static void getInput() { ConsoleKeyInfo cki; // Console.TreatControlCAsInput = true; do { cki = Console.ReadKey(); switch (cki.Key) { case ConsoleKey.Spacebar: ts.changeState(); break; case ConsoleKey.W: someShape.translate(new Mesh.point3(0, 0, (float)0.1)); break; case ConsoleKey.A: someShape.translate(new Mesh.point3(-10, 0, 0)); break; case ConsoleKey.S: someShape.translate(new Mesh.point3(0, 0, (float)-0.1)); break; case ConsoleKey.D: someShape.translate(new Mesh.point3(10, 0, 0)); break; case ConsoleKey.R: someShape.rotate(0.01, 0); break; case ConsoleKey.T: someShape.rotate(0.01, 1); break; case ConsoleKey.Y: someShape.rotate(0.01, 2); break; case ConsoleKey.Q: someShape.translate(new Mesh.point3(0, -10, 0)); break; case ConsoleKey.E: someShape.translate(new Mesh.point3(0, 10, 0)); break; } } while (cki.Key != ConsoleKey.Escape); }
static void getInput() { ConsoleKeyInfo cki; // Console.TreatControlCAsInput = true; do { cki = Console.ReadKey(); if (cki.Key == ConsoleKey.Spacebar) { ts.changeState(); } else if (cki.Key == ConsoleKey.W) { someShape.translate(new Mesh.point3(0, 0, 1)); } else if (cki.Key == ConsoleKey.A) { someShape.translate(new Mesh.point3(-10, 0, 0)); } else if (cki.Key == ConsoleKey.S) { someShape.translate(new Mesh.point3(0, 0, -1)); } else if (cki.Key == ConsoleKey.D) { someShape.translate(new Mesh.point3(10, 0, 0)); } else if (cki.Key == ConsoleKey.R) { someShape.rotate(0.05); } else if (cki.Key == ConsoleKey.Q) { someShape.translate(new Mesh.point3(0, -10, 0)); } else if (cki.Key == ConsoleKey.E) { someShape.translate(new Mesh.point3(0, 10, 0)); } } while (cki.Key != ConsoleKey.Escape); }