Esempio n. 1
0
        public override void Initialize()
        {
            // Compute the Eye position into the entity
            _entityEyeOffset = new Vector3(0, Player.DefaultSize.Y / 100 * 80, 0);

            // Set Position
            // Set the entity world position following the position received from server
            _worldPosition = Player.Position;

            // Compute the initial Player world bounding box
            VisualVoxelEntity.RefreshWorldBoundingBox(ref _worldPosition);

            // Init Velret physic simulator
            _physicSimu = new VerletSimulator(ref VisualVoxelEntity.LocalBBox)
            {
                WithCollisionBouncing = false
            };
            _physicSimu.ConstraintFct += _entityCollisionManager.IsCollidingWithEntity;       //Check against entities first
            _physicSimu.ConstraintFct += _landscapeManager.IsCollidingWithTerrain;            //Landscape checking after

            _entityRotations = new EntityRotations(_inputsManager, _physicSimu);
            _entityRotations.EntityRotationSpeed = Player.RotationSpeed;
            _entityRotations.SetOrientation(Player.HeadRotation, _worldPosition + _entityEyeOffset);

            // Set displacement mode
            _playerCharacter.DisplacementMode = Player.DisplacementMode;
        }
Esempio n. 2
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        public PlayerEntityManager(CameraManager <ICameraFocused> cameraManager,
                                   InputsManager inputsManager,
                                   SingleArrayChunkContainer cubesHolder,
                                   ServerComponent server,
                                   VoxelModelManager voxelModelManager,
                                   VisualWorldParameters visualWorldParameters,
                                   EntityFactory factory,
                                   LandscapeBufferManager bufferManager,
                                   ILandscapeManager landscapeManager,
                                   ChatComponent chatComponent,
                                   PostEffectComponent postEffectComponent,
                                   GuiManager guiManager,
                                   ISoundEngine soundEngine,
                                   TimerManager timerManager
                                   )
        {
            _cameraManager         = cameraManager;
            _inputsManager         = inputsManager;
            _soundEngine           = soundEngine;
            _cubesHolder           = cubesHolder;
            _visualWorldParameters = visualWorldParameters;
            _factory             = factory;
            _bufferManager       = bufferManager;
            _landscapeManager    = landscapeManager;
            _chatComponent       = chatComponent;
            _postEffectComponent = postEffectComponent;
            OnLanding           += PlayerEntityManager_OnLanding;
            _guiManager          = guiManager;

            PlayerCharacter = (PlayerCharacter)server.Player;

            ShowDebugInfo = true;

            // Create a visualVoxelEntity (== Assign a voxel body to the PlayerCharacter)
            VisualVoxelEntity = new VisualVoxelEntity(PlayerCharacter, voxelModelManager);

            //Add a new Timer trigger
            _energyUpdateTimer = timerManager.AddTimer(1000); //A timer that will be raised every second
            _energyUpdateTimer.OnTimerRaised += energyUpdateTimer_OnTimerRaised;

            HasMouseFocus = Updatable;
            UpdateOrder   = 0;

            // create "real" random
            var entropySource = RNGCryptoServiceProvider.Create();
            var bytes         = new byte[4];

            entropySource.GetBytes(bytes);
            random = new Random(BitConverter.ToInt32(bytes, 0));
        }
Esempio n. 3
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        public override void FTSUpdate(GameTime timeSpend)
        {
            EnergyFTSUpdate(timeSpend);

            // wait until landscape being loaded
            if (!WorldChunks.IsInitialLoadCompleted)
            {
                return;
            }

            Player.EntityState.Entropy = random.Next();

            // Input handling
            inputHandler();

            _entityCollisionManager.Update();

            // Refresh player Movement + rotation
            UpdateEntityMovementAndRotation(ref timeSpend);
            CheckAfterNewPosition();

            // Refresh the player Bounding box
            VisualVoxelEntity.RefreshWorldBoundingBox(ref _worldPosition);
        }
Esempio n. 4
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        private void AddVoxelEntity(EntityCollectionEventArgs e)
        {
            var voxelEntity = e.Entity as IVoxelEntity;

            if (voxelEntity == null)
            {
                return; //My static entity is not a Voxel Entity => Not possible to render it so !!!
            }
            //Create the Voxel Model Instance for the Item
            VisualVoxelModel model = null;

            if (!string.IsNullOrEmpty(voxelEntity.ModelName))
            {
                model = _voxelModelManager.GetModel(voxelEntity.ModelName, false);
            }
            if (model != null && voxelEntity.ModelInstance == null) //The model blueprint is existing, and I need to create an instance of it !
            {
                var treeGrowing = e.Entity as TreeGrowingEntity;
                if (treeGrowing != null)
                {
                    if (treeGrowing.Scale > 0)
                    {
                        // we need to use generated voxel model
                        TreeBpSeed key;
                        key.TreeTypeId = treeGrowing.TreeTypeId;
                        key.TreeSeed   = treeGrowing.TreeRndSeed;

                        VisualVoxelModel treeModel;

                        if (_cachedTrees.TryGetValue(key, out treeModel))
                        {
                            model = treeModel;
                        }
                        else
                        {
                            var voxelModel = VoxelModel.GenerateTreeModel(treeGrowing.TreeRndSeed,
                                                                          _visualWorldParameters.WorldParameters.Configuration.TreeBluePrintsDico[
                                                                              treeGrowing.TreeTypeId]);

                            model = new VisualVoxelModel(voxelModel, _voxelModelManager.VoxelMeshFactory);
                            model.BuildMesh();

                            _cachedTrees.Add(key, model);
                        }
                    }
                }

                var treeSoul = e.Entity as TreeSoul;
                if (treeSoul != null)
                {
                    TreeBpSeed key;
                    key.TreeTypeId = treeSoul.TreeTypeId;
                    key.TreeSeed   = treeSoul.TreeRndSeed;

                    _cachedTrees.Remove(key);
                }


                voxelEntity.ModelInstance = new VoxelModelInstance(model.VoxelModel);

                //Assign state in case of growing entity !
                var growingEntity = e.Entity as PlantGrowingEntity;
                if (growingEntity != null)
                {
                    voxelEntity.ModelInstance.SetState(growingEntity.GrowLevels[growingEntity.CurrentGrowLevelIndex].ModelState);
                }

                var visualVoxelEntity = new VisualVoxelEntity(voxelEntity, _voxelModelManager);
                //Get default world translation
                Matrix instanceTranslation = Matrix.Translation(voxelEntity.Position.AsVector3());

                //Apply special rotation to the creation instance
                Quaternion instanceRotation = Quaternion.Identity;
                if (voxelEntity is IRndYRotation && ((IRndYRotation)voxelEntity).RndRotationAroundY)
                {
                    instanceRotation = Quaternion.RotationAxis(Vector3.UnitY, (float)(_rnd.NextDouble() * MathHelper.TwoPi));
                }
                else if (voxelEntity is IItem)
                {
                    var item = voxelEntity as IItem;
                    instanceRotation = item.Rotation;
                }

                //Apply special scaling to created entity (By default all blue print are 16 times too big.
                Matrix instanceScaling = Matrix.Scaling(1.0f / 16.0f);

                if (treeGrowing != null && treeGrowing.Scale > 0)
                {
                    instanceScaling = Matrix.Scaling(treeGrowing.Scale);
                }

                //Create the World transformation matrix for the instance.
                //We take the Model instance world matrix where we add a Rotation and scaling proper to the instance
                visualVoxelEntity.VoxelEntity.ModelInstance.World    = instanceScaling * instanceTranslation;
                visualVoxelEntity.VoxelEntity.ModelInstance.Rotation = instanceRotation;

                var result = GetCube(visualVoxelEntity.VoxelEntity.Position.ToCubePosition());


                if (result.IsValid)
                {
                    visualVoxelEntity.BlockLight = result.Cube.EmissiveColor;
                }
                else
                {
                    visualVoxelEntity.BlockLight = new ByteColor(255, 255, 255, 255);
                }


                if (visualVoxelEntity.VisualVoxelModel.Initialized == false)
                {
                    visualVoxelEntity.VisualVoxelModel.BuildMesh();
                }

                if (voxelEntity.ModelInstance.CanPlay("Idle"))
                {
                    voxelEntity.ModelInstance.Play("Idle", true);
                }

                lock (_syncRoot)
                {
                    List <VisualVoxelEntity> list;
                    if (_visualVoxelEntities.TryGetValue(voxelEntity.ModelName, out list))
                    {
                        list.Add(visualVoxelEntity);
                    }
                    else
                    {
                        _visualVoxelEntities.Add(voxelEntity.ModelName, new List <VisualVoxelEntity> {
                            visualVoxelEntity
                        });
                    }
                }

                var lightEntity = e.Entity as ILightEmitterEntity;
                if (e.AtChunkCreationTime == false && lightEntity != null)
                {
                    //Get the Cube where is located the entity
                    var entityWorldPosition = lightEntity.Position;
                    var entityBlockPosition = new Vector3I(MathHelper.Floor(entityWorldPosition.X),
                                                           MathHelper.Floor(entityWorldPosition.Y),
                                                           MathHelper.Floor(entityWorldPosition.Z));
                    //new TerraCubeWithPosition(entityBlockPosition, WorldConfiguration.CubeId.Air, _visualWorldParameters.WorldParameters.Configuration),
                    this.UpdateOrder = 1;
                    var cubeRange = new Range3I
                    {
                        Position = new Vector3I(entityBlockPosition.X, 0, entityBlockPosition.Z),
                        Size     = Vector3I.One
                    };
                    _chunkEntityImpactManager.CheckImpact(this, cubeRange);
                }
            }
        }