public void VolverAMenu() { CambiarEscenario("menu"); Camara = new Core.Camara.TgcCamera(); var lookAt = new TGCVector3(0, 50, 400); Camara.SetCamera(new TGCVector3(lookAt.X, lookAt.Y, lookAt.Z + 30), lookAt); }
public void ExecuteJumpCollision(TgcMesh MeshColisionado, TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento, float realTimeMovement) { //bandicoot.Move(movimiento); var anguloCamara = bandicoot.Position; this.Move(bandicoot, realTimeMovement * 2); camara.SetCamera((camara.Position - movimiento), anguloCamara); }
public void ExecuteCollision(TgcMesh item, TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento) { var anguloCamara = bandicoot.Position; bandicoot.Move(-movimiento); bandicoot.Transform = TGC.Core.Mathematica.TGCMatrix.Translation(-movimiento); //Bandicoot.Move(0, direccionSalto * MOVEMENT_SPEED * ElapsedTime, 0); camara.SetCamera((camara.Position - movimiento), anguloCamara); }
public void ExecuteJumpCollision(TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento, float realTimeMovement) { tipo.ExecuteJumpCollision(Malla, bandicoot, camara, movimiento, realTimeMovement); }
public void ExecuteCollision(TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento) { tipo.ExecuteCollision(Malla, bandicoot, camara, movimiento); }
public void ExecuteJumpCollision(TgcMesh MeshColisionado, TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento, float realTimeMovement) { }
public void Render(AutoManejable AutoFisico1, AutoManejable AutoFisico2, PoliciasIA GrupoPolicias, Core.Camara.TgcCamera Camara, bool juegoDoble) { // Shader Enviroment Map -------------------------------- //D3DDevice.Instance.Device.EndScene(); var g_pCubeMap = new CubeTexture(D3DDevice.Instance.Device, 256, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default); var pOldRT2 = D3DDevice.Instance.Device.GetRenderTarget(0); D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(90.0f), 1f, 1f, 10000f).ToMatrix(); // Genero las caras del enviroment map for (var nFace = CubeMapFace.PositiveX; nFace <= CubeMapFace.NegativeZ; ++nFace) { var pFace = g_pCubeMap.GetCubeMapSurface(nFace, 0); D3DDevice.Instance.Device.SetRenderTarget(0, pFace); TGCVector3 Dir, VUP; Color color; switch (nFace) { default: case CubeMapFace.PositiveX: // Left Dir = new TGCVector3(1, 0, 0); VUP = TGCVector3.Up; color = Color.Black; break; case CubeMapFace.NegativeX: // Right Dir = new TGCVector3(-1, 0, 0); VUP = TGCVector3.Up; color = Color.Red; break; case CubeMapFace.PositiveY: // Up Dir = TGCVector3.Up; VUP = new TGCVector3(0, 0, -1); color = Color.Gray; break; case CubeMapFace.NegativeY: // Down Dir = TGCVector3.Down; VUP = new TGCVector3(0, 0, 1); color = Color.Yellow; break; case CubeMapFace.PositiveZ: // Front Dir = new TGCVector3(0, 0, 1); VUP = TGCVector3.Up; color = Color.Green; break; case CubeMapFace.NegativeZ: // Back Dir = new TGCVector3(0, 0, -1); VUP = TGCVector3.Up; color = Color.Blue; break; } D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, color, 1.0f, 0); //Renderizar foreach (var mesh in AutoFisico1.Mayas) { mesh.Effect = EnvMap; mesh.Technique = "RenderScene"; mesh.Render(); } if (juegoDoble) { foreach (var mesh in AutoFisico2.Mayas) { mesh.Effect = EnvMap; mesh.Technique = "RenderScene"; mesh.Render(); } } } D3DDevice.Instance.Device.SetRenderTarget(0, pOldRT2); D3DDevice.Instance.Device.Transform.View = Camara.GetViewMatrix().ToMatrix(); D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f), D3DDevice.Instance.AspectRatio, 1f, 10000f).ToMatrix(); //D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); EnvMap.SetValue("g_txCubeMap", g_pCubeMap); foreach (var mesh in AutoFisico1.Mayas) { mesh.Effect = EnvMap; mesh.Technique = "RenderScene"; mesh.Render(); } foreach (var rueda in AutoFisico1.Ruedas) { rueda.Effect = EnvMap; rueda.Technique = "RenderScene"; rueda.Render(); } foreach (var mesh in GrupoPolicias.Todos[0].Mayas) { mesh.Effect = EnvMap; mesh.Technique = "RenderScene"; mesh.Render(); } if (juegoDoble) { foreach (var mesh in AutoFisico2.Mayas) { mesh.Effect = EnvMap; mesh.Technique = "RenderScene"; mesh.Render(); } foreach (var rueda in AutoFisico2.Ruedas) { rueda.Effect = EnvMap; rueda.Technique = "RenderScene"; rueda.Render(); } } g_pCubeMap.Dispose(); //------------------------------------------------------------- }
public void ExecuteJumpCollision(TgcMesh item, TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento, float realTimeMovement) { throw new NotImplementedException(); }
public void ExecuteCollision(TgcMesh Malla, TgcMesh bandicoot, Core.Camara.TgcCamera camara, Core.Mathematica.TGCVector3 movimiento) { Malla.Enabled = false; Malla.BoundingBox = null; }