コード例 #1
0
        public virtual void Destroy(bool smoke, bool firePossibility, bool switchToDieAnimationState)
        {
            Vector3 windDirection = new Vector3(-0.35f, 1, 0); // dzieki temu dym nie zaslania obiektow gdy mamy kamere za samolotem

            if (installationEntity != null && switchToDieAnimationState && installationEntity.HasVertexAnimation)
            {
                animationState = installationEntity.GetAnimationState("die");
                if (animationState != null)
                {
                    animationState.Enabled = true;
                    animationState.Loop    = false;
                }
            }

            if (smoke)
            {
                smokeParticleSystem = EffectsManager.Singleton.Smoke(sceneMgr, installationNode, new Vector3(0, -1, 0), windDirection);
            }
            SetLightFlareVisibility(false);



            if (firePossibility && Math.RangeRandom(0.0f, 1.0f) > 0.8f)
            {
                EffectsManager.Singleton.Sprite(sceneMgr, InstallationNode,
                                                new Vector3(2, 2.4f, Math.RangeRandom(-4, 4)), new Vector2(5, 5),
                                                EffectsManager.EffectType.FIRE, true, 0);
            }
        }
コード例 #2
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private void initNonCollisionTreesDiamond(SceneManager sceneMgr, SceneNode parent, float zMin, float zMax, float intensity, bool forceLowDetails)
        {
            int   c   = (int)Math.Abs(count);
            float max = -c * LevelView.TileWidth;

            initNonCollisionTreesDiamond(sceneMgr, parent, zMin, zMax, 0.1f * max, 0.9f * max, intensity, forceLowDetails);
        }
コード例 #3
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public void OnShipDamaged(ShipState state)
        {
            float length = this.tileViews.Count * LevelTile.TileWidth;


            switch (state)
            {
            case ShipState.LightDamaged:
            {
                EffectsManager.Singleton.Smoke(sceneMgr, staticNode, Effects.EffectsManager.SmokeType.NORMAL, new Vector3(0, 6, -Mogre.Math.RangeRandom(0, length)), Vector3.UNIT_Y, new Vector2(15, 15));
                EffectsManager.Singleton.Smoke(sceneMgr, staticNode, Effects.EffectsManager.SmokeType.LIGHTSMOKE, new Vector3(0, 6, -Mogre.Math.RangeRandom(0, length)), Vector3.UNIT_Y, new Vector2(3, 3));
            }
            break;

            case ShipState.HeavyDamage:
            {
                for (uint i = 0; i < 6; i++)
                {
                    EffectsManager.Singleton.Sprite(sceneMgr, staticNode,
                                                    new Vector3(Math.RangeRandom(-3, 3), 8.0f, -Mogre.Math.RangeRandom(0, length)), new Vector2(Math.RangeRandom(5, 10), Math.RangeRandom(5, 10)),
                                                    EffectsManager.EffectType.FIRE, true, i.ToString());
                }
            }
            break;
            }
        }
コード例 #4
0
ファイル: CarrierView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private float animateArrestingWire(SceneNode arrestingWire, float targetWorldXPos)
        {
            float     lastH;
            SceneNode lWire = (SceneNode)arrestingWire.GetChild(0);
            SceneNode rWire = (SceneNode)arrestingWire.GetChild(1);
            SceneNode temp;

            // fix zamienione nody
            if (rWire.Name.StartsWith(name + "_LArrestingWire"))
            {
                temp  = lWire;
                lWire = rWire;
                rWire = temp;
            }

            lastH = lWire._getDerivedPosition().x - targetWorldXPos;
            Radian alpha  = Math.ATan(lastH / (0.5f * arrestingWiresSpan)); // k¹t wychylenia kawalkow liny
            float  length = lastH / Math.Sin(alpha);                        // dlugosc liny

            lWire.Orientation  = new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            lWire.Orientation *= new Quaternion(Math.HALF_PI, Vector3.UNIT_Z);
            lWire.Orientation *= new Quaternion(alpha, Vector3.NEGATIVE_UNIT_Z);
            lWire.SetScale(1, length, 1);

            rWire.Orientation  = new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            rWire.Orientation *= new Quaternion(Math.HALF_PI, Vector3.NEGATIVE_UNIT_Z);
            rWire.Orientation *= new Quaternion(alpha, Vector3.UNIT_Z);
            rWire.SetScale(1, length, 1);

            return(lastH);
        }
コード例 #5
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static void BubblesWaterAnimation(SceneManager sceneMgr, Vector3 pos, string baseName, int count, Vector2 range, Vector2 size)
        {
            Vector2 sizeRand;
            string  name;

            for (uint i = 0; i < count; i++)
            {
                float   h       = Mogre.Math.RangeRandom(-20, -5);
                float   angle   = Mogre.Math.RangeRandom(-10, 10);
                Vector2 rand    = ViewHelper.RandomVector2(range.x, range.y);
                Vector3 posView = new Vector3(pos.x + rand.x, pos.y + h, pos.z + rand.y);
                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.BUBBLES, baseName + "_bubbles_" + i);
                NodeAnimation.NodeAnimation node = EffectsManager.Singleton.GetEffect(name);
                if (!EffectsManager.Singleton.EffectExists(name) || (node != null && node.Ended))
                {
                    sizeRand = size * Math.RangeRandom(0.9f, 1.1f);
                    VisibilityNodeAnimation ani = EffectsManager.Singleton.RectangularEffect(sceneMgr, sceneMgr.RootSceneNode,
                                                                                             baseName + "_bubbles_" + i,
                                                                                             EffectsManager.EffectType.BUBBLES, posView,
                                                                                             sizeRand, new Quaternion(new Radian(new Degree(90)), Vector3.UNIT_X) * new Quaternion(new Radian(new Degree(angle)), Vector3.UNIT_Y), false);

                    ani.Duration  = Mogre.Math.RangeRandom(ani.Duration, 2 * ani.Duration);
                    ani.TimeScale = Mogre.Math.RangeRandom(0.5f, 1.5f);
                }
            }
        }
コード例 #6
0
        /// <summary>
        /// Zwiêksza odleg³oœæ punktu od punktu (0,0), nie zmieniaj¹c k¹ta nachylenia.
        /// </summary>
        /// <param name="length">D³ugoœæ o jak¹ ma byæ przesuniêty punkt.</param>
        public void Extend(float length)
        {
            //tworzê wektor o kierunku zgodnym z danym punktem i d³ugoœci¹ lenght
            PointD addVector = new PointD(Math.Cos(Angle) * length, Math.Sin(Angle) * length);

            Move(addVector);
        }
コード例 #7
0
        public override void animate()
        {
            if (!enabled)
            {
                return;
            }
            float power = 0;

            frameInit(); // percent, percentAfter, delta and enabled are now set

            if (!enabled)
            {
                // if frame init finished the animation

                FirstNode.SetPosition(initialPosition.x, initialPosition.y, initialPosition.z);
            }

            float amplitude = animationFunction(percentAfter * cycleLength.ValueRadians);


            startNewLoop = false;
            //    Console.WriteLine("Amplitude: " + amplitude);
            foreach (SceneNode node in Nodes)
            {
                node.Translate(amplitude * Math.RangeRandom(-maxPower, maxPower), amplitude * Math.RangeRandom(-maxPower, maxPower), amplitude * Math.RangeRandom(-maxPower, maxPower));
            }
            lastAmplitude = amplitude;
        }
コード例 #8
0
ファイル: PlaneView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public void ResetWheels()
        {
            if (rWheelInnerNode == null || lWheelInnerNode == null)
            {
                return;
            }
            rWheelInnerNode.ResetOrientation();
            lWheelInnerNode.ResetOrientation();
            rearWheelInnerNode.ResetOrientation();


            RotateNodeAnimation ra;

            animationMgr.switchTo(PlaneNodeAnimationManager.AnimationType.L_GEAR_UP);
            ra          = (animationMgr.CurrentAnimation as RotateNodeAnimation);
            ra.MaxAngle = Math.Abs(ra.MaxAngle);

            animationMgr.switchTo(PlaneNodeAnimationManager.AnimationType.R_GEAR_UP);
            ra          = (animationMgr.CurrentAnimation as RotateNodeAnimation);
            ra.MaxAngle = Math.Abs(ra.MaxAngle);

            animationMgr.switchTo(PlaneNodeAnimationManager.AnimationType.REAR_GEAR_UP);
            ra          = (animationMgr.CurrentAnimation as RotateNodeAnimation);
            ra.MaxAngle = Math.Abs(ra.MaxAngle);
        }
コード例 #9
0
 public bool isDegenerate()
 {
     if (Math.Abs((p(1) - p(0)).CrossProduct(p(2) - p(0))) < 1e-4)
     {
         return(true);
     }
     return(false);
 }
コード例 #10
0
 public void rewindToRandom()
 {
     animationTime      = Math.RangeRandom(0, duration);
     delta              = 0;
     percent            = getPercent();
     percentAfter       = 0;
     lastAmplitude      = 0;
     timeSinceLastFrame = -1;
 }
コード例 #11
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private void initNonCollisionTreesCircle(SceneManager sceneMgr, SceneNode parent, float radius, float intensity, bool forceLowDetails)
        {
            int c       = (int)Math.Abs(count);
            int count_l = (int)(c * 2 * intensity);

            for (int i = 0; i < count_l; i++)
            {
                initPalm2(sceneMgr, parent, new Vector3(Math.RangeRandom(-radius, radius), -0.5f, Math.RangeRandom(-radius, radius) - 25), forceLowDetails);
            }
        }
コード例 #12
0
ファイル: CarrierView.cs プロジェクト: wof2/Wings-Of-Fury-2
 /// <summary>
 /// Czy hamowanie zosta³o zakoñczone
 /// </summary>
 private bool shouldStopReleasingPlane()
 {
     for (int i = 0; i < arrestingWiresH.Length; i++)
     {
         if (Math.Abs(arrestingWiresH[i]) > 0.01f)
         {
             return(false);
         }
     }
     return(true);
 }
コード例 #13
0
        protected virtual void GunFireDo(Vector3 localPos, Vector2 expSize, float baseWidth)
        {
            Quaternion orient, trailOrient;

            orient       = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient  = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient *= new Quaternion(-Math.HALF_PI, Vector3.UNIT_X);



            EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunHit" + localPos,
                                                       EffectsManager.EffectType.GUNHIT2,
                                                       localPos, expSize,
                                                       orient, false);


            float  trailWidth = baseWidth * Math.RangeRandom(1.0f, 1.1f);
            string trailName  = EffectsManager.BuildSpriteEffectName(this.gunNode, EffectsManager.EffectType.GUNTRAIL, "GunTrail" + localPos);
            bool   showTrail  = EffectsManager.Singleton.EffectEnded(trailName) || !EffectsManager.Singleton.EffectExists(trailName);


            showTrail |= (Math.RangeRandom(0.0f, 1.0f) > 0.95f); // czasem przerwij efekt i zacznij od poczatku
            showTrail  = false;


            Vector3 trailBase = new Vector3(localPos.x, 0.0f, localPos.z - trailWidth * 0.5f);

            if (showTrail)
            {
                EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunTrail" + localPos,
                                                           EffectsManager.EffectType.GUNTRAIL,
                                                           trailBase - new Vector3(0, -1.0f, Math.RangeRandom(0.2f, 3.0f)),
                                                           new Vector2(trailWidth, 1.2f),
                                                           trailOrient, false);
            }

            orient      *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            trailOrient *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunHitTop" + localPos,
                                                       EffectsManager.EffectType.GUNHIT2,
                                                       localPos, expSize,
                                                       orient, false);


            if (showTrail)
            {
                EffectsManager.Singleton.RectangularEffect(sceneMgr, this.gunNode, "GunTrailTop" + localPos,
                                                           EffectsManager.EffectType.GUNTRAIL,
                                                           trailBase - new Vector3(0, -1.0f, Math.RangeRandom(0.2f, 3.0f)),
                                                           new Vector2(trailWidth, 1.2f),
                                                           trailOrient, false);
            }
        }
コード例 #14
0
 //
 //ORIGINAL LINE: bool operator ()(const Ogre::Vector2& one, const Ogre::Vector2& two) const
 //C++ TO C# CONVERTER TODO TASK: The () operator cannot be overloaded in C#:
 /// <summary>
 /// 是否相等????
 /// </summary>
 /// <param name="one"></param>
 /// <param name="two"></param>
 /// <returns></returns>
 public static bool Operator(Vector2 one, Vector2 two)
 {
     if ((one - two).SquaredLength < 1e-6)
     {
         return(false);
     }
     if (Math.Abs(one.x - two.x) > 1e-3)
     {
         return(one.x < two.x);
     }
     return(one.y < two.y);
 }
コード例 #15
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static SceneNode initPalm(SceneManager sceneMgr, SceneNode parent, Vector3 position, bool forceLowDetails, bool rayBasedY)
        {
            Entity    palm;
            SceneNode palmNode;

            /* if(rayBasedY)
             *   {
             *           position = ViewHelper.GetVerticalRayIntersection(sceneMgr, parent, position);
             *   }*/

            int id = LevelView.PropCounter;

            if (EngineConfig.LowDetails || forceLowDetails)
            {
                palm = sceneMgr.CreateEntity("Palm" + id, "TwoSidedPlane.mesh");
                palm.SetMaterialName("FakePalmTree");
            }
            else
            {
                palm = sceneMgr.CreateEntity("Palm" + id, "PalmTree.mesh");
            }

            palm.CastShadows = EngineConfig.ShadowsQuality > 0;

            palmNode = parent.CreateChildSceneNode("PalmNode" + LevelView.PropCounter, position);

            if (EngineConfig.LowDetails || forceLowDetails)
            {
                float angle = Math.RangeRandom(-Math.PI / 5, Math.PI / 5);

                palmNode.Yaw(Math.HALF_PI + angle);
                palmNode.Scale(0.5f, 1, 1);
                palmNode.Translate(new Vector3(0, 2.5f, 0));
                palmNode.Pitch(-Math.HALF_PI);
                //palmNode.Pitch(Math.PI);
                Quaternion q  = new Quaternion(new Radian(new Degree(20)), Vector3.UNIT_X);
                Quaternion q2 = new Quaternion(new Radian(new Degree(-20)), Vector3.UNIT_X);

                EffectsManager.Singleton.RectangularEffect(sceneMgr, parent, "0", EffectsManager.EffectType.PALMTOP1, position + new Vector3(0f, 4.0f, -0.0f), new Vector2(1.4f, 1.4f),
                                                           q, true).FirstNode.Yaw(angle);
                EffectsManager.Singleton.RectangularEffect(sceneMgr, parent, "1", EffectsManager.EffectType.PALMTOP1, position + new Vector3(0f, 4.0f, -0.0f), new Vector2(1.4f, 1.4f),
                                                           q2, true).FirstNode.Yaw(angle);
            }
            else
            {
                palmNode.Rotate(Vector3.UNIT_Y, Math.RangeRandom(0.0f, Math.PI));
                palmNode.Scale(1, Math.RangeRandom(0.9f, 1.1f), 1);
            }
            palmNode.AttachObject(palm);

            return(palmNode);
        }
コード例 #16
0
ファイル: CarrierView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private void activateClosestArrestingWires(PlaneView p)
        {
            float diff;

            for (int i = 0; i < arrestingWires.Count; i++)
            {
                diff = p.RearWheelInnerNode._getDerivedPosition().x - arrestingWires[i]._getDerivedPosition().x;
                if (Math.Abs(diff) < 0.5f && diff > 0 && !activeArrestingWires.Contains(arrestingWires[i]))
                {
                    activeArrestingWires.Add(arrestingWires[i]);
                }
            }
        }
コード例 #17
0
        //    *
        //	 * Builds a shape from control points
        //
        //-----------------------------------------------------------------------
        public Path realizePath()
        {
            Path  helix      = new Path();
            float angleStep  = Math.TWO_PI / (float)(mNumSegPath);
            float heightStep = mHeight / (float)(mNumSegPath);

            for (int i = 0; i < mNumRound * mNumSegPath; i++)
            {
                helix.addPoint(mRadius * Math.Cos(angleStep * i), heightStep * i, mRadius * Math.Sin(angleStep * i));
            }

            return(helix);
        }
コード例 #18
0
        public override void updateTime(float timeSinceLastFrameUpdate)
        {
            base.updateTime(timeSinceLastFrameUpdate);
            BunkerTile bunkerTile = (BunkerTile)levelTile;
            float      yaw        = 0;
            float      pitch      = bunkerTile.Angle;

            if (bunkerTile is FlakBunkerTile)
            {
                FlakBunkerTile fbt = (bunkerTile as FlakBunkerTile);
                yaw = fbt.YAngle;
                if (fbt.Direction == Direction.Left) // jesli dzialko jest w polowie obrotu
                {
                    pitch = Math.PI - pitch;
                }
            }

            rotateGun(pitch, yaw);

            if (bunkerTile.UsingReflector)
            {
                rotateReflector(bunkerTile.ReflectorAngle);

                if (bunkerTile.IsIlluminatedShot)
                {
                    foreach (SceneNode n in reflectorSubNodes)
                    {
                        n.SetScale(54.0f, 1.0f, 14.0f);
                    }
                }
                else
                {
                    foreach (SceneNode n in reflectorSubNodes)
                    {
                        n.SetScale(24.0f, 1.0f, 10.0f);
                    }
                }

                if ((bunkerTile.IsDestroyed && reflectorNode != null) && flickeringReflectorWhenDestroyed)
                {
                    if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                    {
                        reflectorNode.SetVisible(false);
                    }
                    if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                    {
                        reflectorNode.SetVisible(true);
                    }
                }
            }
        }
コード例 #19
0
        /// Builds the shape
        public Shape realizeShape()
        {
            Radian alpha = Math.ACos((mLengthB * mLengthB + mLengthC * mLengthC - mLengthA * mLengthA) / (2 * mLengthB * mLengthC));

            Shape s = new Shape();

            s.addPoint(0.0f, 0.0f);
            s.addPoint(Math.Cos(alpha) * mLengthB, Math.Sin(alpha) * mLengthB);
            s.addPoint(mLengthC, 0.0f);
            s.close();
            s.translate((Math.Cos(alpha) * mLengthB + mLengthC) / -3.0f, mLengthB / -3.0f);

            return(s);
        }
コード例 #20
0
        //    *
        //	 * Equivalent of Ogre::Vector3::angleBetween, applied to Ogre::Vector2
        //
        public static Radian angleBetween(Vector2 v1, Vector2 v2)
        {
            float lenProduct = v1.Length * v2.Length;

            // Divide by zero check
            if (lenProduct < 1e-6f)
            {
                lenProduct = 1e-6f;
            }

            float f = v1.DotProduct(v2) / lenProduct;

            f = Math_Clamp(f, -1.0f, 1.0f);
            return(Math.ACos(f));
        }
コード例 #21
0
        public static Radian angleBetween(Vector3 v1, Vector3 dest)
        {
            float lenProduct = v1.Length * dest.Length;

            // Divide by zero check
            if (lenProduct < 1e-6f)
            {
                lenProduct = 1e-6f;
            }

            float f = v1.DotProduct(dest) / lenProduct;

            f = Clamp(f, (float)-1.0f, 1.0f);
            return(Math.ACos(f));
        }
コード例 #22
0
 //--------------------------------------------------------------
 public void modify()
 {
     if (mInputTriangleBuffer == null)
     {
         OGRE_EXCEPT("Exception::ERR_INVALID_STATE", "Input triangle buffer must be set", "__FUNCTION__");
     }
     ;
     //for (List<TriangleBuffer.Vertex>.Enumerator it = mInputTriangleBuffer.getVertices().begin(); it != mInputTriangleBuffer.getVertices().end(); ++it)
     foreach (var it in mInputTriangleBuffer.getVertices())
     {
         Vector3 v   = it.mPosition.NormalisedCopy;
         Vector2 vxz = new Vector2(v.x, v.z);
         it.mUV.x = Utils.angleTo(Vector2.UNIT_X, vxz).ValueRadians / Math.TWO_PI;
         it.mUV.y = (Math.ATan(v.y / vxz.Length).ValueRadians + Math.HALF_PI) / Math.PI;
     }
 }
コード例 #23
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        protected void WaterSplashes(int splashesCount, LevelTile tile)
        {
            Vector2 v = UnitConverter.LogicToWorldUnits(new PointD(Mathematics.IndexToPosition(tile.TileIndex), 1.5f));
            string  name;

            for (uint i = 0; i < splashesCount; i++)
            {
                Vector2 rand    = ViewHelper.RandomVector2(8, 8);
                Vector3 posView = new Vector3(v.x + rand.x, v.y, 0 + rand.y);
                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.SUBMERGE, tile.GetHashCode() + "_" + i);
                if (!EffectsManager.Singleton.EffectExists(name) || EffectsManager.Singleton.EffectEnded(name))
                {
                    EffectsManager.Singleton.RectangularEffect(sceneMgr, sceneMgr.RootSceneNode,
                                                               tile.GetHashCode() + "_" + i,
                                                               EffectsManager.EffectType.SUBMERGE, posView,
                                                               new Vector2(25, 25), Quaternion.IDENTITY, false);
                }

                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.WATERIMPACT1, "WaterImpact1_" + tile.GetHashCode() + "_" + i);
                if (!EffectsManager.Singleton.EffectExists(name))
                {
                    EffectsManager.Singleton.WaterImpact(sceneMgr, sceneMgr.RootSceneNode, posView, new Vector2(20, 32), false, tile.GetHashCode() + "_" + i);
                }


                EffectsManager.EffectType type;
                if (((uint)tile.GetHashCode() + i) % 2 == 0)
                {
                    type = EffectsManager.EffectType.EXPLOSION2_SLOW;
                }
                else
                {
                    type = EffectsManager.EffectType.EXPLOSION1_SLOW;
                }

                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, type, (tile.GetHashCode() + i).ToString());
                if (!EffectsManager.Singleton.EffectExists(name))
                {
                    if (Math.RangeRandom(0, 1) > 0.8f)
                    {
                        EffectsManager.Singleton.Sprite(sceneMgr, sceneMgr.RootSceneNode, posView + ViewHelper.UnsignedRandomVector3(0, 10, 0), new Vector2(15, 15) + ViewHelper.RandomVector2(5, 5),
                                                        type, false,
                                                        (tile.GetHashCode() + i).ToString());
                    }
                }
            }
        }
コード例 #24
0
        protected void prepareGunEffect(Vector3 gunPos, float baseWidth, string localName)
        {
            Quaternion orient, trailOrient;

            if (ammunitionNode == null)
            {
                ammunitionNode = sceneMgr.RootSceneNode.CreateChildSceneNode("AmmunitionNode" + ammunitionID, hiddenPosition);
            }


            orient       = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient  = new Quaternion(-Math.HALF_PI, Vector3.UNIT_Y);
            trailOrient *= new Quaternion(-Math.HALF_PI, Vector3.UNIT_X);


            float trailWidth = baseWidth * Math.RangeRandom(1.0f, 1.1f);


            Vector3 trailBase = new Vector3(gunPos.x, gunPos.y, gunPos.z);



            //animations.Add(
            EffectsManager.Singleton.RectangularEffect(sceneMgr, ammunitionNode,
                                                       getLocalSpriteName(localName),
                                                       EffectsManager.EffectType.GUNTRAIL,
                                                       trailBase - new Vector3(0, 0, Math.RangeRandom(-0.5f, 0.5f)),
                                                       new Vector2(trailWidth, 1.0f),
                                                       trailOrient, true);
            //);


            orient      *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);
            trailOrient *= new Quaternion(Math.HALF_PI, Vector3.UNIT_X);



            //animations.Add(
            EffectsManager.Singleton.RectangularEffect(sceneMgr, ammunitionNode,
                                                       getLocalSpriteNameTop(localName),
                                                       EffectsManager.EffectType.GUNTRAIL,
                                                       trailBase - new Vector3(0, 0, Math.RangeRandom(0.5f, 2.0f)),
                                                       new Vector2(trailWidth, 1.0f),
                                                       trailOrient, true);
            //);
        }
コード例 #25
0
        /// <summary>
        /// Obraca punkt o kat angle wzgledem punktu rotateCenter.
        /// </summary>
        /// <param name="rotateCenter">Srodek obrotu</param>
        /// <param name="angle">Kat o ktory, chcemy obrocic (podany w radianach).</param>
        /// <author>Emil</author>
        public void Rotate(PointD rotateCenter, float angle)
        {
            if (rotateCenter == this)
            {
                return;
            }
            //mX = (mX - rotateCenter.mX) * Math.Cos(angle) + rotateCenter.mX - (mY - rotateCenter.mY) * Math.Sin(angle);
            //mY = (mX - rotateCenter.mX) * Math.Sin(angle) + (mY - rotateCenter.mY) * Math.Cos(angle) + rotateCenter.mY;

            Move(-1 * rotateCenter);
            float oldX = mX,
                  oldY = mY;

            mX = oldX * Math.Cos(angle) - oldY * Math.Sin(angle);
            mY = oldX * Math.Sin(angle) + oldY * Math.Cos(angle);
            Move(rotateCenter);
        }
コード例 #26
0
        public override void updateTime(float timeSinceLastFrameUpdate)
        {
            base.updateTime(timeSinceLastFrameUpdate);

            // miganie swiatla
            if ((levelTile as BarrackTile).IsDestroyed)
            {
                if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                {
                    SetLightFlareVisibility(false);
                }
                if (Math.RangeRandom(0.0f, 1.0f) > 0.9f)
                {
                    SetLightFlareVisibility(true);
                }
            }
        }
コード例 #27
0
        protected override void initWheels()
        {
            lWheelNode =
                innerNode.CreateChildSceneNode(name + "_LeftWheel", new Vector3(-3.0f, -1.0f, -2.3f),
                                               new Quaternion(Math.DegreesToRadians(20), Vector3.UNIT_X));
            lWheelNode.Scale(0.9f, 0.9f, 0.9f);

            lWheelInnerNode = lWheelNode.CreateChildSceneNode(name + "_LeftWheelInner");

            Entity lWheel = sceneMgr.CreateEntity(name + "_lWheel", "Wheel.mesh");

            lWheelInnerNode.AttachObject(lWheel);

            rWheelNode =
                innerNode.CreateChildSceneNode(name + "_RightWheel", new Vector3(3.0f, -1.0f, -2.3f),
                                               new Quaternion(Math.DegreesToRadians(20), Vector3.UNIT_X));
            rWheelNode.Rotate(Vector3.NEGATIVE_UNIT_Y, Math.DegreesToRadians(180));
            rWheelNode.Scale(0.9f, 0.9f, 0.9f);
            rWheelInnerNode = rWheelNode.CreateChildSceneNode(name + "_RightWheelInner");


            Entity rWheel = sceneMgr.CreateEntity(name + "_rWheel", "Wheel.mesh");

            rWheelInnerNode.AttachObject(rWheel);

            rearWheelNode =
                innerNode.CreateChildSceneNode(name + "_RearWheel", new Vector3(0.0f, -0.2f, 5.3f),
                                               new Quaternion(Math.DegreesToRadians(20), Vector3.UNIT_X));
            // rearWheelNode.Rotate(Vector3.NEGATIVE_UNIT_Y, Mogre.Math.DegreesToRadians(180));
            rearWheelNode.Scale(0.7f, 0.7f, 0.7f);
            rearWheelInnerNode = rearWheelNode.CreateChildSceneNode(name + "_RearWheelInner");

            Entity rearWheel = sceneMgr.CreateEntity(name + "_rearWheele", "Wheel.mesh");

            rearWheelInnerNode.AttachObject(rearWheel);

            // retract landing gear
            if (this.plane != null && this.plane.WheelsState == WheelsState.In)
            {
                LWheelInnerNode.Roll(new Radian(new Degree(90)));
                RWheelInnerNode.Roll(new Radian(new Degree(90)));
                RearWheelInnerNode.Pitch(new Radian(new Degree(45)));
                // IMPORTANT: this should be also set in animation manager later on (MaxAngle *= -1 to change direction of wheel movement)
            }
        }
コード例 #28
0
        /// <summary>
        /// Returns which side of the plane that the given box lies on.
        /// The box is defined as centre/half-size pairs for effectively.
        /// </summary>
        /// <param name="centre">The centre of the box.</param>
        /// <param name="halfSize">The half-size of the box.</param>
        /// <returns>
        /// Positive if the box complete lies on the "positive side" of the plane,
        /// Negative if the box complete lies on the "negative side" of the plane,
        /// and Both if the box intersects the plane.
        /// </returns>
        public PlaneSide GetSide(Vector3 centre, Vector3 halfSize)
        {
            // Calculate the distance between box centre and the plane
            var dist = GetDistance(centre);
            // Calculate the maximise allows absolute distance for
            // the distance between box centre and plane
            var maxAbsDist = Math.Abs(this.Normal.DotProduct(halfSize));

            if (dist < -maxAbsDist)
            {
                return(PlaneSide.NEGATIVE_SIDE);
            }
            if (dist > +maxAbsDist)
            {
                return(PlaneSide.POSITIVE_SIDE);
            }
            return(PlaneSide.NEGATIVE_SIDE | Mogre.Plane.Side.POSITIVE_SIDE);
        }
コード例 #29
0
ファイル: IslandView.cs プロジェクト: wof2/Wings-Of-Fury-2
        private void initNonCollisionTreesDiamond(SceneManager sceneMgr1, SceneNode parent, float zMin, float zMax, float xMin, float xMax, float intensity, bool forceLowDetails)
        {
            int c       = (int)Math.Abs(count);
            int count_l = (int)(c * 2 * intensity);

            for (int i = 0; i < count_l; i++)
            {
                float z = Math.RangeRandom(zMin, zMax);

                if (i % 10 == 1) //Co dziesiata palma jest z wieksza iloscia trojkatow
                {
                    initPalm(sceneMgr1, parent, new Vector3(z, -0.5f, Math.RangeRandom(xMin, xMax)), forceLowDetails);
                }
                else
                {
                    initPalm2(sceneMgr1, parent, new Vector3(z, -0.5f, Math.RangeRandom(xMin, xMax)), forceLowDetails);
                }
            }
        }
コード例 #30
0
ファイル: ShipView.cs プロジェクト: wof2/Wings-Of-Fury-2
        public static void SinkingWaterAnimation(SceneManager sceneMgr, Vector3 pos, string baseName, int count, Vector2 range, Vector2 size)
        {
            string  name;
            Vector2 sizeRand;

            for (uint i = 0; i < count; i++)
            {
                Vector2 rand    = ViewHelper.RandomVector2(range.x, range.y);
                Vector3 posView = new Vector3(pos.x + rand.x, pos.y, pos.z + rand.y);
                name = EffectsManager.BuildSpriteEffectName(sceneMgr.RootSceneNode, EffectsManager.EffectType.SUBMERGE, baseName + "_" + i);
                NodeAnimation.NodeAnimation node = EffectsManager.Singleton.GetEffect(name);
                if (!EffectsManager.Singleton.EffectExists(name) || (node != null && node.getPercent() > 0.6f))
                {
                    sizeRand = size * Math.RangeRandom(0.9f, 1.1f);
                    VisibilityNodeAnimation ani = EffectsManager.Singleton.RectangularEffect(sceneMgr, sceneMgr.RootSceneNode,
                                                                                             baseName + "_" + i,
                                                                                             EffectsManager.EffectType.SUBMERGE, posView,
                                                                                             sizeRand, Quaternion.IDENTITY, false);
                    ani.Duration  = Mogre.Math.RangeRandom(ani.Duration, 2 * ani.Duration);
                    ani.TimeScale = Mogre.Math.RangeRandom(0.5f, 1.5f);
                }
            }
        }