public AABBFaceMesh GetWall(AABBFace whichWall) { if (!fWalls.ContainsKey(whichWall)) return null; AABBFaceMesh aWall = fWalls[whichWall]; return aWall; }
public AABB2DIntersectionResult(Vector2 position, Vector2 movement, AABBFace face, AABB2D other) { Position = position; Movement = movement; Face = face; Other = other; Normal = Face switch { AABBFace.Left => - Vector2.UnitX, AABBFace.Right => Vector2.UnitX, AABBFace.Bottom => - Vector2.UnitY, AABBFace.Top => Vector2.UnitY, _ => Vector2.One.Normalized() }; } }
public void SetWallTexture(AABBFace whichWall, GLTexture texture) { AABBFaceMesh wall = GetWall(whichWall); if (null == wall) return; wall.Texture = texture; }
/// <summary> /// Create a mesh object that represents the wall. /// /// </summary> /// <param name="roomSize">The size of the room</param> /// <param name="whichWall">Which wall of the room are we creating</param> /// <param name="res">The Resolution of the mesh, meaning, the number of rows and columns of quads to create.</param> /// <returns>The mesh3D object representing the wall</returns> public static AABBFaceMesh CreateFace(GraphicsInterface gi, Vector3D roomSize, AABBFace whichWall, Resolution res, GLTexture texture) { AABBFaceMesh wall = new AABBFaceMesh(gi, roomSize, whichWall); Vector3f[] vertices = new Vector3f[(res.Columns)*(res.Rows)*4]; TextureCoordinates[] texCoords = new TextureCoordinates[(res.Columns) * (res.Rows)*4]; int[] indices = new int[res.Columns * res.Rows * 4]; // The general routine is to create a mesh in the x-y plane, using // the appropriate width and height. // Then take this mesh and rotate and translate it into the right position // after it is created. // First calculate the min/max values in the x-y plane float minX=0.0f; float maxX=0.0f; float minY=0.0f; float maxY=0.0f; switch (whichWall) { case AABBFace.Front: case AABBFace.Back: minX = roomSize.X / -2; maxX = roomSize.X / 2; minY = roomSize.Y / -2; maxY = roomSize.Y / 2; break; case AABBFace.Left: case AABBFace.Right: minX = roomSize.Z / -2; maxX = roomSize.Z / 2; minY = roomSize.Y / -2; maxY = roomSize.Y / 2; break; case AABBFace.Ceiling: case AABBFace.Floor: minX = roomSize.X / -2; maxX = roomSize.X / 2; minY = roomSize.Z / -2; maxY = roomSize.Z / 2; break; } // Now that we have the min/max sizes in the x-y plane // Construct the quad vertices based on the resolution. // Start from the bottom (negative y) and go up // Move from left (negative x) to right float xDiff = maxX - minX; float yDiff = maxY - minY; float xIncr = xDiff / res.Columns; float yIncr = yDiff / res.Rows; int vIndex = 0; for (int row = 0; row < res.Rows; row++) { for (int column = 0; column < res.Columns; column++) { Vector3f vertex1 = new Vector3f(minX + column * xIncr, minY + row * yIncr, 0); Vector3f vertex2 = new Vector3f(minX + (column + 1) * xIncr, minY + row * yIncr, 0); Vector3f vertex3 = new Vector3f(minX + (column + 1) * xIncr, minY + (row + 1) * yIncr, 0); Vector3f vertex4 = new Vector3f(minX + column * xIncr, minY + (row + 1) * yIncr, 0); // Set the vertices for the quad vertices[vIndex + 0] = vertex1; vertices[vIndex + 1] = vertex2; vertices[vIndex + 2] = vertex3; vertices[vIndex + 3] = vertex4; // Set the indices for the quad indices[vIndex + 0] = vIndex; indices[vIndex + 1] = vIndex + 1; indices[vIndex + 2] = vIndex + 2; indices[vIndex + 3] = vIndex + 3; // Set the texture coords for the quad texCoords[vIndex + 0].Set(0.0f, 0.0f); texCoords[vIndex + 1].Set(1.0f, 0.0f); texCoords[vIndex + 2].Set(1.0f, 1.0f); texCoords[vIndex + 3].Set(0.0f, 1.0f); vIndex += 4; } } // assign all the attributes to the mesh object // and return it. wall.SetIndices(indices); wall.SetVertices(vertices); wall.SetTextureCoordinates(texCoords); wall.Texture = texture; // Now transform the vertices based on which wall it is we are constructing minX = roomSize.X / -2; maxX = roomSize.X / 2; minY = roomSize.Y / -2; maxY = roomSize.Y / 2; float minZ = roomSize.Z / -2; float maxZ = roomSize.Z / 2; Transformation transform = new Transformation(); switch (whichWall) { case AABBFace.Front: transform.Translate(new float3(0, 0, minZ)); break; case AABBFace.Back: transform.SetRotate(float3x3.Rotate((float)Math.PI, new float3(0, 1, 0))); transform.Translate(new float3(0, 0, maxZ)); break; case AABBFace.Left: transform.SetRotate(float3x3.Rotate((float)Math.PI/2, new float3(0, 1, 0))); transform.Translate(new float3(minX, 0, 0)); break; case AABBFace.Right: transform.SetRotate(float3x3.Rotate((float)-Math.PI/2, new float3(0, 1, 0))); transform.Translate(new float3(maxX, 0, 0)); break; case AABBFace.Ceiling: transform.SetRotate(float3x3.Rotate((float)-Math.PI/2, new float3(1, 0, 0))); transform.Translate(new float3(0, maxY, 0)); break; case AABBFace.Floor: transform.SetRotate(float3x3.Rotate((float)Math.PI/2, new float3(1, 0, 0))); transform.Translate(new float3(0, minY, 0)); break; } wall.ApplyTransform(transform); return wall; }
AABBFaceMesh(GraphicsInterface gi, Vector3D boundary, AABBFace whichFace) : base(gi, BeginMode.Quads) { fSize = boundary; fWhichFace = whichFace; }
public void PositionWall(AABBFace whichFace) { }
public EntityCollision(Vector2 position, Vector2 movement, AABBFace face, Entity other) : base(position, movement, face, other.CollisionBox) { Other = other; }