Пример #1
0
        /// <summary>
        /// Check if this Object3 has a given mesh.
        /// </summary>
        /// <param name="meshName">The name of the mesh</param>
        /// <returns>True if the mesh exists, false otherwise.</returns>
        private bool MeshExists(string meshName)
        {
            ModelBoneCollection.Enumerator collection = this.model.Bones.GetEnumerator();

            while (collection.MoveNext())
            {
                if (collection.Current.Name.Equals(meshName))
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #2
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="_model">Projectile model</param>
        /// <param name="_position">Position of the missile</param>
        /// <param name="_angle">Angle at which the missile will be fired</param>
        /// <param name="_velocity">Velocity of the missile</param>
        /// <param name="_alive">Alive</param>
        /// <param name="_firedBy">Who fired the missile</param>
        public Projectile(Vector3 _position, VTankObject.Point target, double _angle, double _velocity,
                          float _alive, PlayerTank _firedBy, ProjectileData projectileData)
        {
            this.data     = projectileData;
            this.position = _position;

            position                   = _position + Vector3.UnitZ;;
            base.ZRotation             = (float)_angle;
            velocity                   = (float)_velocity;
            timeAlive                  = _alive;
            elapsed                    = 0;
            this.boundingSphere.Radius = projectileData.CollisionRadius;
            SetBoundingSpherePosition();
            owner    = _firedBy;
            RenderID = -1;
            ID       = projectileData.ID;
            origin   = position;

            if (_firedBy.Weapon.HasFiringArc)
            {
                this.usingLaunchAngle = true;

                float swivelAngle = ZRotation;
                float tiltAngle   = _firedBy.Weapon.LaunchAngle;

                float projection = DEFAULT_CANNON_LENGTH * (float)Math.Cos(tiltAngle);
                float tipX       = -projection * (float)Math.Cos(swivelAngle);
                float tipY       = -projection * (float)Math.Sin(swivelAngle);
                float tipZ       = Math.Abs(DEFAULT_CANNON_LENGTH * (float)Math.Sin(swivelAngle));
                tip = new float[] { tipX, tipY, tipZ };

                Vector3 newPosition = position + new Vector3(tipX, tipY, tipZ);
                // Calculate initial velocity based on the distance we travel.
                float distance = (float)Math.Sqrt(
                    Math.Pow(target.x - newPosition.X, 2) +
                    Math.Pow(target.y - newPosition.Y, 2));
                float maxDistance = (int)projectileData.Range;
                if (distance > maxDistance)
                {
                    distance = maxDistance;
                }

                // TODO: This is a temporary work-around until we figure out what velocity component
                // is missing from the formula.
                float offset = 1.1f;
                if (tiltAngle > MathHelper.ToRadians(45.0f))
                {
                    offset = 1.6f;
                }

                float V  = (float)Math.Sqrt(-gravity * distance * offset);
                float Vx = -V * (float)(Math.Cos(tiltAngle) * Math.Cos(swivelAngle));
                float Vy = -V * (float)(Math.Cos(tiltAngle) * Math.Sin(swivelAngle));
                float Vz = V * (float)Math.Sin(tiltAngle);

                componentVelocity = new float[] { Vx, Vy, Vz };
                elapsedDelta      = 0f;

                /*this.verticalVelocity = this.FindVerticalVelocity(_firedBy.Weapon.LaunchAngle, velocity);
                 * float flightTime = this.FindFlightTime(verticalVelocity, gravity);
                 * float horizontalVelocity = this.FindHorizontalVelocity(
                 *  distance,
                 *  flightTime);
                 * velocity = horizontalVelocity;*/
            }

            Object3 turret = owner.Turret;

            ModelBoneCollection.Enumerator collection = turret.Model.Bones.GetEnumerator();
            List <ModelBone> emitters = new List <ModelBone>();

            while (collection.MoveNext())
            {
                if (collection.Current.Name.StartsWith("Emitter"))
                {
                    emitters.Add(collection.Current);
                }
            }

            if (emitters.Count == 0)
            {
                ServiceManager.Game.Console.DebugPrint(
                    "Warning: Can't attach to owner tank, no emitter exists.");
            }
            else
            {
                int emitter = _firedBy.Weapon.GetNextEmitterIndex();
                this.Attach(turret, emitters[emitter].Name);

                this.MimicRotation(turret);
                this.Unattach();
                Vector3 forward = emitters[emitter].Transform.Forward;
                forward.Z = Math.Abs(forward.Z);
                //position *= forward;
            }

            if (!String.IsNullOrEmpty(projectileData.Model))
            {
                model = new Object3(ServiceManager.Resources.GetModel("projectiles\\" + projectileData.Model), position);
                model.MimicPosition(this, Vector3.Zero);
                model.MimicRotation(this);
                modelRenderID = ServiceManager.Scene.Add(model, 3);
            }
            else
            {
                model = null;
            }

            if (!String.IsNullOrEmpty(projectileData.ParticleEffect) && projectileData.Model == null)
            {
                ParticleEmitter.MimicPosition(this, Vector3.Zero);
                ParticleEmitter.MimicRotation(this);
                particleEmitterRenderID = ServiceManager.Scene.Add(ParticleEmitter, 3);
            }
            else if (!String.IsNullOrEmpty(projectileData.ParticleEffect))
            {
                ParticleEmitter = new ParticleEmitter(projectileData.ParticleEffect, this.Position);
                this.particleEmitterRenderID = ServiceManager.Scene.Add(ParticleEmitter, 3);
                ParticleEmitter.Follow(this);
            }
        }