コード例 #1
0
        public void SetDisplacementMode(EntityDisplacementModes newValue, Vector3D WorldEyePosition)
        {
            // Moving from flight behavior to first person behavior.
            // Need to ignore camera roll, but retain existing pitch and heading.
            if (_displacementMode == EntityDisplacementModes.FreeFlying && newValue == EntityDisplacementModes.Walking)
            {
                InitRotation(WorldEyePosition.AsVector3(), WorldEyePosition.AsVector3() + _entityEyeZAxis, Vector3.UnitY);
            }

            _displacementMode = newValue;
        }
コード例 #2
0
        /// <summary>
        /// Compute new entity position following activated inputs
        /// </summary>
        /// <param name="mode">The current displacement mode</param>
        /// <param name="timeSpent">Elapsed time since last call</param>
        private void EntityMovementsOnInputs(EntityDisplacementModes mode, ref GameTime timeSpent)
        {
            switch (mode)
            {
            case EntityDisplacementModes.Swiming:
                SwimmingFreeFirstPersonMove(ref timeSpent);
                break;

            case EntityDisplacementModes.Dead:
                DeadMove();
                break;

            case EntityDisplacementModes.Flying:
            case EntityDisplacementModes.God:
                FreeFirstPersonMove();
                break;

            case EntityDisplacementModes.Walking:
                if (_physicSimu.isInContactWithLadder)
                {
                    LadderFreeFirstPersonMove(ref timeSpent);
                }
                else
                {
                    if (_physicSimu.OnGround)
                    {
                        WalkingFirstPersonOnGround(ref timeSpent);
                        _physicSimu.StopMovementAction = false;
                    }
                    else
                    {
                        WalkingFirstPersonNotOnGround(ref timeSpent);
                    }
                }
                break;

            default:
                break;
            }
        }
コード例 #3
0
        private void PhysicOnEntity(EntityDisplacementModes mode, ref GameTime timeSpent)
        {
            if (_stopMovedAction && _groundCubeProgile.SlidingValue == 0)
            {
                _stopMovedAction = false;
            }

            switch (mode)
            {
            case EntityDisplacementModes.Dead:
                _physicSimu.Friction = 0f;
                PhysicSimulation(ref timeSpent);
                break;

            case EntityDisplacementModes.God:
            case EntityDisplacementModes.Flying:
                _physicSimu.Friction = 0f;
#if !DEBUG
                PhysicSimulation(ref timeSpent);        //Apply physic constraint on new compute location
#endif
                break;

            case EntityDisplacementModes.Swiming:
                _physicSimu.Friction = 0.3f;
                PhysicSimulation(ref timeSpent);        //Apply physic constraint on new compute location
                break;

            case EntityDisplacementModes.Walking:

                if (_physicSimu.isInContactWithLadder)
                {
                    if (!_physicSimu.OnGround)
                    {
                        _physicSimu.AirFriction = 0.25f;
                        _physicSimu.Friction    = 0.25f;
                    }
                    else
                    {
                        _physicSimu.AirFriction = 0;
                        if (_stopMovedAction == false)
                        {
                            _physicSimu.Friction = _groundCubeProgile.Friction;     //0.25f;
                        }
                        else
                        {
                            //I did stop to move, but I'm on a sliding block => Will slide a little before ending movement
                            _physicSimu.Friction = _groundCubeProgile.SlidingValue;
                        }
                    }

                    PhysicSimulation(ref timeSpent);     //Apply physic constraint on new compute location
                    break;
                }

                if (_physicSimu.OnGround)
                {
                    _physicSimu.AirFriction = 0.0f;
                    if (_stopMovedAction == false)
                    {
                        _physicSimu.Friction = _groundCubeProgile.Friction;     //0.25f;
                    }
                    else
                    {
                        //I did stop to move, but I'm on a sliding block => Will slide a little before ending movement
                        _physicSimu.Friction = _groundCubeProgile.SlidingValue;
                    }
                }
                else
                {
                    _physicSimu.Friction    = 0.0f;
                    _physicSimu.AirFriction = 0.07f;
                }
                PhysicSimulation(ref timeSpent);        //Apply physic constraint on new compute location
                break;

            default:
                break;
            }
        }