent<Transform3D>().Position;
                    Vector3 impulse = entityPosition - this.Camera.Position;
                    this.currentEntity.FindComponent<RigidBody3D>().ApplyLinearImpulse(impulse*FORCE);

                    this.line.StartPoint = ray.Position;
                    this.line.EndPoint = entityPosition;

                    Labels.Add("Entity", this.currentEntity.Name);
                    //Labels.Add("Impulse", impulse.ToString());
                    //Labels.Add("IsActive", this.currentEntity.FindComponent<RigidBody3D>().IsActive.ToString());
                }
                else
                {
                    Labels.Add("Entity", "None");
                    //Labels.Add("Impulse", "0,0,0");
                }
            }

            //RenderManager.LineBatch3D.DrawLine(ref line);
            //RenderManager.LineBatch3D.DrawLine(ref line2);
        }
        protected override void Update(TimeSpan gameTime)
        {
            touchPanelState = WaveServices.Input.TouchPanelState;
            bestValue = float.MaxValue;
            if (touchPanelState.IsConnected && touchPanelState.Count > 0)
            {
                // Calculate the ray
                CalculateRay();

                // Look for all entities in the game...
                for (int i = 0; i < EntityManager.Count; i++)
                {
                    currentEntity = EntityManager.EntityGraph.ElementAt(i); ;

                    entityCollider = currentEntity.FindComponent<BoxCollider3D>();
                    // ... but only a collidable entities ( entities which have a boxCollider component)
                    if (entityCollider != null)
                    {
                        // Intersect our calculated ray with the entity's boxCollider
                        collisionResult = entityCollider.Intersects(ref ray);
                        // If any collision
                        if (collisionResult.HasValue)
                        {
                            // Check the distance. We want to have the closer to the screen entity, so we want to get the low collisionResult value
                            if (collisionResult.Value < bestValue)
                            {
                                // Send to the scene the new entity picked name
                                (WaveServices.ScreenContextManager.CurrentContext[0] as MyScene).ShowPickedEntity(currentEntity.Name);
                                bestValue = collisionResult.Value;
                            }
                        }
                    }
                }
            }
            else
            {
                (WaveServices.ScreenContextManager.CurrentContext[0] as MyScene).ShowPickedEntity("None");
            }
        }
Exemple #5
0
        protected override void Update(TimeSpan gameTime)
        {
            touchPanelState = WaveServices.Input.TouchPanelState;

            if (touchPanelState.IsConnected && touchPanelState.Count > 0)
            {
                // Calculate the ray
                CalculateRay();

                // Look for all entities in the game...
                Entity auxEntity = currentEntity = null;
                bestValue = float.MaxValue;
                for (int i = 0; i < EntityManager.Count; i++)
                {
                    auxEntity      = EntityManager.EntityGraph.ElementAt(i);
                    entityCollider = auxEntity.FindComponent <BoxCollider3D>();
                    // ... but only a collidable entities ( entities which have a boxCollider component)
                    if (entityCollider != null && (auxEntity.Name.Contains("box") ||
                                                   auxEntity.Name.Contains("anchor") ||
                                                   auxEntity.Name.Contains("BigBall")))
                    {
                        // Intersect our calculated ray with the entity's boxCollider
                        collisionResult = entityCollider.Intersects(ref ray);
                        // If any collision
                        if (collisionResult.HasValue && collisionResult.Value > 0.001f)
                        {
                            //Labels.Add("CollisionResult", collisionResult.ToString());
                            //Labels.Add("CollisionValue", collisionResult.Value.ToString());
                            // Check the distance. We want to have the closer to the screen entity, so we want to get the low collisionResult value
                            if (collisionResult.Value < bestValue)
                            {
                                this.currentEntity = auxEntity;
                                bestValue          = collisionResult.Value;
                            }
                        }
                    }
                }

                if (this.currentEntity != null)
                {
                    Vector3 entityPosition = this.currentEntity.FindComponent <Transform3D>().Position;
                    Vector3 impulse        = entityPosition - this.Camera.Position;
                    this.currentEntity.FindComponent <RigidBody3D>().ApplyLinearImpulse(impulse * FORCE);

                    this.line.StartPoint = ray.Position;
                    this.line.EndPoint   = entityPosition;

                    Labels.Add("Entity", this.currentEntity.Name);
                    //Labels.Add("Impulse", impulse.ToString());
                    //Labels.Add("IsActive", this.currentEntity.FindComponent<RigidBody3D>().IsActive.ToString());
                }
                else
                {
                    Labels.Add("Entity", "None");
                    //Labels.Add("Impulse", "0,0,0");
                }
            }

            //RenderManager.LineBatch3D.DrawLine(ref line);
            //RenderManager.LineBatch3D.DrawLine(ref line2);
        }