public void mainLoop(float fps) { _curFPS = fps; _timer += 1 / fps; Horde3D.setOption(Horde3D.EngineOptions.DebugViewMode, _debugViewMode ? 1.0f : 0.0f); if (!_freeze) { _animTime += 1.0f / _curFPS; // Do animation blending Horde3D.setModelAnimParams(_knight, 0, _animTime * 24.0f, _weight); Horde3D.setModelAnimParams(_knight, 1, _animTime * 24.0f, 1.0f - _weight); // Animate particle system Horde3D.advanceEmitterTime(_particleSys, 1.0f / _curFPS); } // Set camera parameters Horde3D.setNodeTransform(Horde3D.PrimeTimeCam, _x, _y, _z, _rx, _ry, 0, 1, 1, 1); if (_showFPS) { // Avoid updating FPS text every frame to make it readable if (_timer > 0.3f) { _fpsText = string.Format("FPS: {0:F2}", fps); _timer = 0; } // Show text if (_fpsText != null) { Horde3DUtils.showText(_fpsText, 0, 0.95f, 0.03f, 0, _fontMatRes); } string text = string.Format("Weight: {0:F2}", _weight); Horde3DUtils.showText(text, 0, 0.91f, 0.03f, 0, _fontMatRes); } // Show logo Horde3D.showOverlay(0.75f, 0, 0, 0, 1, 0, 1, 0, 1, 0.2f, 1, 1, 0.75f, 0.2f, 0, 1, 7, _logoMatRes); // Render scene Horde3D.render(); // Write all messages to log file Horde3DUtils.dumpMessages(); }
public void update(float fps) { // Parameters for three repulsion zones float d1 = 0.25f, d2 = 2.0f, d3 = 4.5f; float f1 = 3.0f, f2 = 1.0f, f3 = 0.1f; for (int i = 0; i < _particles.Count; ++i) { Particle p = _particles[i]; // Reset force p.fx = 0; p.fz = 0; // Calculate distance to destination float dist = (float)Math.Sqrt((p.dx - p.px) * (p.dx - p.px) + (p.dz - p.pz) * (p.dz - p.pz)); // If destination not reached walk to destination if (dist > 3.0f) { // Calculate normalized attraction force to destination float afx = (p.dx - p.px) / dist; float afz = (p.dz - p.pz) / dist; p.fx += afx * 0.035f; p.fz += afz * 0.035f; // Repulsion forces from other particles for (int j = 0; j < _particles.Count; ++j) { if (j == i) { continue; } Particle p2 = _particles[j]; float dist2 = (float)Math.Sqrt((p.px - p2.px) * (p.px - p2.px) + (p.pz - p2.pz) * (p.pz - p2.pz)); float strength = 0; float rfx = (p.px - p2.px) / dist2; float rfz = (p.pz - p2.pz) / dist2; // Use three zones with different repulsion strengths if (dist2 <= d3 && dist2 > d2) { float m = (f3 - 0) / (d2 - d3); float t = 0 - m * d3; strength = m * dist2 + t; } else if (dist2 <= d2 && dist2 > d1) { float m = (f2 - f3) / (d1 - d2); float t = f3 - m * d2; strength = m * dist2 + t; } else if (dist2 <= d1) { float m = (f1 - f2) / (0 - d1); float t = f2 - m * d1; strength = m * dist2 + t; } p.fx += rfx * strength; p.fz += rfz * strength; } } else { // Choose new destination chooseDestination(ref p); } // Make movement frame rate independence p.fx *= (30 / fps); p.fz *= (30 / fps); float vel = (float)Math.Sqrt(p.fx * p.fx + p.fz * p.fz); // Set new position p.px += p.fx; p.pz += p.fz; // Caluclate orientation p.ox = (p.ox + p.fx) / 2; p.oz = (p.oz + p.fz) / 2; // Get rotation from orientation float ry = 0; if (p.oz != 0) { ry = (float)Math.Atan2(p.ox, p.oz); } ry *= 180 / 3.1415f; // Convert from radians to degrees // Update character scene node position Horde3D.setNodeTransform(p.node, p.px, 0.02f, p.pz, 0, ry, 0, 1, 1, 1); // Update animation p.animTime += vel * 35.0f; Horde3D.setModelAnimParams(p.node, 0, p.animTime, 1.0f); } }