コード例 #1
0
 public EliteFighter()
     : base()
 {
     //ModelName = models[random.Next() % models.Count()];
     ModelName = models[3];
     Look      = new Vector3(SteeringBehaviours.RandomClamped()
                             , SteeringBehaviours.RandomClamped()
                             , SteeringBehaviours.RandomClamped()
                             );
     Look.Normalize();
 }
コード例 #2
0
 public Fighter(String modelName)
 {
     worldTransform = Matrix.Identity;
     pos = new Vector3(0, 10, 0);
     look = new Vector3(0, 0, -1);
     right = new Vector3(1, 0, 0);
     up = new Vector3(0, 1, 0);
     globalUp = new Vector3(0, 1, 0);
     steeringBehaviours = new SteeringBehaviours(this);
     drawAxis = false;
     Solid = true;
     this.modelName = modelName;
 }
コード例 #3
0
 public Fighter()
 {
     worldTransform = Matrix.Identity;
     pos = new Vector3(0, 10, 0);
     look = new Vector3(0, 0, -1);
     right = new Vector3(1, 0, 0);
     up = new Vector3(0, 1, 0);
     globalUp = new Vector3(0, 1, 0);
     steeringBehaviours = new SteeringBehaviours(this);
     drawAxis = false;
     Solid = true;
     modelName = "models/ColonialFleet/Military/ViperMkII";
 }
コード例 #4
0
 public Fighter()
 {
     worldTransform     = Matrix.Identity;
     Position           = new Vector3(0, 10, 0);
     Look               = new Vector3(0, 0, -1);
     Right              = new Vector3(1, 0, 0);
     Up                 = new Vector3(0, 1, 0);
     globalUp           = new Vector3(0, 1, 0);
     steeringBehaviours = new SteeringBehaviours(this);
     drawAxis           = false;
     Solid              = true;
     modelName          = "boa";
 }
コード例 #5
0
 public Fighter()
 {
     worldTransform = Matrix.Identity;
     Position = new Vector3(0, 10, 0);
     Look = new Vector3(0, 0, -1);
     Right = new Vector3(1, 0, 0);
     Up = new Vector3(0, 1, 0);
     globalUp = new Vector3(0, 1, 0);
     steeringBehaviours = new SteeringBehaviours(this);
     drawAxis = false;
     Solid = true;
     modelName = "boa";
 }
コード例 #6
0
        public float getYaw()
        {
            Vector3 localLook = Look;

            localLook.Y = basis.Y;
            localLook.Normalize();
            SteeringBehaviours.checkNaN(ref localLook, Vector3.Forward);
            float angle = (float)Math.Acos(Vector3.Dot(basis, localLook));

            if (Look.X > 0)
            {
                angle = (MathHelper.Pi * 2.0f) - angle;
            }
            return(angle);
        }