Esempio n. 1
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        public override void draw(Graphics graphics, Camera camera, WorldLights worldLights)
        {
            if (Settings.debug)
            {
                distanceToCamera = (float)camera.Position.getMagnitude();
                Matrix4 ModelViewProjection = camera.Frustum * camera.View * StaticMatrices.UniformScaleMatrix(scale);

                renderVertices = GameShapes.UnitAxes();
                foreach (Vector4D vertex in renderVertices)
                {
                    vertex.LeftMultiply(ModelViewProjection);

                    if (Math.Abs(vertex.Z) < Math.Abs(vertex.W))
                    {
                        vertex.divideByW();
                        vertex.moveOriginToCenterScreen();
                    }
                }

                PointF[] pointsAll = renderVertices.Select(x => x.getPointXY()).ToArray();
                graphics.DrawLine(new Pen(Color.Cyan), pointsAll[0], pointsAll[1]);
                graphics.DrawLine(new Pen(Color.Magenta), pointsAll[0], pointsAll[2]);
                graphics.DrawLine(new Pen(Color.Yellow), pointsAll[0], pointsAll[3]);
            }
        }
        /// <summary>
        /// For now, the whole game is initialized right here in the construcor.  All it needs is a GDI graphics object.
        /// </summary>
        #region Constructor

        public GameHub(Graphics g)
        {
            /// New gadget I'm trying out to prevent repeat toggle key presses for pause and debug mode without causing pauses in engines.
            toggleKeyRepeatPreventer = new ToggleKeyRepeatPreventer();
            toggleKeyRepeatPreventer.registerNewToggleKey('p');
            toggleKeyRepeatPreventer.registerNewToggleKey('b');

            Utilities.findScreenEdges();

            System.Windows.Forms.Cursor.Hide();

            /// Makes the games camera. Use an FPSCamera for walking or a FreeCamera for space ship like controls
            camera = new FreeCamera(new Vector4D(500, 20, -60, 1));

            /// The WorldLights struct holds all of the lights for the game world.  It is given to the graphics engine.
            lights = new WorldLights();
            lights.AmbientLights     = new AmbientLight[] { new AmbientLight(10, 10, 10) };
            lights.DirectionalLights = new DirectionalLight[] { /*new DirectionalLight(new Vector3D(0, 1, 0), 0, 100, 0)*/ };
            lights.PointLights       = new PointLight[] { new PointLight(new Vector3D(100, 100, -200), 60000, 100, 170, 240, camera),
                                                          new PointLight(new Vector3D(500, -100, 100), 30000, 200, 90, 210, camera) };

            origin = new Origin(50);

            graphics = new GraphicsEngineGDI(16, g, camera, lights);
            physics  = new PhysicsEngine(16);

            graphics.Initialize();
            physics.Initialize();

            testObjs = new GameEntity[128];
            for (int i = 0; i < 128; i++)
            {
                testObjs[i] = new GameObject
                                  (i * 4 + 8, (i * 20) % 100, 8, // Position     x, y, z,
                                  0, 0, 0,                       // Velocity     x, y, z,
                                  0, 0, 0,                       // Rotation     x, y, z,
                                  10, 10, 10,                    // Scale        x, y, z,
                                  GameShapes.UnitCubeGDI(), 10); // Mesh, Radius
            }
            /// Put our test cubes into the graphics engine for depth-sorted rendering
            graphics.addObjectsToRenderZSorted(testObjs.ToList());
            graphics.addObjectToRenderZSorted(origin);
            graphics.addObjectToRenderZSorted(lights.PointLights[0]);
            graphics.addObjectToRenderZSorted(lights.PointLights[1]);

            /// User input is processed by the physics engine right now.
            physics.addControlRoutine(ParseInput);

            /// Put our test cubes into the physics engine.
            physics.addObjectsToMove(testObjs);
        }
        public override void draw(Graphics graphics, Camera camera, WorldLights worldLights)
        {
            if (Settings.debug)
            {
                Vector4D centerVector = Vector4D.Zero();

                centerVector.LeftMultiply(StaticMatrices.TranslationMatrix(position));
                centerVector.LeftMultiply(camera.View);

                distanceToCamera = (float)centerVector.getMagnitude();

                centerVector.LeftMultiply(camera.Frustum);
                centerVector.divideByW();
                centerVector.moveOriginToCenterScreen();

                Matrix4 mat = camera.Frustum * camera.View * StaticMatrices.TranslationMatrix(position) * StaticMatrices.ScaleMatrix(new Vector3D(intensity * .0005, intensity * .0005, intensity * .0005));

                Vector4D[] vertices = GameShapes.Tetrahedron();

                for (int i = 0; i < 4; i++)
                {
                    vertices[i].LeftMultiply(mat);
                    vertices[i].divideByW();
                    vertices[i].moveOriginToCenterScreen();
                }

                PointF[] pointsAll = vertices.Select(x => x.getPointXY()).ToArray();
                graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[0], pointsAll[1]);
                graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[0], pointsAll[2]);
                graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[0], pointsAll[3]);
                graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[1], pointsAll[2]);
                graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[1], pointsAll[3]);
                graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[2], pointsAll[3]);

                graphics.DrawString((intensity * .001).ToString() + "K", new Font("Arial", 12), new SolidBrush(Color.White), centerVector.getPointXY());
            }
        }
Esempio n. 4
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 public Origin(double scale)
 {
     this.scale       = scale;
     renderVertices   = GameShapes.UnitAxes();
     distanceToCamera = 0;
 }
Esempio n. 5
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 public override void reset()
 {
     axes = GameShapes.CameraAxes();
 }
Esempio n. 6
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 public FreeCamera(Vector4D position) : base(position)
 {
     axes = GameShapes.CameraAxes();
 }