public WorldObject(LocalObject localObject, Matrix4x4 modelMatrix)
 {
     LocalObject = localObject;
     ModelMatrix = modelMatrix;
     Rotation    = Translation = Vector3.Zero;
     Type        = ObjectType.Static;
     Light1      = new SpotLight(Vector4.One, TypesConverters.VectorColorFromRGB(255, 255, 0), Vector4.One);
     Light2      = new SpotLight(Vector4.One, TypesConverters.VectorColorFromRGB(255, 0, 0), Vector4.One);
 }
Exemple #2
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        private static void CreateSceneBase(List <WorldObject> worldObjects)
        {
            LocalObject cuboid1 = LocalObjectsCreator.CreateCuboid("cuboid1", 4, 3, 0.3f);


            Matrix4x4 cuboid1Model = new Matrix4x4(
                1, 0, 0, 0,
                0, 1, 0, 0f,
                0, 0, 1, 0,
                0, 0, 0, 1
                );

            WorldObject cuboid1W = new WorldObject(cuboid1, cuboid1Model);

            foreach (var meshTriangle in cuboid1W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(23, 104, 23);
            }

            worldObjects.Add(cuboid1W);
        }
Exemple #3
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        private static void CreateLights(List <WorldObject> worldObjects)
        {
            //sphere1
            float       radius  = 0.1f;
            LocalObject sphere1 = LocalObjectsCreator.CreateSphere("light1", radius);

            Matrix4x4 sphere1Model = new Matrix4x4(
                1, 0, 0, -3.3f,
                0, 1, 0, -3f,
                0, 0, 1, -3f,
                0, 0, 0, 1
                );

            WorldObject sphere1W = new WorldObject(sphere1, sphere1Model);

            foreach (var meshTriangle in sphere1W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = new Vector4(1, 1, 1, 0);
            }
            worldObjects.Add(sphere1W);

            //sphere2
            LocalObject sphere2 = LocalObjectsCreator.CreateSphere("light2", radius);

            Matrix4x4 sphere2Model = new Matrix4x4(
                1, 0, 0, -3.3f,
                0, 1, 0, 3f,
                0, 0, 1, -3f,
                0, 0, 0, 1
                );

            WorldObject sphere2W = new WorldObject(sphere2, sphere2Model);

            foreach (var meshTriangle in sphere2W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = new Vector4(1, 1, 1, 0);
            }
            worldObjects.Add(sphere2W);
        }
Exemple #4
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        private static void CreateBases(List <WorldObject> worldObjects)
        {
            // cube1
            float       basesWidth = 0.4f;
            float       zOffset    = -0.7f;
            LocalObject cube1      = LocalObjectsCreator.CreateCube("cube1", basesWidth);


            Matrix4x4 cube1Model = new Matrix4x4(
                1, 0, 0, 1.5f,
                0, 1, 0, -2f,
                0, 0, 1, zOffset,
                0, 0, 0, 1
                );

            WorldObject cube1W = new WorldObject(cube1, cube1Model);

            foreach (var meshTriangle in cube1W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(127, 127, 127);
            }

            worldObjects.Add(cube1W);


            // cube2
            LocalObject cube2 = LocalObjectsCreator.CreateCube("cube2", basesWidth);


            Matrix4x4 cube2Model = new Matrix4x4(
                1, 0, 0, 0f,
                0, 1, 0, -2f,
                0, 0, 1, zOffset,
                0, 0, 0, 1
                );

            WorldObject cube2W = new WorldObject(cube2, cube2Model);

            foreach (var meshTriangle in cube2W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(127, 127, 127);
            }

            worldObjects.Add(cube2W);


            // cube3
            LocalObject cube3 = LocalObjectsCreator.CreateCube("cube3", basesWidth);


            Matrix4x4 cube3Model = new Matrix4x4(
                1, 0, 0, -1.5f,
                0, 1, 0, -2f,
                0, 0, 1, zOffset,
                0, 0, 0, 1
                );

            WorldObject cube3W = new WorldObject(cube3, cube3Model);

            foreach (var meshTriangle in cube3W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(127, 127, 127);
            }

            worldObjects.Add(cube3W);
        }
Exemple #5
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        private static void CreateTurret(List <WorldObject> worldObjects)
        {
            // base
            float       baseWidth  = 0.6f;
            float       zOffset    = -(0.3f + 0.3f);
            LocalObject baseTurret = LocalObjectsCreator.CreateCuboid("baseTurret", baseWidth, baseWidth, 0.3f);


            Matrix4x4 baseTurretModel = new Matrix4x4(
                1, 0, 0, 0f,
                0, 1, 0, 3f,
                0, 0, 1, zOffset,
                0, 0, 0, 1
                );

            WorldObject baseTurretW = new WorldObject(baseTurret, baseTurretModel);


            foreach (var meshTriangle in baseTurretW.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(100, 100, 100);
            }

            worldObjects.Add(baseTurretW);


            // turret
            float       turretWidth   = 0.3f;
            float       zTurretOffset = -(0.3f + 0.3f + 0.3f + 0.5f);
            LocalObject turret        = LocalObjectsCreator.CreateCuboid("turret", turretWidth, turretWidth, 0.5f);


            Matrix4x4 turretModel = new Matrix4x4(
                1, 0, 0, 0f,
                0, 1, 0, 3f,
                0, 0, 1, zTurretOffset,
                0, 0, 0, 1
                );

            WorldObject turretW = new WorldObject(turret, turretModel);

            turretW.Translation = new Vector3(0, 3f, zTurretOffset);
            turretW.Rotation    = new Vector3(0, 0, (float)Math.PI / 15);
            turretW.Type        = ObjectType.Moving;

            foreach (var meshTriangle in turretW.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(255, 255, 255);
            }


            // barrel
            float barrelRadius = 0.12f;
            float barrelHeight = 0.7f;

            float       zBarrelOffset = -(0.3f + 0.3f + 0.3f + 0.5f + barrelRadius);
            LocalObject barrel        = LocalObjectsCreator.CreateCylinder("barrel", barrelRadius, barrelHeight);


            Matrix4x4 barrelModel = new Matrix4x4(
                1, 0, 0, 0f,
                0, 0, -1, 2.7f,
                0, 1, 0, zBarrelOffset,
                0, 0, 0, 1
                );

            WorldObject barrelW = new WorldObject(barrel, barrelModel);

            barrelW.Translation = new Vector3(0, 2.7f, zBarrelOffset);
            barrelW.Rotation    = new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 20);
            barrelW.Type        = ObjectType.Moving;


            foreach (var meshTriangle in barrelW.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = new Vector4(1, 1, 1, 0);
            }



            //bullet
            float       radius        = 0.1f;
            LocalObject bullet        = LocalObjectsCreator.CreateSphere("bullet", radius);
            float       zBulletOffset = -(0.3f + 0.3f + 0.3f + 0.5f + radius);

            Matrix4x4 bulletModel = new Matrix4x4(
                1, 0, 0, 0f,
                0, 1, 0, 1.9f,
                0, 0, 1, zBulletOffset,
                0, 0, 0, 1
                );


            WorldObject bulletW = new WorldObject(bullet, bulletModel);

            bulletW.Type        = ObjectType.Moving;
            bulletW.Translation = new Vector3(0, 2f, zBulletOffset);

            int   counter      = 0;
            float yTranslation = -0.1f;
            float xTranslation = -0.4f * yTranslation;

            bulletW.UpdateTranslation = () =>
            {
                bulletW.Translation = new Vector3(bulletW.Translation.X + xTranslation, bulletW.Translation.Y + yTranslation,
                                                  bulletW.Translation.Z);
                bulletW.Rotation = new Vector3(0, bulletW.Rotation.Y + 0.4f, (float)Math.PI / 2);
                if (!(bulletW.Translation.Y <= -2f))
                {
                    return;
                }

                switch (counter)
                {
                case 0:
                    xTranslation          = 0;
                    bulletW.CameraXOffset = 0;
                    turretW.Rotation      = new Vector3(0, 0, 0);
                    barrelW.Rotation      = new Vector3((float)Math.PI / 2, 0, 0);
                    bulletW.Translation   = new Vector3(0, 2f, zBulletOffset);
                    break;

                case 1:
                    ShootBall.Type = ObjectType.Moving;
                    float   bounce          = 0;
                    float   step            = -0.1f;
                    Vector3 initTranslation = ShootBall.Translation;
                    ShootBall.UpdateTranslation = () =>
                    {
                        bounce += step;
                        ShootBall.Translation += new Vector3(0, 0, step);
                        if (initTranslation.Z == ShootBall.Translation.Z)
                        {
                            ShootBall.Type        = ObjectType.Static;
                            ShootBall.Translation = initTranslation;
                            return;
                        }

                        if (bounce <= -0.5f)
                        {
                            step *= -1;
                        }
                    };
                    xTranslation          = 0.35f * yTranslation;
                    bulletW.CameraXOffset = -5f * yTranslation;
                    turretW.Rotation      = new Vector3(0, 0, -(float)Math.PI / 15);
                    barrelW.Rotation      = new Vector3((float)Math.PI / 2, 0, -(float)Math.PI / 20);
                    bulletW.Translation   = new Vector3(-0.1f, 2f, zBulletOffset);
                    break;

                case 2:
                    xTranslation          = -0.35f * yTranslation;
                    turretW.Rotation      = new Vector3(0, 0, (float)Math.PI / 15);
                    barrelW.Rotation      = new Vector3((float)Math.PI / 2, 0, (float)Math.PI / 20);
                    bulletW.CameraXOffset = 5f * yTranslation;
                    bulletW.Translation   = new Vector3(0.1f, 2f, zBulletOffset);
                    break;
                }


                counter = (++counter) % 3;
            };
            bulletW.MovingCamera    = new Camera(Vector3.One, Vector3.One, new Vector3(0, 0, 1));
            bulletW.ObservingCamera = new Camera(Vector3.One, new Vector3(0.1f, 0.1f, -3f), new Vector3(0, 0, 1));
            bulletW.Update();
            int colorCounter = 0;

            foreach (var meshTriangle in bulletW.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = colorCounter <= bulletW.LocalObject.Mesh.Triangles.Length / 2 ? TypesConverters.VectorColorFromRGB(196, 143, 5) : TypesConverters.VectorColorFromRGB(165, 102, 14);

                colorCounter++;
            }

            worldObjects.Add(bulletW);
            worldObjects.Add(barrelW);
            worldObjects.Add(turretW);
        }
Exemple #6
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        private static void CreateShootObjects(List <WorldObject> worldObjects)
        {
            //sphere1
            float       radius  = 0.3f;
            LocalObject sphere1 = LocalObjectsCreator.CreateSphere("sphere1", radius);
            float       zOffset = -(0.3f + 0.8f + 0.3f);

            Matrix4x4 sphere1Model = new Matrix4x4(
                1, 0, 0, 0f,
                0, 1, 0, -2f,
                0, 0, 1, zOffset,
                0, 0, 0, 1
                );

            WorldObject sphere1W = new WorldObject(sphere1, sphere1Model);

            sphere1W.Translation = new Vector3(0, -2f, zOffset);

            foreach (var meshTriangle in sphere1W.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(255, 255, 0);
            }

            ShootBall = sphere1W;
            worldObjects.Add(sphere1W);

            //cylinder
            float cylinderRadius = 0.3f;
            float height         = 0.6f;

            LocalObject cylinder        = LocalObjectsCreator.CreateCylinder("cylinder", cylinderRadius, height);
            float       zCylinderOffset = -(0.3f + 0.8f + 0.6f);

            Matrix4x4 cylinderModel = new Matrix4x4(
                1, 0, 0, -1.5f,
                0, 1, 0, -2f,
                0, 0, 1, zCylinderOffset,
                0, 0, 0, 1
                );

            WorldObject cylinderW = new WorldObject(cylinder, cylinderModel);

            foreach (var meshTriangle in cylinderW.LocalObject.Mesh.Triangles)
            {
                meshTriangle.Color = TypesConverters.VectorColorFromRGB(0, 255, 0);
            }

            worldObjects.Add(cylinderW);

            //// cone1
            LocalObject cone1       = LocalObjectsCreator.CreateCone("cone1", 0.3f, 0.4f);
            float       zConeOffset = -(0.3f + 0.8f + 0.4f);
            Matrix4x4   cone1Model  = new Matrix4x4(
                1, 0, 0, 1.5f,
                0, 1, 0, -2f,
                0, 0, 1, zConeOffset,
                0, 0, 0, 1
                );

            WorldObject cone1W = new WorldObject(cone1, cone1Model);

            foreach (var meshTriangle in cone1W.LocalObject.Mesh.Triangles)
            {
                var triangle = meshTriangle;
                triangle.Color = new Vector4(1, 0, 0, 0);
            }
            worldObjects.Add(cone1W);
        }