public void Possess( int ObjectInstanceID ) { Object o = physicalObjectInstances[ObjectInstanceID]; CurrentAvatar = o as PhysicalObjectInstance; if ( cameraMode == EnumCameraMode.FirstPerson ) { CurrentAvatar.model.Hide(); } else { CurrentAvatar.model.Show(); } RepositionCamera(); }
public void Add( PhysicalObject po ) { if ( po is Terrain ) { Terrain t = (Terrain)po; terrainPieces.Add( new TerrainPiece( t.ObjectInstanceID, t.Position.X, t.Position.Z, t.Position.Y, t.ModelID ) ); } else { PhysicalObjectInstance poi = new PhysicalObjectInstance( po ); physicalObjectInstances.Add( po.ObjectInstanceID, poi ); scene.Models.Add( po.ObjectInstanceID, poi.model ); poi.model.Position = po.Position; poi.model.Rotation = po.Rotation; } }
public void PlayerMovement(Vector3D oldPosition, Vector3D velocity, Vector3D newRotation) { PhysicalObjectInstance poi = Game.CurrentWorld.CurrentAvatar; poi.Move(oldPosition, velocity, newRotation); //Log.LogMessage( "Now at ("+poi.model.Position.X+", "+poi.model.Position.Y+", "+poi.model.Position.Z+")" ); if (poi.NeedsUpdate(Game.now)) { _connection.Position( poi.model.Position, poi.model.Rotation); poi.SentUpdate(Game.now); } }
public void Possess(int ObjectInstanceID) { Object o = physicalObjectInstances[ObjectInstanceID]; CurrentAvatar = o as PhysicalObjectInstance; if (cameraMode == EnumCameraMode.FirstPerson) { CurrentAvatar.model.Hide(); } else { CurrentAvatar.model.Show(); } RepositionCamera(); }
public void Add(PhysicalObject po) { if (po is Terrain) { Terrain t = (Terrain)po; terrainPieces.Add(new TerrainPiece( t.ObjectInstanceID, t.Position.X, t.Position.Z, t.Position.Y, t.ModelID)); } else { PhysicalObjectInstance poi = new PhysicalObjectInstance(po); physicalObjectInstances.Add(po.ObjectInstanceID, poi); scene.Models.Add(po.ObjectInstanceID, poi.model); poi.model.Position = po.Position; poi.model.Rotation = po.Rotation; } }