// Desinne le chemin d'un point A à B private void DrawChemin(SpriteBatch sp, System.Numerics.Vector2 depart, System.Numerics.Vector2 fin) { graph = Graph.TabToGraph(grid); Noeud d = graph.getNoeud(depart); Noeud f = graph.getNoeud(fin); List <Noeud> chemins = graph.rechercherChemin(d, f); foreach (var n in chemins) { Rectangle rect = new Rectangle(OriginX + (int)n.Position.X * TileWidth, OriginY + (int)n.Position.Y * TileHeight, TileWidth, TileHeight); sp.Draw(sol, rect, Color.Green); } }
private void Update(EvaluationContext context) { float fov = MathUtil.DegreesToRadians(Fov.GetValue(context)); float aspectRatio = AspectRatio.GetValue(context); if (aspectRatio < 0.0001f) { aspectRatio = (float)context.RequestedResolution.Width / context.RequestedResolution.Height; } System.Numerics.Vector2 clip = NearFarClip.GetValue(context); Matrix cameraToClipSpace = Matrix.PerspectiveFovRH(fov, aspectRatio, clip.X, clip.Y); // var pos = Position.GetValue(context); // Vector3 eye = new Vector3(pos.X, pos.Y, pos.Z); Vector3 p = new Vector3(0, 0, Radius.GetValue(context)); var seed = Seed.GetValue(context); var wobbleSpeed = WobbleSpeed.GetValue(context); var wobbleComplexity = (int)MathUtils.Clamp(WobbleComplexity.GetValue(context), 1, 8); //var offset = var rotOffset = RotationOffset.GetValue(context); // Orbit rotation System.Numerics.Vector3 t = Center.GetValue(context); Vector3 target = new Vector3(t.X, t.Y, t.Z); var rot = Matrix.RotationYawPitchRoll( ComputeAngle(SpinAngleAndWobble, 1) + MathUtil.DegreesToRadians((float)(SpinRate.GetValue(context) * (EvaluationContext.BeatTime + SpinOffset.GetValue(context)) * 360 + MathUtils.PerlinNoise(0, 1, 6, seed) * 360)) , -ComputeAngle(OrbitAngleAndWobble, 2), 0); var p2 = Vector3.Transform(p, rot); var eye = new Vector3(p2.X, p2.Y, p2.Z); // View rotation var viewDirection = target - eye; var rotateAim = Matrix.RotationYawPitchRoll( ComputeAngle(AimYawAngleAndWobble, 3) + rotOffset.X * MathUtils.ToRad, ComputeAngle(AimPitchAngleAndWobble, 4) + rotOffset.Y * MathUtils.ToRad, rotOffset.Z * MathUtils.ToRad); var adjustedViewDirection = Vector3.TransformNormal(viewDirection, rotateAim); target = eye + adjustedViewDirection; // Computing matrix var u = Up.GetValue(context); Vector3 up = new Vector3(u.X, u.Y, u.Z); var roll = ComputeAngle(AimRollAngleAndWobble, 5); var rotateAroundViewDirection = Matrix.RotationAxis(adjustedViewDirection, roll); up = Vector3.TransformNormal(up, rotateAroundViewDirection); Matrix worldToCamera = Matrix.LookAtRH(eye, target, up); var prevCameraToClipSpace = context.CameraToClipSpace; context.CameraToClipSpace = cameraToClipSpace; var prevWorldToCamera = context.WorldToCamera; context.WorldToCamera = worldToCamera; Command.GetValue(context); context.CameraToClipSpace = prevCameraToClipSpace; context.WorldToCamera = prevWorldToCamera; float ComputeAngle(Slot <Vector2> angleAndWobbleInput, int seedIndex) { var angleAndWobble = angleAndWobbleInput.GetValue(context); var wobble = Math.Abs(angleAndWobble.Y) < 0.001f ? 0 : (MathUtils.PerlinNoise((float)EvaluationContext.BeatTime * wobbleSpeed, 1, wobbleComplexity, seed - 123 * seedIndex) - 0.5f) * 2 * angleAndWobble.Y; return(MathUtil.DegreesToRadians(angleAndWobble.X + wobble)); } }