public void InitDungeon(R_Landblock landblock, Model.BoundingBox box) { var size = box.Size; var center = box.Center; // draw a view plane from NW to SE var p1 = new Vector3(box.Mins.X, box.Maxs.Y, center.Z); var p2 = new Vector3(box.Maxs.X, box.Mins.Y, center.Z); var length = Vector3.Distance(p1, p2); var unit_length = (float)Math.Sqrt(length * length / 2); var dist_scalar = 0.75f; unit_length *= dist_scalar; // move camera out in -x, -y by this distance var position = center; position.X -= unit_length; position.Y -= unit_length; position.Z += unit_length; Position = position; Dir = Vector3.Normalize(box.Center - Position); Up = Vector3.UnitZ; Speed = World_Speed; CreateLookAt(); }
public void InitTeleport(R_Landblock landblock, float zBump) { var origin = Teleport.Origin; var orientation = Teleport.Orientation; var lbx = landblock.Landblock.ID >> 24; var lby = landblock.Landblock.ID >> 16 & 0xFF; Position = new Vector3(lbx * 192.0f + origin.X, lby * 192.0f + origin.Y, origin.Z + zBump); Dir = Vector3.Normalize(Vector3.Transform(Vector3.UnitY, Matrix.CreateFromQuaternion(orientation.ToXna()))); Up = Vector3.UnitZ; Speed = World_Speed; CreateLookAt(); }
public void InitLandblock(R_Landblock landblock) { var x = landblock.Landblock.ID >> 24; var y = landblock.Landblock.ID >> 16 & 0xFF; var height = landblock.Landblock.Polygons[0].Vertices[0].Origin.Z; Position = new Vector3(x * 192.0f, y * 192.0f, height + 50.0f); var lookAt = new Vector3(x * 192.0f + 96.0f, y * 192.0f + 96.0f, height); Dir = Vector3.Normalize(lookAt - Position); Up = Vector3.UnitZ; Speed = World_Speed; CreateLookAt(); }
public void LoadLandblock(uint landblockID, uint radius = 1) { if (PlayerMode) { ExitPlayerMode(); InitPlayerMode = true; } Render.Buffer.ClearBuffer(); Server.Init(); TextureCache.Init(); LScape.unload_landblocks_all(); var landblock = LScape.get_landblock(landblockID); if (landblock.HasDungeon) { radius = 0; } DungeonMode = landblock.HasDungeon; var center_lbx = landblockID >> 24; var center_lby = landblockID >> 16 & 0xFF; //Landblocks = new Dictionary<uint, R_Landblock>(); R_Landblock r_landblock = null; R_Landblock centerBlock = null; for (var lbx = (int)(center_lbx - radius); lbx <= center_lbx + radius; lbx++) { if (lbx < 0 || lbx > 254) { continue; } for (var lby = (int)(center_lby - radius); lby <= center_lby + radius; lby++) { if (lby < 0 || lby > 254) { continue; } var lbid = (uint)(lbx << 24 | lby << 16 | 0xFFFF); var timer = Stopwatch.StartNew(); landblock = LScape.get_landblock(lbid); timer.Stop(); r_landblock = new R_Landblock(landblock); //LScape.unload_landblock(lbid); if (landblockID == lbid) { centerBlock = r_landblock; } MainWindow.Status.WriteLine($"Loaded {lbid:X8} in {timer.Elapsed.TotalMilliseconds}ms"); //Landblocks.Add(lbid, new R_Landblock(landblock)); } } Render.Buffer.BuildBuffers(); Render.InitEmitters(); if (FileExplorer.Instance.TeleportMode) { var zBump = DungeonMode ? 1.775f : 2.775f; if (InitPlayerMode) { zBump = 0.0f; } Camera.InitTeleport(centerBlock, zBump); FileExplorer.Instance.TeleportMode = false; } else if (DungeonMode) { BoundingBox = new Model.BoundingBox(Render.Buffer.RB_EnvCell); Camera.InitDungeon(r_landblock, BoundingBox); } else { Camera.InitLandblock(r_landblock); } SingleBlock = landblock.ID; FreeResources(); Server.OnLoadWorld(); }
public async void LoadLandblocks(Vector2 startBlock, Vector2 endBlock) { //Console.WriteLine($"LoadLandblocks({startBlock}, {endBlock})"); if (PlayerMode) { ExitPlayerMode(); InitPlayerMode = true; } Render.Buffer.ClearBuffer(); Server.Init(); TextureCache.Init(); LScape.unload_landblocks_all(); DungeonMode = false; var dx = (int)(endBlock.X - startBlock.X) + 1; var dy = (int)(startBlock.Y - endBlock.Y) + 1; var numBlocks = dx * dy; var size = endBlock - startBlock; var center = startBlock + size / 2; var centerX = (uint)Math.Round(center.X); var centerY = (uint)Math.Round(center.Y); var landblockID = centerX << 24 | centerY << 16 | 0xFFFF; MainWindow.Status.WriteLine($"Loading {numBlocks} landblocks"); await Task.Delay(1); //Landblocks = new Dictionary<uint, R_Landblock>(); R_Landblock r_landblock = null; R_Landblock centerBlock = null; for (var lbx = (uint)startBlock.X; lbx <= endBlock.X; lbx++) { if (lbx < 0 || lbx > 254) { continue; } for (var lby = (uint)endBlock.Y; lby <= startBlock.Y; lby++) { if (lby < 0 || lby > 254) { continue; } var lbid = lbx << 24 | lby << 16 | 0xFFFF; var timer = Stopwatch.StartNew(); var landblock = LScape.get_landblock(lbid); timer.Stop(); r_landblock = new R_Landblock(landblock); //LScape.unload_landblock(lbid); if (lbid == landblockID) { centerBlock = r_landblock; } MainWindow.Status.WriteLine($"Loaded {lbid:X8} in {timer.Elapsed.TotalMilliseconds}ms"); //Landblocks.Add(lbid, new R_Landblock(landblock)); } } Render.Buffer.BuildBuffers(); Render.InitEmitters(); Camera.InitLandblock(centerBlock); GameView.ViewMode = ViewMode.World; SingleBlock = uint.MaxValue; FreeResources(); Server.OnLoadWorld(); }