Esempio n. 1
0
        public void Activate(ICamera oldCamera)
        {
            IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard;

            src.MouseDown += _OnMouseDown;
            src.MouseUp   += _OnMouseUp;

            if (oldCamera != null)
            {
                var data = oldCamera.GetCameraData();
                m_isLeftDrugging  = false;
                m_isRightDrugging = false;

                var gaze = data.lookAt - data.eye;
                Zoom = gaze.Length();

                gaze.Normalize();
                var right    = Vector3.Cross(data.up, gaze);
                var position = data.eye;

                m_cameraTrans.Row1 = new Vector4(right, 0);
                m_cameraTrans.Row2 = new Vector4(data.up, 0);
                m_cameraTrans.Row3 = new Vector4(gaze, 0);
                m_cameraTrans.Row4 = new Vector4(position, 1);
            }
        }
Esempio n. 2
0
        public void Update(double dt)
        {
            IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard;

            int dWheel = src.WheelDelta;

            Zoom = MathUtil.Clamp(Zoom + dWheel * -ZoomFactor, MinZoom, MaxZoom);
            Vector2 dPos = src.MousePositionDelta;

            if (m_isLeftDrugging)
            {
                // update angle
                float hAngle = dPos.X * AngleFactor;
                float vAngle = dPos.Y * AngleFactor;
                m_cameraTrans = Matrix.RotationYawPitchRoll(hAngle, vAngle, 0) * m_cameraTrans;
            }

            if (m_isRightDrugging)
            {
                // update look at position
                float xOffset = -dPos.X * PositionFactor;
                float yOffset = dPos.Y * PositionFactor;
                m_cameraTrans = Matrix.Translation(xOffset, yOffset, 0) * m_cameraTrans;
            }
        }
Esempio n. 3
0
        public void Deactivate()
        {
            IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard;

            src.MouseDown -= _OnMouseDown;
            src.MouseUp   -= _OnMouseUp;
        }
        public void Update(double dt)
        {
            if (m_player == null)
            {
                return;
            }

            var layoutC = m_player.FindComponent <LayoutComponent>();

            Debug.Assert(layoutC != null, "");

            Matrix headRotTrans = Matrix.Identity;

            if (m_isEnableHeadRotation)
            {
                var gameSys = GameSystem.GetInstance();
                switch (gameSys.Config.InputDevice)
                {
                case GameConfig.UserInputDevices.MouseKeyboard:
                    break;

                case GameConfig.UserInputDevices.Pad:
                {
                    IPadInputSource src       = InputSystem.GetInstance().Pad;
                    var             thumbDir  = src.RightThumbInput.Direction;
                    float           magnitude = src.RightThumbInput.NormalizedMagnitude;
                    if (magnitude >= MinimumPadMagnitude)
                    {
                        float maxAngle = 0.9f;
                        m_headRotAngle.X = Math.Min(Math.Max(m_headRotAngle.X + thumbDir.Y * (float)dt, -maxAngle), maxAngle);
                        m_headRotAngle.Y = Math.Min(Math.Max(m_headRotAngle.Y + thumbDir.X * (float)dt, -maxAngle), maxAngle);
                        m_headRotAngle.Z = 0;
                    }
                    else
                    {
                        m_headRotAngle *= 0.9f;
                    }
                }
                break;
                }

                headRotTrans = Matrix.RotationYawPitchRoll(m_headRotAngle.Y, m_headRotAngle.X, m_headRotAngle.Z);
            }



            //var markerC = m_player.FindComponent<ModelMarkerComponent>();
            //Debug.Assert(markerC != null, "");
            //var mtx = markerC.FindMarkerMatrix(10) * layoutC.Transform;

            var mtx = headRotTrans * layoutC.Transform * Matrix.Translation(0, 1, 0);

            Vector3 eye, lookAt, up;

            eye      = mtx.TranslationVector + Vector3.UnitY;
            lookAt   = eye + mtx.Forward * Zoom;
            up       = Vector3.UnitY;
            m_camera = new DrawSystem.CameraData(eye, lookAt, up);
        }
Esempio n. 5
0
        /// <summary>
        /// Update component
        /// </summary>
        /// <param name="dT">spend time [sec]</param>
        public override void Update(double dT)
        {
            var cameraSys = CameraSystem.GetInstance();
            var drawSys   = DrawSystem.GetInstance();

            // Calc camera
            var viewHeadMat = cameraSys.GetCameraData().GetViewMatrix() * drawSys.GetDrawContext().GetHeadMatrix();

            viewHeadMat.Invert();
            var moveDirection = new Vector3(viewHeadMat.Backward.X, 0, viewHeadMat.Backward.Z);

            moveDirection.Normalize();

            var gameSys = GameSystem.GetInstance();

            switch (gameSys.Config.InputDevice)
            {
            case GameConfig.UserInputDevices.MouseKeyboard:
            {
                IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard;

                var v = Vector3.Zero;
                if (src.TestKeyState(Keys.W))
                {
                    v.Z += PositionFactor;
                }
                if (src.TestKeyState(Keys.A))
                {
                    v.X -= PositionFactor;
                }
                if (src.TestKeyState(Keys.D))
                {
                    v.X += PositionFactor;
                }
                if (src.TestKeyState(Keys.S))
                {
                    v.Z -= PositionFactor;
                }

                if (v.X != 0 || v.Z != 0)
                {
                    float angleY = (float)Math.Atan2(moveDirection.X, moveDirection.Z);
                    v = Vector3.Transform(v, Matrix3x3.RotationY(angleY));
                    m_behaviorC.RequestMove(v);
                    m_behaviorC.RequestTurn(v);
                }
            }
            break;

            case GameConfig.UserInputDevices.Pad:
            {
                IPadInputSource src = InputSystem.GetInstance().Pad;

                float angleY    = (float)Math.Atan2(moveDirection.X, moveDirection.Z);
                var   thumbDir  = src.LeftThumbInput.Direction;
                float magnitude = src.LeftThumbInput.NormalizedMagnitude;
                if (magnitude >= MinimumPadMagnitude)
                {
                    var v = new Vector3(thumbDir.X, 0, thumbDir.Y);
                    v = Vector3.Transform(v, Matrix3x3.RotationY(angleY));
                    v = v * magnitude;
                    m_behaviorC.RequestMove(v);
                    m_behaviorC.RequestTurn(v);
                }
            }
            break;

            default:
                Debug.Fail("unsupported input device type : " + gameSys.Config.InputDevice);
                break;
            }
        }
        /// <summary>
        /// Update component
        /// </summary>
        /// <param name="dT">spend time [sec]</param>
        public override void Update(double dT)
        {
            var mapSys = MapSystem.GetInstance();

            m_coroutine.Update(dT);

            if (!m_coroutine.HasCompleted())
            {
                // wait for end of character operation
                return;
            }

            var cameraSys = CameraSystem.GetInstance();
            var drawSys   = DrawSystem.GetInstance();

            var gameSys = GameSystem.GetInstance();

            switch (gameSys.Config.InputDevice)
            {
            case GameConfig.UserInputDevices.MouseKeyboard:
            {
                IMouseKeyboardInputSource src = InputSystem.GetInstance().MouseKeyboard;

                var v = Vector3.Zero;
                if (src.TestKeyState(Keys.W))
                {
                    v.Z += PositionFactor;
                }
                if (src.TestKeyState(Keys.A))
                {
                    v.X -= PositionFactor;
                }
                if (src.TestKeyState(Keys.D))
                {
                    v.X += PositionFactor;
                }
                if (src.TestKeyState(Keys.S))
                {
                    v.Z -= PositionFactor;
                }

                if (v.X != 0 || v.Z != 0)
                {
                    // @todo
                }
            }
            break;

            case GameConfig.UserInputDevices.Pad:
            {
                IPadInputSource src = InputSystem.GetInstance().Pad;

                // update move
                {
                    _InputType inputType = _InputType.None;

                    var   thumbDir  = src.LeftThumbInput.Direction;
                    float magnitude = src.LeftThumbInput.NormalizedMagnitude;
                    if (magnitude >= MinimumPadMagnitude)
                    {
                        // use pad stick
                        if (thumbDir.Y <= -0.851)
                        {
                            inputType = _InputType.Backward;
                        }
                        else if (thumbDir.Y >= 0.851)
                        {
                            inputType = _InputType.Forward;
                        }
                        else
                        {
                            if (thumbDir.X < 0)
                            {
                                inputType = _InputType.Left;
                            }
                            else
                            {
                                inputType = _InputType.Right;
                            }
                        }
                    }
                    else
                    {
                        // use pad cross key
                        if (src.TestButtonState(InputSystem.PadButtons.Down))
                        {
                            inputType = _InputType.Backward;
                        }
                        else if (src.TestButtonState(InputSystem.PadButtons.Up))
                        {
                            inputType = _InputType.Forward;
                        }
                        else if (src.TestButtonState(InputSystem.PadButtons.Left))
                        {
                            inputType = _InputType.Left;
                        }
                        else if (src.TestButtonState(InputSystem.PadButtons.Right))
                        {
                            inputType = _InputType.Right;
                        }
                    }

#if true
                    switch (inputType)
                    {
                    case _InputType.Forward:
                    {
                        var         nextDir      = MapLocation.GetForwardDirection(m_currentLocation.Direction);
                        MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir);
                        if (nextLocation.HasValue)
                        {
                            m_currentLocation = nextLocation.Value;
                            var pose = mapSys.GetPose(m_currentLocation);
                            m_coroutine.Start(new _MoveToTask(this, pose.TranslationVector));                                                            // no turn
                        }
                    }
                    break;

                    case _InputType.Backward:
                    {
                        var nextDir = MapLocation.GetBackwardDirection(m_currentLocation.Direction);
                        m_currentLocation.Direction = nextDir;
                        var pose = mapSys.GetPose(m_currentLocation);
                        m_coroutine.Start(new _TurnToTask(this, pose.Forward));
                    }
                    break;

                    case _InputType.Left:
                    {
                        var nextDir = MapLocation.GetLeftDirection(m_currentLocation.Direction);
                        m_currentLocation.Direction = nextDir;
                        var pose = mapSys.GetPose(m_currentLocation);
                        m_coroutine.Start(new _TurnToTask(this, pose.Forward));
                    }
                    break;

                    case _InputType.Right:
                    {
                        var nextDir = MapLocation.GetRightDirection(m_currentLocation.Direction);
                        m_currentLocation.Direction = nextDir;
                        var pose = mapSys.GetPose(m_currentLocation);
                        m_coroutine.Start(new _TurnToTask(this, pose.Forward));
                    }
                    break;
                    }
#else
                    switch (inputType)
                    {
                    case _InputType.Forward:
                    {
                        var         nextDir      = MapLocation.GetForwardDirection(m_currentLocation.Direction);
                        MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir);
                        if (nextLocation.HasValue)
                        {
                            m_currentLocation = nextLocation.Value;
                            var pose = mapSys.GetPose(m_currentLocation);
                            m_coroutine.Start(new _MoveToTask(this, pose.TranslationVector));                                                            // no turn
                        }
                    }
                    break;

                    case _InputType.Backward:
                    {
                        var         nextDir      = MapLocation.GetBackwardDirection(m_currentLocation.Direction);
                        MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir);
                        if (nextLocation.HasValue)
                        {
                            m_currentLocation = nextLocation.Value;
                            var pose = mapSys.GetPose(m_currentLocation);
                            m_coroutine.Start(Coroutine.Join(new _TurnToTask(this, pose.Forward), new _MoveToTask(this, pose.TranslationVector)));
                        }
                    }
                    break;

                    case _InputType.Left:
                    {
                        var         nextDir      = MapLocation.GetLeftDirection(m_currentLocation.Direction);
                        MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir);
                        if (nextLocation.HasValue)
                        {
                            m_currentLocation = nextLocation.Value;
                            var pose = mapSys.GetPose(m_currentLocation);
                            m_coroutine.Start(Coroutine.Join(new _TurnToTask(this, pose.Forward), new _MoveToTask(this, pose.TranslationVector)));
                        }
                    }
                    break;

                    case _InputType.Right:
                    {
                        var         nextDir      = MapLocation.GetRightDirection(m_currentLocation.Direction);
                        MapLocation?nextLocation = mapSys.Walk(m_currentLocation, nextDir);
                        if (nextLocation.HasValue)
                        {
                            m_currentLocation = nextLocation.Value;
                            var pose = mapSys.GetPose(m_currentLocation);
                            m_coroutine.Start(Coroutine.Join(new _TurnToTask(this, pose.Forward), new _MoveToTask(this, pose.TranslationVector)));
                        }
                    }
                    break;
                    }
#endif
                }
            }
            break;

            default:
                Debug.Fail("unsupported input device type : " + gameSys.Config.InputDevice);
                break;
            }
        }
Esempio n. 7
0
        public void RenderFrame()
        {
            double dt = m_fps.GetDeltaTime();

            var drawSys    = DrawSystem.GetInstance();
            var cameraSys  = CameraSystem.GetInstance();
            var inputSys   = InputSystem.GetInstance();
            var entitySys  = EntitySystem.GetInstance();
            var mapSys     = MapSystem.GetInstance();
            var cullingSys = CullingSystem.GetInstance();

            // update fps
            {
                double avgDT = m_fps.GetAverageDeltaTime();
                string text  = String.Format("FPS:{0:f2}, DeltaTime:{1:f2}ms", 1.0 / avgDT, avgDT * 1000.0f);
                m_numberEntity.SetNumber(1.0f / (float)avgDT);
            }

            if (m_multiThreadCount > 1)
            {
                Task.WaitAll(m_taskList.ToArray());
                var tmpTaskResult = new List <CommandList>(m_taskResultList);

                inputSys.Update(dt);
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Input, dt);
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Behavior, dt);
                cameraSys.Update(dt);
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.PostBehavior, dt);

                DrawSystem.WorldData worldData;
                worldData.AmbientColor     = new Color3(0.4f, 0.45f, 0.55f);
                worldData.FogColor         = new Color3(0.3f, 0.5f, 0.8f);
                worldData.NearClip         = 0.01f;
                worldData.FarClip          = 100.0f;
                worldData.DirectionalLight = new DrawSystem.DirectionalLightData()
                {
                    Direction = new Vector3(0.3f, -0.2f, 0.4f),
                    Color     = new Color3(0.6f, 0.6f, 0.5f),
                };
                worldData.Camera = cameraSys.GetCameraData();

                drawSys.BeginScene(worldData);
                var context = drawSys.GetDrawContext();


                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Posing, dt);
                mapSys.Update(dt, context);
                cullingSys.UpdateFrustum();
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.PreDraw, dt);
                drawSys.GetDrawBuffer().Process(drawSys.GetDrawContext());
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Draw, dt);

                // start command list generation for the next frame
                m_taskList.Clear();
                m_taskResultList.Clear();
                m_taskResultList.AddRange(Enumerable.Repeat <CommandList>(null, m_multiThreadCount));
                m_accTime += dt;
                for (int threadIndex = 0; threadIndex < m_multiThreadCount; ++threadIndex)
                {
                    int resultIndex = threadIndex;

                    var subThreadContext = drawSys.GetSubThreadContext(threadIndex);
                    m_taskList.Add(Task.Run(() =>
                    {
                        // todo : do sub-thread task
                        m_taskResultList[resultIndex] = subThreadContext.FinishCommandList();
                    }));
                }

                foreach (var result in tmpTaskResult)
                {
                    context.ExecuteCommandList(result);
                }

                m_numberEntity.SetPose(ChrSystem.GetInstance().Player.FindComponent <LayoutComponent>().Transform);
                m_numberEntity.Draw(context);
                drawSys.EndScene();
            }
            else
            {
                // not supported
            }

            m_fps.EndFrame();
            m_fps.BeginFrame();
        }