コード例 #1
0
 public void RenderAABB(Graphics.Camera camera)
 {
     if (_model != null)
     {
         _model.RenderAABBAt(_position, _facingAngle, camera);
     }
 }
コード例 #2
0
        public override void Draw(Cairo.Context ctx, Vector3 origin, Graphics.Camera camera)
        {
            // just draw a circle
            var pos = camera.Transform(this.position) - camera.Transform(origin);
            var cl  = this.color;

            ctx.SetSourceRGB(cl.x, cl.y, cl.z);
            ctx.Arc(pos.x, pos.y, this.radius, 0, 2 * Math.PI);
            ctx.Fill();
        }
コード例 #3
0
ファイル: SoundManager.cs プロジェクト: shff/gk3tools
        public static void Update(Graphics.Camera camera)
        {
            for (int i = 0; i < _playingSounds.Count;)
            {
                if (_playingSounds[i].Instance.State == AudioEngine.SoundState.Stopped)
                {
                    // the sound is stopped, so update the wait handle
                    if (_playingSounds[i].Wait != null)
                    {
                        _playingSounds[i].Wait.Finished = true;
                    }

                    // remove sounds ready to die
                    if (_playingSounds[i].Released)
                    {
                        _playingSounds[i].Dispose();
                        _playingSounds.RemoveAt(i);
                    }
                    else
                    {
                        i++;
                    }
                }
                else
                {
                    i++;
                }
            }

            if (camera != null)
            {
                Math.Vector3 position = camera.Position;
                Math.Vector3 forward  = camera.Orientation * -Math.Vector3.Forward;
                Math.Vector3 up       = camera.Orientation * Math.Vector3.Up;

                AL.Listener(ALListener3f.Position, position.X, position.Y, position.Z);

                _listenerOrientation[0] = forward.X;
                _listenerOrientation[1] = forward.Y;
                _listenerOrientation[2] = forward.Z;
                _listenerOrientation[3] = up.X;
                _listenerOrientation[4] = up.Y;
                _listenerOrientation[5] = up.Z;
                AL.Listener(ALListenerfv.Orientation, ref _listenerOrientation);
            }
        }
コード例 #4
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        public GameLogic(Game.GameManager game, AI.AICore ai)
        {
            this.ai   = ai;
            this.game = game;

            this.deadGuards    = new List <GameNPC>();
            this.respawnTimers = new List <Timer>();

            actions = this.LoadActions("Settings\\AttackSpells.xml");

            fireballInfo = new WiccanRede.AI.ActionInfo();
            this.camera  = Graphics.Camera.GetCameraInstance();
            fireballInfo.startPosition  = camera.GetVector3Position();
            fireballInfo.targetPosition = camera.GetVector3Position();
            fireballInfo.targetName     = "NPC";
            fireballInfo.npcName        = "Hrac";
            fireballInfo.action         = actions[0];
        }
コード例 #5
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        /// <summary>
        /// Called when this component spawns.
        /// </summary>
        protected override void OnSpawn()
        {
            // get camera and copy starting direction
            Graphics.Camera camera = _GameObject.GetComponent <Graphics.Camera>();
            camera.UpdateCameraView();
            Direction = camera.Forward;

            // cancel lookat
            camera.LookAt       = null;
            camera.LookAtTarget = null;

            // set starting rotation
            float yaw; float pitch; float roll;

            Core.Utils.ExtendedMath.ExtractYawPitchRoll(camera.View, out yaw, out pitch, out roll);
            _currRotation.X = yaw;
            _currRotation.Y = pitch;
        }
コード例 #6
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        public CameraController(IState inputState, Graphics.Camera camera)
        {
            if (inputState == null)
            {
                throw new ArgumentNullException("inputState");
            }

            if (camera == null)
            {
                throw new ArgumentNullException("camera");
            }

            this.inputState = inputState;
            inputMoveForward = inputState.Register("moveForward");
            inputMoveBackward = inputState.Register("moveBackward");
            inputStrafeLeft = inputState.Register("strafeLeft");
            inputStrafeRight = inputState.Register("strafeRight");
            this.camera = camera;
            mouseSensitivity = 500.0f;
        }
コード例 #7
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ファイル: Block.cs プロジェクト: tim-clifford/mechanics-sim
        public override void Draw(Cairo.Context ctx, Vector3 origin, Graphics.Camera camera)
        {
            Vector3[] vertices = new Vector3[] {
                ToExternalPosition(new Vector3((dimensions.x - line_width) / 2, (dimensions.y - line_width) / 2, (dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3((dimensions.x - line_width) / 2, (dimensions.y - line_width) / 2, -(dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3((dimensions.x - line_width) / 2, -(dimensions.y - line_width) / 2, (dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3((dimensions.x - line_width) / 2, -(dimensions.y - line_width) / 2, -(dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3(-(dimensions.x - line_width) / 2, (dimensions.y - line_width) / 2, (dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3(-(dimensions.x - line_width) / 2, (dimensions.y - line_width) / 2, -(dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3(-(dimensions.x - line_width) / 2, -(dimensions.y - line_width) / 2, (dimensions.z - line_width) / 2)),
                ToExternalPosition(new Vector3(-(dimensions.x - line_width) / 2, -(dimensions.y - line_width) / 2, -(dimensions.z - line_width) / 2)),
            };
            // vertices adjacent to each (but not repeated)
            int[][] adjacency = new int[][] {
                new int[] { 1, 2, 4 },
                new int[] { 3, 5 },
                new int[] { 3, 6 },
                new int[] { 7 },
                new int[] { 5, 6 },
                new int[] { 7 },
                new int[] { 7 }
            };
            var cl = this.color;

            ctx.SetSourceRGB(cl.x, cl.y, cl.z);
            ctx.LineWidth = this.line_width;
            for (int i = 0; i < 7; i++)
            {
                foreach (int j in adjacency[i])
                {
                    var p1 = camera.Transform(vertices[i]) - camera.Transform(origin);
                    var p2 = camera.Transform(vertices[j]) - camera.Transform(origin);
                    ctx.MoveTo(p1.x, p1.y);
                    ctx.LineTo(p2.x, p2.y);
                    ctx.Stroke();
                }
            }
        }
コード例 #8
0
ファイル: SifResource.cs プロジェクト: shff/gk3tools
 public void Update(Graphics.Camera camera)
 {
     camera.SetPitchYaw(Utils.DegreesToRadians(PitchDegrees), Utils.DegreesToRadians(YawDegrees));
     camera.Position = new Math.Vector3(X, Y, Z);
 }
コード例 #9
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 public virtual void DrawEffectiveAttackRangeCircle(Graphics.Camera camera, float lookatDir, System.Drawing.Color color)
 {
     Program.Instance.DrawArc(Game.Instance.Scene.Camera, Matrix.Identity,
                              MediatorOffsetedPosition, EffectiveRange, 12, lookatDir,
                              EffectiveAngle, color);
 }
コード例 #10
0
ファイル: Game.cs プロジェクト: johang88/triton
        void UpdateLoop()
        {
            WaitHandle.WaitAll(new WaitHandle[] { RendererReady });

            Physics.Resources.ResourceLoaders.Init(CoreResources, FileSystem);
            Physics.Resources.ResourceLoaders.Init(GameResources, FileSystem);

            DeferredRenderer = new Graphics.Deferred.DeferredRenderer(CoreResources, GraphicsBackend, GraphicsBackend.Width, GraphicsBackend.Height);
            PostEffectManager = new Graphics.Post.PostEffectManager(FileSystem, CoreResources, GraphicsBackend, GraphicsBackend.Width, GraphicsBackend.Height);

            AudioSystem = new Audio.AudioSystem(FileSystem);
            PhysicsWorld = new Triton.Physics.World(GraphicsBackend, GameResources);

            Stage = new Graphics.Stage(GameResources);
            Camera = new Graphics.Camera(new Vector2(GraphicsBackend.Width, GraphicsBackend.Height));

            InputManager = new Input.InputManager(Window.Bounds);

            GameWorld = new World.GameObjectManager(Stage, InputManager, GameResources, PhysicsWorld, Camera);

            LoadCoreResources();

            // Wait until all initial resources have been loaded
            while (!CoreResources.AllResourcesLoaded())
            {
                Thread.Sleep(1);
            }

            Log.WriteLine("Core resources loaded");

            LoadResources();

            while (!GameResources.AllResourcesLoaded())
            {
                Thread.Sleep(1);
            }

            var watch = new System.Diagnostics.Stopwatch();
            watch.Start();

            var accumulator = 0.0f;

            while (Running)
            {
                FrameCount++;
                watch.Restart();

                ElapsedTime += FrameTime;

                if (Window.Focused)
                {
                    InputManager.Update();
                }

                accumulator += FrameTime;
                while (accumulator >= PhysicsStepSize)
                {
                    PhysicsWorld.Update(PhysicsStepSize);
                    accumulator -= PhysicsStepSize;
                }

                AudioSystem.Update();

                GameWorld.Update(FrameTime);

                Update(FrameTime);

                RenderScene(FrameTime, watch);
                FrameTime = (float)watch.Elapsed.TotalSeconds;

                Thread.Sleep(1);
            }
        }
コード例 #11
0
 public abstract void Draw(Cairo.Context ctx, Vector3 origin, Graphics.Camera camera);
コード例 #12
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        /// <summary>
        /// Called every frame in the Update() loop.
        /// Note: this is called only if GameObject is enabled.
        /// </summary>
        protected override void OnUpdate()
        {
            // get current speed factor
            float speed = Managers.TimeManager.TimeFactor * MovementSpeedFactor;

            // get camera component
            Graphics.Camera camera = _GameObject.GetComponent <Graphics.Camera>();

            // move camera forward
            if (Managers.GameInput.IsKeyDown(Input.GameKeys.Forward))
            {
                _GameObject.SceneNode.Position += Direction * speed;
            }
            // move camera backward
            if (Managers.GameInput.IsKeyDown(Input.GameKeys.Backward))
            {
                _GameObject.SceneNode.Position += -Direction * speed;
            }
            // move camera left
            if (Managers.GameInput.IsKeyDown(Input.GameKeys.Left))
            {
                _GameObject.SceneNode.Position += Core.Utils.ExtendedMath.GetLeftVector(Direction, true) * speed;
            }
            // move camera right
            if (Managers.GameInput.IsKeyDown(Input.GameKeys.Right))
            {
                _GameObject.SceneNode.Position += Core.Utils.ExtendedMath.GetRightVector(Direction, true) * speed;
            }

            // rotate camera
            if (Managers.GameInput.IsKeyDown(RotationKey))
            {
                // get rotation factor (note: rotation is based on mouse diff and angles, therefore we don't need to add time factor)
                Vector2 rotation = Managers.GameInput.MousePositionDiff * (RotationSpeedFactor / 250f);

                // if need to rotate..
                if (rotation.X != 0 || rotation.Y != 0)
                {
                    // invert if needed
                    if (InvertY)
                    {
                        rotation.Y *= -1;
                    }
                    if (InvertX)
                    {
                        rotation.X *= -1;
                    }

                    // update rotation
                    _currRotation += rotation;

                    // prevent overflow on Y axis
                    if (PreventOverflowY)
                    {
                        _currRotation.Y = MathHelper.Min(MathHelper.Pi / 2f - 0.001f, _currRotation.Y);
                        _currRotation.Y = MathHelper.Max(-MathHelper.Pi / 2f + 0.001f, _currRotation.Y);
                    }
                }
            }

            // set new direction
            Direction = Vector3.Transform(Vector3.Forward,
                                          Matrix.CreateFromYawPitchRoll(_currRotation.X, _currRotation.Y, 0f));

            // update camera look-at direction
            camera.LookAt = _GameObject.SceneNode.WorldPosition + Direction;
        }