Move() публичный Метод

public Move ( ) : void
Результат void
 public override void execute(Avatar avatar)
 {
     beforeTransPos = -TransPos;
     avatar.Move(TransPos);
 }
 public override void undo(Avatar avatar)
 {
     avatar.Move(beforeTransPos);
     logInfo = "撤销:" + logInfo;
 }
Пример #3
0
 public void AvataronMove(FP speedRate, FP angle)
 {
     _avatarObj.Move(/*speedRate, */ angle);
     CBGlobalEventDispatcher.Instance.TriggerEvent <FP>(OperationID.JoystickMoveEvent, angle);
 }
 public override void undo(Avatar avatar)
 {
     avatar.Move(-TransPos);
 }
 public override void execute(Avatar avatar)
 {
     avatar.Move(TransPos);
 }
Пример #6
0
        /// <summary>
        /// All drawing code goes here
        /// </summary>
        protected void DrawGLScene()
        {
            //Clear the screen and the OpenGl Buffers
            Gl.glClearStencil(0);
            Gl.glClearDepth(1.0);

            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT | Gl.GL_STENCIL_BUFFER_BIT);

            DrawVideoBackground();

            Gl.glLoadIdentity();

            //Move Camera to 3rd Person View
            //Gl.glTranslatef(0.0f, -1.5f, avatar.ViewDistance);

            Gl.glTranslatef(0.0f, -1.0f, -3.5f);
            //Gl.glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
            //Gl.glRotatef(avatar.ViewAngleX, 0.0f, 1.0f, 0.0f);
            //Gl.glRotatef(avatar.ViewAngleY, 1.0f, 0.0f, 0.0f);

            //Draw Avatar
            //avatar.Update(m_trackableList);

            if (m_drawAvatar)
            {
                if (m_drawAvatar3D)// When using the 3D avatar
                {
                    Gl.glPushMatrix();
                    avatar3D.Draw(m_trackableList, m_jointList);
                    Gl.glPopMatrix();
                }
                else // When using the standard avatar
                {
                    avatar.Draw();
                }
            }

            //Move camera in preparation for drawing all world objects
            //Gl.glRotatef(-avatar.RotationAngle, 0.0f, 1.0f, 0.0f);

            //Draw collision models if set
            if (m_drawCollisionModels)
            {
                if (m_drawAvatar3D) // When using the 3D avatar
                {
                    foreach (BoundingBox collisionModel in avatar3D.CollisionModel)
                    {
                        collisionModel.Draw();
                    }
                }
                else // When using the standard avatar
                {
                    //avatar.CollisionModel.Draw();
                    if (StroMoHab_Objects.Objects.FilteredMarkerList.listOfMarkers.Count != 0)
                    {
                        avatar.leftFoot.CollisionModel.Draw();
                    }
                }
            }
            Gl.glTranslatef(avatar.X, avatar.Y, -avatar.Z);

            //Create temporary list to allow modification of master list during drawing.
            List <OpenGlObject> tempList = new List <OpenGlObject>(m_objectsToDraw.ObjectsToDraw);



            //Draw all objects in temporary list
            foreach (OpenGlObject currentObject in tempList)
            {
                currentObject.Draw();
                currentObject.Move();
                //currentObject.RotateX(1.0f);

                if (m_drawCollisionModels)
                {
                    currentObject.CollisionModel.Draw();
                }

                if (m_drawAvatar3D) // When using the 3D avatar
                {
                    bool collisionOccured = false;
                    foreach (BoundingBox collisionModel in avatar3D.CollisionModel)
                    {
                        bool collision = Collisions.HaveCollided(currentObject.CollisionModel, collisionModel, -avatar.X, avatar.Y, avatar.Z);
                        if (collision)
                        {
                            collisionOccured = true;
                            break; // If one collision has occured then don't need to check other models.
                        }
                    }
                    if (collisionOccured)
                    {
                        //System.Diagnostics.Debug.WriteLine("OBJECT COLLISION!");
                        currentObject.Velocity.Y = 0.005f;
                    }
                }
                else // When using the standard avatar
                {
                    //Test for collisions
                    if ((StroMoHab_Objects.Objects.FilteredMarkerList.listOfMarkers.Count == 2) && (m_useTrackables == false))
                    {
                        bool CollisionOne = Collisions.HaveCollided(currentObject.CollisionModel, avatar.leftFoot.CollisionModel, -avatar.X, avatar.Y, avatar.Z);
                        bool CollisionTwo = Collisions.HaveCollided(currentObject.CollisionModel, avatar.rightFoot.CollisionModel, -avatar.X, avatar.Y, avatar.Z);

                        if (CollisionOne || CollisionTwo)
                        {
                            // System.Diagnostics.Debug.WriteLine("OBJECT COLLISION!");
                            currentObject.Velocity.Y = 0.005f;
                        }
                    }
                }
                if (currentObject is CompoundOpenGlObject)
                {
                    foreach (BoundingBox collisionModel in ((CompoundOpenGlObject)currentObject).CollisionModel)
                    {
                        //Draw collision models if flag set
                        if (m_drawCollisionModels)
                        {
                            collisionModel.Draw();
                        }

                        //Test for collisions
                        //if (Stromohab_MCE.FilteredMarkerList.listOfMarkers.Count != 0)
                        //{
                        //    bool collision = Collisions.HaveCollided(collisionModel, avatar.leftFoot.CollisionModel, -avatar.X, avatar.Y, avatar.Z);
                        //    if (collision == true)
                        //    {
                        //        //System.Diagnostics.Debug.WriteLine("COLLISION!");
                        //        avatar.Velocity.X = -avatar.Velocity.X * 10.0f;
                        //        avatar.Velocity.Y = -avatar.Velocity.Y;
                        //        //avatar.Velocity = new Vector3f(0.0f, 0.0f, 0.0f);
                        //    }
                        //    else
                        //    {
                        //        //System.Diagnostics.Debug.WriteLine("NO COLLISION");
                        //    }
                        //}
                    }
                }
            }


            //Update Game Logic
            avatar.Move();
            //m_VideoTextureManager.MoveToNextFrame();
            //backgroundQuad.TextureNumber = m_VideoTextureManager.CurrentVideoTextureObject.TextureID;

            //avatar.RotateY(1.0f);
        }
Пример #7
0
        /// <summary>
        /// All drawing code goes here
        /// </summary>
        protected void DrawGLScene()
        {
            //Clear the screen and the OpenGl Buffers
            Gl.glClearStencil(0);
            Gl.glClearDepth(1.0);

            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT | Gl.GL_STENCIL_BUFFER_BIT);

            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            Gl.glLoadIdentity();

            if (_remoteDrawingList.VisualiserController.UseVideoBackground)
            {
                DrawVideoBackground();
            }

            //Translate into the scene
            Gl.glTranslatef(0.0f, -1.5f, -3.5f);

            if (_remoteDrawingList.VisualiserController.Draw2Point5DAvatar)
            {
                //Draw the subject
                avatar.Draw();
            }
            //reset view
            Gl.glLoadIdentity();
            //Translate the amount the avatar has moved in Z, and translate the Y to give 3 person viewpoint.
            Gl.glTranslatef(0.0f, -1.5f, -avatar.Z);
            //Draw everything else

            if (_remoteDrawingList.VisualiserController.UseVirtualBackground)
            {
                //Create temporary list to allow modification of master list during drawing.
                List <OpenGlObject> tempObjectsToDrawList = new List <OpenGlObject>(_remoteDrawingList.ObjectsToDraw);

                foreach (OpenGlObject objectToDraw in tempObjectsToDrawList)
                {
                    objectToDraw.Draw();
                }
            }



            //  //Move Camera to 3rd Person View
            //  //Gl.glTranslatef(0.0f, -1.5f, avatar.ViewDistance);

            //  //Gl.glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
            //  //Gl.glRotatef(avatar.ViewAngleX, 0.0f, 1.0f, 0.0f);
            //  //Gl.glRotatef(avatar.ViewAngleY, 1.0f, 0.0f, 0.0f);



            //  //Gl.glTranslatef(0.0f, 1.5f, 3.5f);

            //  ////Draw Avatar
            //  ////avatar.Update(m_trackableList);


            //  //Marker testMarker = new Marker();
            //  //testMarker.xCoordinate = 0f;
            //  //testMarker.yCoordinate = 0f;
            //  //testMarker.zCoordinate = -5f;

            //  //OpenGLMarker testOGLMarker = new OpenGLMarker(testMarker);
            //  //testOGLMarker.Draw();



            //  //if (m_drawAvatar)
            //  //{
            //  //    if (m_drawAvatar3D)// When using the 3D avatar
            //  //    {
            //  //        avatar3D.Draw(m_trackableList, m_jointList);
            //  //    }
            //  //    else // When using the standard avatar
            //  //        avatar.Draw();
            //  //}

            //  ////Move camera in preparation for drawing all world objects
            //  ////Gl.glRotatef(-avatar.RotationAngle, 0.0f, 1.0f, 0.0f);

            //  ////Draw collision models if set
            //  //if (m_drawCollisionModels)
            //  //{
            //  //    if (m_drawAvatar3D) // When using the 3D avatar
            //  //    {
            //  //        foreach (BoundingBox collisionModel in avatar3D.CollisionModel)
            //  //        {
            //  //            collisionModel.Draw();
            //  //        }
            //  //    }
            //  //    else // When using the standard avatar
            //  //    {
            //  //        //avatar.CollisionModel.Draw();
            //  //        if (StroMoHab_Objects.Objects.FilteredMarkerList.listOfMarkers.Count != 0)
            //  //        {
            //  //            avatar.leftFoot.CollisionModel.Draw();
            //  //        }
            //  //    }

            //  //}
            //  //Gl.glTranslatef(avatar.X, avatar.Y, -avatar.Z);

            //  //Create temporary list to allow modification of master list during drawing.
            List <OpenGlObject> tempList = new List <OpenGlObject>(_remoteDrawingList.ObjectsToDraw);



            //  //Draw all objects in temporary list
            //foreach (OpenGlObject currentObject in tempList)
            //{
            //    currentObject.Draw();
            //    currentObject.Move();
            //    //currentObject.RotateX(1.0f);

            //    if (m_drawCollisionModels)
            //    {
            //        currentObject.CollisionModel.Draw();
            //    }

            //    if (m_drawAvatar3D) // When using the 3D avatar
            //    {

            //        bool collisionOccured = false;
            //        foreach (BoundingBox collisionModel in avatar3D.CollisionModel)
            //        {
            //            bool collision = Collisions.HaveCollided(currentObject.CollisionModel, collisionModel, -avatar.X, avatar.Y, avatar.Z);
            //            if (collision)
            //            {
            //                collisionOccured = true;
            //                break; // If one collision has occured then don't need to check other models.
            //            }
            //        }
            //        if (collisionOccured)
            //        {
            //            //System.Diagnostics.Debug.WriteLine("OBJECT COLLISION!");
            //            currentObject.Velocity.Y = 0.005f;
            //        }
            //    }
            //    else // When using the standard avatar
            //    {
            //        //Test for collisions
            //        if ((StroMoHab_Objects.Objects.FilteredMarkerList.listOfMarkers.Count == 2) && (m_useTrackables == false))
            //        {
            //            bool CollisionOne = Collisions.HaveCollided(currentObject.CollisionModel, avatar.leftFoot.CollisionModel, -avatar.X, avatar.Y, avatar.Z);
            //            bool CollisionTwo = Collisions.HaveCollided(currentObject.CollisionModel, avatar.rightFoot.CollisionModel, -avatar.X, avatar.Y, avatar.Z);

            //            if (CollisionOne || CollisionTwo)
            //            {
            //                // System.Diagnostics.Debug.WriteLine("OBJECT COLLISION!");
            //                currentObject.Velocity.Y = 0.005f;
            //            }
            //        }
            //    }
            //    if (currentObject is CompoundOpenGlObject)
            //    {
            //        foreach (BoundingBox collisionModel in ((CompoundOpenGlObject)currentObject).CollisionModel)
            //        {
            //            //Draw collision models if flag set
            //            if (m_drawCollisionModels)
            //            {
            //                collisionModel.Draw();
            //            }

            //            //Test for collisions
            //            //if (Stromohab_MCE.FilteredMarkerList.listOfMarkers.Count != 0)
            //            //{
            //            //    bool collision = Collisions.HaveCollided(collisionModel, avatar.leftFoot.CollisionModel, -avatar.X, avatar.Y, avatar.Z);
            //            //    if (collision == true)
            //            //    {
            //            //        //System.Diagnostics.Debug.WriteLine("COLLISION!");
            //            //        avatar.Velocity.X = -avatar.Velocity.X * 10.0f;
            //            //        avatar.Velocity.Y = -avatar.Velocity.Y;
            //            //        //avatar.Velocity = new Vector3f(0.0f, 0.0f, 0.0f);
            //            //    }
            //            //    else
            //            //    {
            //            //        //System.Diagnostics.Debug.WriteLine("NO COLLISION");
            //            //    }
            //            //}

            //        }
            //    }

            //}


            //Update Game Logic
            avatar.Move();

            //avatar.RotateY(1.0f);
        }