Пример #1
0
        protected virtual void startUsing()
        {
            //weaponModel.ModelMatrix = Matrix4.Mult(spawOffset, Matrix4.Invert(parent.viewInfo.modelviewMatrix));

            weaponModel.Position    = GenericMethods.Mult(new Vector4(0.3f, -0.7f, -0.7f, 1f), Matrix4.Invert(parent.viewInfo.modelviewMatrix)).Xyz;
            weaponModel.Orientation = Matrix4.Mult(weaponRMat, GenericMethods.MatrixFromVector(PointingDirection));
        }
Пример #2
0
        public override void update()
        {
            base.update();

            if (Parent.tool == this)
            {
                RigidBody body; JVector normal; float frac;

                bool result = Scene.world.CollisionSystem.Raycast(GenericMethods.FromOpenTKVector(Position), GenericMethods.FromOpenTKVector(PointingDirection),
                                                                  raycastCallback, out body, out normal, out frac);

                Vector3 hitCoords = Position + PointingDirection * frac;

                if (result && ghost != null)
                {
                    float smoothness = 0.9f;

                    //Matrix4 newOri = Matrix4.Mult(Matrix4.CreateRotationX((float)Math.PI / 2), Conversion.MatrixFromVector(normal));
                    Matrix4 newOri = GenericMethods.MatrixFromVector(normal);
                    Vector3 newPos = hitCoords;

                    ghost.Position = smoothness * ghost.Position + (1 - smoothness) * newPos;
                    //ghost.updateModelMatrix();
                }

                ghost.isVisible = true;
            }
            else
            {
                ghost.isVisible = false;
            }
        }
Пример #3
0
        public override void update()
        {
            if (parent.tool == this)
            {
                iconPos    = new Vector2(-0.8f, 0.8f - slot * iconDist);
                icon.Color = new Vector4(0.8f, 0.3f, 0.8f, 1.0f);
                Position   = parent.Position;

                //weaponModel.updateModelMatrix();

                //weaponModel.ModelMatrix = Matrix4.Invert(parent.viewInfo.modelviewMatrix);
                weaponModel.isVisible = true;
                PointingDirection     = parent.PointingDirection;

                /*
                 * weaponModel.Position = position +
                 *  parent.viewInfo.pointingDirection * 0.7f +
                 *  parent.viewInfo.pointingDirectionUp * 0.3f +
                 *  parent.viewInfo.pointingDirectionRight * -0.3f;
                 */

                Vector3 newPos = GenericMethods.Mult(new Vector4(0.3f, -0.3f, -0.7f, 1f), Matrix4.Invert(parent.viewInfo.modelviewMatrix)).Xyz;
                Matrix4 newOri = Matrix4.Mult(weaponRMat, GenericMethods.MatrixFromVector(PointingDirection));

                float smoothness = 0.5f;

                weaponModel.Position    = weaponModel.Position * smoothness + newPos * (1 - smoothness);
                weaponModel.Orientation = GenericMethods.BlendMatrix(weaponModel.Orientation, newOri, smoothness);

                if (!wasActive)
                {
                    startUsing();
                }

                if (gameInput != null)
                {
                    //rotation
                    rotate();

                    //move
                    move();

                    // fire player fire
                    bool K = gameInput.mouse[MouseButton.Left];
                    if (K && !prevK && wasActive)
                    {
                        fireDown();
                    }
                    else if (!K && prevK)
                    {
                        fireUp();
                    }
                    prevK = K;

                    // fire player interact
                    bool E = gameInput.keyboard[Key.E];
                    if (E && !prevE)
                    {
                        interactDown();
                    }
                    else if (!E && prevE)
                    {
                        interactUp();
                    }
                    prevE = E;
                }

                wasActive = true;
                updateChilds();
            }
            else
            {
                iconPos    = new Vector2(-0.85f, 0.8f - slot * iconDist);
                icon.Color = new Vector4(0.1f, 0.12f, 0.2f, 1.0f);

                weaponModel.isVisible = false;
                wasActive             = false;
            }

            smoothIconPos = smoothIconPos * iconWeight + iconPos * (1 - iconWeight);
            icon.Position = smoothIconPos;
        }