protected override void Update(GameTime gameTime) { MouseState mouse = Mouse.GetState(); KeyboardState keyboard = Keyboard.GetState(); float dt = (float)gameTime.ElapsedGameTime.TotalSeconds; Camera.Update(ref mouse, ref keyboard, gameTime); view = Camera.View; proj = Camera.Projection; // TODO: Add your update logic here if (keyboard.IsKeyDown(Keys.F9)) { Debugger.Break(); } if (keyboard.IsKeyDown(Keys.F8)) { allowdebugging = true; } if (StairsHitbox.Contains(Camera.Position) == ContainmentType.Contains) { Camera.Position = new Vector3(7.7071533f, 7f, -7.641618f) + (Camera.Position - StairsHitbox.Center); } if (Illusion1Hitbox.Contains(Camera.Position) == ContainmentType.Contains) { Camera.Position = new Vector3(-13.212797f, 0.68984985f, -14.558798f) + (Camera.Position - Illusion1Hitbox.Center); } if (Illusion2Hitbox.Contains(Camera.Position) == ContainmentType.Contains) { Camera.Position = new Vector3(-12.98f, 0.68984985f, -19.84f) + (Camera.Position - Illusion2Hitbox.Center); } if (Camera.CameraFrustum.Contains(new Vector3(3.96f, 0.76f, -6.12f)) != ContainmentType.Disjoint || Camera.CameraFrustum.Contains(new Vector3(4.67f, 0.17f, -6.12f)) != ContainmentType.Disjoint) { if (MollerTrumbore.RayMeshCollision(new Ray(Camera.Position, Camera.LookDir), StairsCol2.Model, Matrix.Identity) != null) { _illusion_visible = true; } } else { _illusion_visible = false; } Space.Update(dt); base.Update(gameTime); }
private void Update() { m_space.Update(); }