public void AddFace()
        {
            var face = new FaceNode(ARSCNFaceGeometry.Create(SCNView.Device));

            Faces.Add(face);

            SCNView.Scene.RootNode.Add(face);

            face.Position =
                SCNView.PointOfView.ConvertPositionToNode(new SCNVector3(0, 0, -1), SCNView.Scene.RootNode);

            var hover = 0.05f;

            face.RunAction(SCNAction.RepeatActionForever(
                               SCNAction.Sequence(new[] { SCNAction.MoveBy(0, hover, 0, 2).Ease(SCNActionTimingMode.EaseInEaseOut), SCNAction.MoveBy(0, -hover, 0, 2).Ease(SCNActionTimingMode.EaseInEaseOut) })));
        }
Пример #2
0
        public void CollectBanana(SCNNode banana)
        {
            // Flyoff the banana to the screen space position score label.
            // Don't increment score until the banana hits the score label.

            // ignore collisions
            banana.PhysicsBody = null;
            BananasCollected++;

            int    variance = 60;
            nfloat duration = 0.25f;

            nfloat apexY = worldSpaceLabelScorePosition.Y * 0.8f + (new Random().Next(0, variance) - variance / 2);

            worldSpaceLabelScorePosition.Z = banana.Position.Z;
            var apex = new SCNVector3(banana.Position.X + 10 + (new Random().Next(0, variance) - variance / 2), apexY, banana.Position.Z);

            SCNAction startFlyOff = SCNAction.MoveTo(apex, duration);

            startFlyOff.TimingMode = SCNActionTimingMode.EaseOut;

            SCNAction endFlyOff = SCNAction.CustomAction(duration, new SCNActionNodeWithElapsedTimeHandler((node, elapsedTime) => {
                nfloat t = elapsedTime / duration;
                var v    = new SCNVector3(
                    apex.X + ((worldSpaceLabelScorePosition.X - apex.X) * t),
                    apex.Y + ((worldSpaceLabelScorePosition.Y - apex.Y) * t),
                    apex.X + ((worldSpaceLabelScorePosition.Z - apex.Z) * t));
                node.Position = v;
            }));

            endFlyOff.TimingMode = SCNActionTimingMode.EaseInEaseOut;
            SCNAction flyoffSequence = SCNAction.Sequence(new SCNAction[] { startFlyOff, endFlyOff });

            banana.RunAction(flyoffSequence, () => {
                Bananas.Remove(banana);
                banana.RemoveFromParentNode();
                // Add to score.
                Score++;
                GameSimulation.Sim.PlaySound("deposit.caf");

                // Game Over
                if (Bananas.Count == 0)
                {
                    DoGameOver();
                }
            });
        }
Пример #3
0
        private void PerformCloseAnimation(bool flash = false)
        {
            if (this.isBorderOpen && !this.isAnimating)
            {
                this.isBorderOpen = false;
                this.isAnimating  = true;

                this.borderNode.RemoveAction("pulse");
                this.borderNode.Opacity = 1f;

                // Close animation
                SCNTransaction.Begin();
                SCNTransaction.AnimationDuration       = GameBoard.AnimationDuration / 2f;
                SCNTransaction.AnimationTimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseOut);

                this.borderNode.Opacity = 0.99f;
                SCNTransaction.SetCompletionBlock(() =>
                {
                    SCNTransaction.Begin();
                    SCNTransaction.AnimationDuration       = GameBoard.AnimationDuration / 2f;
                    SCNTransaction.AnimationTimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseOut);

                    foreach (var segment in this.borderSegments)
                    {
                        segment.Close();
                    }

                    SCNTransaction.SetCompletionBlock(() =>
                    {
                        this.isAnimating = false;
                    });

                    SCNTransaction.Commit();
                });

                SCNTransaction.Commit();

                if (flash)
                {
                    var waitAction    = SCNAction.Wait(GameBoard.AnimationDuration * 0.75f);
                    var fadeInAction  = SCNAction.FadeOpacityTo(0.6f, GameBoard.AnimationDuration * 0.125f);
                    var fadeOutAction = SCNAction.FadeOpacityTo(0f, GameBoard.AnimationDuration * 0.125f);
                    this.FillPlane.RunAction(SCNAction.Sequence(new SCNAction[] { waitAction, fadeOutAction, fadeInAction }));
                }
            }
        }
Пример #4
0
        public void WasTouchedByEnemy()
        {
            var time = DateTime.UtcNow.Ticks;

            if (time > this.lastHitTime + 1d)
            {
                this.lastHitTime = time;
                this.model.RunAction(SCNAction.Sequence(new SCNAction[]
                {
                    SCNAction.PlayAudioSource(this.hitSound, false),
                    SCNAction.RepeatAction(SCNAction.Sequence(new SCNAction[]
                    {
                        SCNAction.FadeOpacityTo(0.01f, 0.1f),
                        SCNAction.FadeOpacityTo(1f, 0.1f)
                    }), 4)
                }));
            }
        }
Пример #5
0
        void CollectPearl(SCNNode node)
        {
            if (node.ParentNode == null)
            {
                return;
            }

            SCNNode soundEmitter = SCNNode.Create();

            soundEmitter.Position = node.Position;
            node.ParentNode.AddChildNode(soundEmitter);
            soundEmitter.RunAction(SCNAction.Sequence(new [] {
                SCNAction.PlayAudioSource(collectPearlSound, true),
                SCNAction.RemoveFromParentNode()
            }));

            node.RemoveFromParentNode();
            GameView.DidCollectAPearl();
        }
Пример #6
0
        void WasHit()
        {
            if (isInvincible)
            {
                return;
            }

            isInvincible = true;
            Character.Hit();

            Character.Node.RunAction(SCNAction.Sequence(new [] {
                SCNAction.PlayAudioSource(hitSound, false),
                SCNAction.RepeatAction(SCNAction.Sequence(new [] {
                    SCNAction.FadeOpacityTo(.01f, 0.1),
                    SCNAction.FadeOpacityTo(1f, 0.1)
                }), 7),
                SCNAction.Run(_ => isInvincible = false)
            }));
        }
Пример #7
0
        private void Explosion(SCNVector3 center, List <SCNNode> nodes)
        {
            foreach (var node in nodes)
            {
                var position = node.PresentationNode.Position;
                var dir      = SCNVector3.Subtract(position, center);

                var force    = (nfloat)25.0f;
                var distance = dir.Length;

                dir = SCNVector3.Multiply(dir, force / NMath.Max(0.01f, distance));

                node.PhysicsBody.ApplyForce(dir, new SCNVector3(RandFloat(-0.2, 0.2), RandFloat(-0.2, 0.2), RandFloat(-0.2, 0.2)), true);

                node.RunAction(SCNAction.Sequence(new SCNAction[] {
                    SCNAction.Wait(2),
                    SCNAction.FadeOut(0.5f),
                    SCNAction.RemoveFromParentNode()
                }));
            }
        }
Пример #8
0
        public override void OnNodeAddedForAnchor(ISCNSceneRenderer renderer, SCNNode node, ARAnchor anchor)
        {
            base.OnNodeAddedForAnchor(renderer, node, anchor);

            var imageAnchor = anchor as ARImageAnchor;

            if (imageAnchor == null)
            {
                return;
            }

            SoundManager.PlaySound("camera");

            var anchorTransform = imageAnchor.Transform;

            var referenceImage = imageAnchor.ReferenceImage;
            var item           = ReferenceLookup[referenceImage];
            var next           = GetNodeForItem(item.ItemData);

            next.Position    = new SCNVector3(anchorTransform.Column3.X, anchorTransform.Column3.Y + 0.05f, anchorTransform.Column3.Z);
            NodeLookup[next] = item;

            var hoverDistance = .025f;
            var hoverDuration = 2;
            var up            = SCNAction.MoveBy(0, hoverDistance, 0, hoverDuration);
            var down          = SCNAction.MoveBy(0, -hoverDistance, 0, hoverDuration);
            var seq           = SCNAction.Sequence(new[] { up, down });

            seq.TimingMode = SCNActionTimingMode.EaseInEaseOut;

            var hover = SCNAction.RepeatActionForever(seq);

            next.RunAction(hover);

            SCNView.Scene.RootNode.AddChildNode(next);
        }
Пример #9
0
        public void Update(double time, ISCNSceneRenderer renderer)
        {
            this.frameCounter += 1;

            if (this.shouldResetCharacterPosition)
            {
                this.shouldResetCharacterPosition = false;
                this.ResetCharacterPosition();
            }
            else
            {
                var characterVelocity = SCNVector3.Zero;

                // setup
                var groundMove = SCNVector3.Zero;

                // did the ground moved?
                if (this.groundNode != null)
                {
                    var groundPosition = groundNode.WorldPosition;
                    groundMove = groundPosition - this.groundNodeLastPosition;
                }

                characterVelocity = new SCNVector3(groundMove.X, 0, groundMove.Z);

                var direction = this.CharacterDirection(renderer.PointOfView);

                if (this.previousUpdateTime == 0d)
                {
                    this.previousUpdateTime = time;
                }

                var deltaTime         = time - previousUpdateTime;
                var characterSpeed    = (nfloat)deltaTime * Character.SpeedFactor * this.WalkSpeed;
                var virtualFrameCount = (int)(deltaTime / (1d / 60d));
                this.previousUpdateTime = time;

                // move
                if (!direction.AllZero())
                {
                    characterVelocity = direction * (float)characterSpeed;
                    var runModifier = 1f;

#if __OSX__
                    // TODO: UI thread exception
                    //if (AppKit.NSEvent.CurrentModifierFlags.HasFlag(AppKit.NSEventModifierMask.ShiftKeyMask))
                    //{
                    //   runModifier = 2f;
                    //}
#endif
                    this.WalkSpeed = (nfloat)(runModifier * direction.Length);

                    // move character
                    this.DirectionAngle = (nfloat)Math.Atan2(direction.X, direction.Z);

                    this.IsWalking = true;
                }
                else
                {
                    this.IsWalking = false;
                }

                // put the character on the ground
                var up        = new SCNVector3(0f, 1f, 0f);
                var wPosition = this.characterNode.WorldPosition;
                // gravity
                this.downwardAcceleration -= Character.Gravity;
                wPosition.Y += downwardAcceleration;
                var HIT_RANGE = 0.2f;
                var p0        = wPosition;
                var p1        = wPosition;
                p0.Y = wPosition.Y + up.Y * HIT_RANGE;
                p1.Y = wPosition.Y - up.Y * HIT_RANGE;

                var options = new NSMutableDictionary <NSString, NSObject>()
                {
                    { SCNHitTest.BackFaceCullingKey, NSObject.FromObject(false) },
                    { SCNHitTest.OptionCategoryBitMaskKey, NSNumber.FromFloat(Character.CollisionMeshBitMask) },
                    { SCNHitTest.IgnoreHiddenNodesKey, NSObject.FromObject(false) }
                };

                var hitFrom   = new SCNVector3(p0);
                var hitTo     = new SCNVector3(p1);
                var hitResult = renderer.Scene.RootNode.HitTest(hitFrom, hitTo, options).FirstOrDefault();

                var wasTouchingTheGroup = this.groundNode != null;
                this.groundNode = null;
                var touchesTheGround = false;
                var wasBurning       = this.IsBurning;

                var hit = hitResult;
                if (hit != null)
                {
                    var ground = new SCNVector3(hit.WorldCoordinates);
                    if (wPosition.Y <= ground.Y + Character.CollisionMargin)
                    {
                        wPosition.Y = ground.Y + Character.CollisionMargin;
                        if (this.downwardAcceleration < 0f)
                        {
                            this.downwardAcceleration = 0f;
                        }
                        this.groundNode  = hit.Node;
                        touchesTheGround = true;

                        //touching lava?
                        this.IsBurning = this.groundNode?.Name == "COLL_lava";
                    }
                }
                else
                {
                    if (wPosition.Y < Character.MinAltitude)
                    {
                        wPosition.Y = Character.MinAltitude;
                        //reset
                        this.QueueResetCharacterPosition();
                    }
                }

                this.groundNodeLastPosition = this.groundNode != null ? this.groundNode.WorldPosition : SCNVector3.Zero;

                //jump -------------------------------------------------------------
                if (this.jumpState == 0)
                {
                    if (this.IsJump && touchesTheGround)
                    {
                        this.downwardAcceleration += Character.JumpImpulse;
                        this.jumpState             = 1;

                        this.model.GetAnimationPlayer(new NSString("jump"))?.Play();
                    }
                }
                else
                {
                    if (this.jumpState == 1 && !this.IsJump)
                    {
                        this.jumpState = 2;
                    }

                    if (this.downwardAcceleration > 0f)
                    {
                        for (int i = 0; i < virtualFrameCount; i++)
                        {
                            downwardAcceleration *= this.jumpState == 1 ? 0.99f : 0.2f;
                        }
                    }

                    if (touchesTheGround)
                    {
                        if (!wasTouchingTheGroup)
                        {
                            this.model.GetAnimationPlayer(new NSString("jump"))?.StopWithBlendOutDuration(0.1);

                            // trigger jump particles if not touching lava
                            if (this.IsBurning)
                            {
                                this.model.FindChildNode("dustEmitter", true)?.AddParticleSystem(this.jumpDustParticle);
                            }
                            else
                            {
                                // jump in lava again
                                if (wasBurning)
                                {
                                    this.characterNode.RunAction(SCNAction.Sequence(new SCNAction[]
                                    {
                                        SCNAction.PlayAudioSource(this.catchFireSound, false),
                                        SCNAction.PlayAudioSource(this.ouchSound, false)
                                    }));
                                }
                            }
                        }

                        if (!this.IsJump)
                        {
                            this.jumpState = 0;
                        }
                    }
                }

                if (touchesTheGround && !wasTouchingTheGroup && !this.IsBurning && this.lastStepFrame < this.frameCounter - 10)
                {
                    // sound
                    this.lastStepFrame = frameCounter;
                    this.characterNode.RunAction(SCNAction.PlayAudioSource(this.steps[0], false));
                }

                if (wPosition.Y < this.characterNode.Position.Y)
                {
                    wPosition.Y = this.characterNode.Position.Y;
                }

                //------------------------------------------------------------------

                // progressively update the elevation node when we touch the ground
                if (touchesTheGround)
                {
                    this.targetAltitude = (float)wPosition.Y;
                }

                this.BaseAltitude *= 0.95f;
                this.BaseAltitude += this.targetAltitude * 0.05f;

                characterVelocity.Y += this.downwardAcceleration;
                if (characterVelocity.LengthSquared > 10E-4 * 10E-4)
                {
                    var startPosition = this.characterNode.PresentationNode.WorldPosition + this.collisionShapeOffsetFromModel;
                    this.SlideInWorld(startPosition, characterVelocity);
                }
            }
        }
Пример #10
0
        public override void PresentStep(int index, PresentationViewController presentationViewController)
        {
            switch (index)
            {
            case (int)ParticleSteps.Fire:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                TextManager.AddEmptyLine();
                TextManager.AddBulletAtLevel("Particle Image", 0);
                TextManager.AddBulletAtLevel("Color over life duration", 0);
                TextManager.AddBulletAtLevel("Size over life duration", 0);
                TextManager.AddBulletAtLevel("Several blend modes", 0);

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                var hole = SCNNode.Create();
                hole.Geometry = SCNTube.Create(1.7f, 1.9f, 1.5f);
                hole.Position = new SCNVector3(0, 0, HOLE_Z);
                hole.Scale    = new SCNVector3(1, 0, 1);

                GroundNode.AddChildNode(hole);

                SCNTransaction.Begin();
                SCNTransaction.AnimationDuration = 0.5f;

                hole.Scale = new SCNVector3(1, 1, 1);

                SCNTransaction.Commit();

                var ps = SCNParticleSystem.Create("fire", "Particles");
                hole.AddParticleSystem(ps);

                Hole = hole;
                break;

            case (int)ParticleSteps.FireScreen:
                ps           = Hole.ParticleSystems [0];
                ps.BlendMode = SCNParticleBlendMode.Screen;
                break;

            case (int)ParticleSteps.Local:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                TextManager.AddBulletAtLevel("Local vs Global", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                Hole.RemoveAllParticleSystems();
                Hole2          = Hole.Clone();
                Hole2.Geometry = (SCNGeometry)Hole.Geometry.Copy();
                Hole2.Position = new SCNVector3(0, -2, HOLE_Z - 4);
                GroundNode.AddChildNode(Hole2);
                SCNTransaction.Begin();
                SCNTransaction.AnimationDuration = 0.5;
                Hole2.Position = new SCNVector3(0, 0, HOLE_Z - 4);
                SCNTransaction.Commit();

                ps = SCNParticleSystem.Create("reactor", "Particles");
                ps.ParticleColorVariation = new SCNVector4(0, 0, 0.5f, 0);
                Hole.AddParticleSystem(ps);

                var localPs = (SCNParticleSystem)ps.Copy();
                localPs.ParticleImage = ps.ParticleImage;
                localPs.Local         = true;
                Hole2.AddParticleSystem(localPs);

                var animation = CABasicAnimation.FromKeyPath("position");
                animation.From           = NSValue.FromVector(new SCNVector3(7, 0, HOLE_Z));
                animation.To             = NSValue.FromVector(new SCNVector3(-7, 0, HOLE_Z));
                animation.BeginTime      = CAAnimation.CurrentMediaTime() + 0.75;
                animation.Duration       = 8;
                animation.AutoReverses   = true;
                animation.RepeatCount    = float.MaxValue;
                animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
                animation.TimeOffset     = animation.Duration / 2;
                Hole.AddAnimation(animation, new NSString("animateHole"));

                animation                = CABasicAnimation.FromKeyPath("position");
                animation.From           = NSValue.FromVector(new SCNVector3(-7, 0, HOLE_Z - 4));
                animation.To             = NSValue.FromVector(new SCNVector3(7, 0, HOLE_Z - 4));
                animation.BeginTime      = CAAnimation.CurrentMediaTime() + 0.75;
                animation.Duration       = 8;
                animation.AutoReverses   = true;
                animation.RepeatCount    = float.MaxValue;
                animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
                animation.TimeOffset     = animation.Duration / 2;
                Hole2.AddAnimation(animation, new NSString("animateHole"));
                break;

            case (int)ParticleSteps.Gravity:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                TextManager.AddBulletAtLevel("Affected by gravity", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                Hole2.RemoveAllParticleSystems();
                Hole2.RunAction(SCNAction.Sequence(new SCNAction[] {
                    SCNAction.ScaleTo(0, 0.5),
                    SCNAction.RemoveFromParentNode()
                }));
                Hole.RemoveAllParticleSystems();
                Hole.RemoveAnimation(new NSString("animateHole"), 0.5f);

                SCNTransaction.Begin();
                SCNTransaction.AnimationDuration = 0.5;

                var tube = (SCNTube)Hole.Geometry;
                tube.InnerRadius = 0.3f;
                tube.OuterRadius = 0.4f;
                tube.Height      = 1.0f;

                SCNTransaction.Commit();

                ps = SCNParticleSystem.Create("sparks", "Particles");
                Hole.RemoveAllParticleSystems();
                Hole.AddParticleSystem(ps);

                foreach (var child in ((SCNView)presentationViewController.View).Scene.RootNode.ChildNodes)
                {
                    if (child.Geometry != null)
                    {
                        if (child.Geometry.GetType() == typeof(SCNFloor))
                        {
                            FloorNode = child;
                        }
                    }
                }

                /*FloorNode = ((SCNView)presentationViewController.View).Scene.RootNode.FindNodes ((SCNNode child, out bool stop) => {
                 *      stop = false;
                 *      if (child.Geometry != null)
                 *              stop = (child.Geometry.GetType () == typeof(SCNFloor));
                 *      return stop;
                 * });*/

                /*FloorNode = [presentationViewController.view.scene.rootNode childNodesPassingTest:^BOOL(SCNNode *child, BOOL *stop) {
                 *      return [child.geometry isKindOfClass:[SCNFloor class]];
                 * }][0];*/

                ps.ColliderNodes = new SCNNode[] { FloorNode };

                break;

            case (int)ParticleSteps.Collider:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                TextManager.AddBulletAtLevel("Affected by colliders", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                var boxNode = SCNNode.Create();
                boxNode.Geometry = SCNBox.Create(5, 0.2f, 5, 0);
                boxNode.Position = new SCNVector3(0, 7, HOLE_Z);
                boxNode.Geometry.FirstMaterial.Emission.Contents = NSColor.DarkGray;

                GroundNode.AddChildNode(boxNode);

                ps = Hole.ParticleSystems [0];
                ps.ColliderNodes = new SCNNode[] { FloorNode, boxNode };

                animation                = CABasicAnimation.FromKeyPath("eulerAngles");
                animation.From           = NSValue.FromVector(new SCNVector3(0, 0, NMath.PI / 4 * 1.7f));
                animation.To             = NSValue.FromVector(new SCNVector3(0, 0, -NMath.PI / 4 * 1.7f));
                animation.BeginTime      = CAAnimation.CurrentMediaTime() + 0.5;
                animation.Duration       = 2;
                animation.AutoReverses   = true;
                animation.RepeatCount    = float.MaxValue;
                animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
                animation.TimeOffset     = animation.Duration / 2;
                boxNode.AddAnimation(animation, new NSString("animateHole"));

                BoxNode = boxNode;
                break;

            case (int)ParticleSteps.Fields:
                Hole.RemoveAllParticleSystems();

                Hole.RunAction(SCNAction.Sequence(new SCNAction[] {
                    SCNAction.ScaleTo(0, 0.75),
                    SCNAction.RemoveFromParentNode()
                }));

                BoxNode.RunAction(SCNAction.Sequence(new SCNAction[] {
                    SCNAction.MoveBy(0, 15, 0, 1.0),
                    SCNAction.RemoveFromParentNode()
                }));

                var particleHolder = SCNNode.Create();
                particleHolder.Position = new SCNVector3(0, 20, HOLE_Z);
                GroundNode.AddChildNode(particleHolder);

                ParticleHolder = particleHolder;

                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.AddBulletAtLevel("Affected by physics fields", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                ps = SCNParticleSystem.Create("snow", "Particles");
                ps.AffectedByPhysicsFields = true;
                ParticleHolder.AddParticleSystem(ps);
                Snow = ps;

                //physics field
                var field = SCNPhysicsField.CreateTurbulenceField(50, 1);
                field.HalfExtent = new SCNVector3(20, 20, 20);
                field.Strength   = 4.0f;

                var fieldOwner = SCNNode.Create();
                fieldOwner.Position = new SCNVector3(0, 5, HOLE_Z);

                GroundNode.AddChildNode(fieldOwner);
                fieldOwner.PhysicsField = field;
                FieldOwner = fieldOwner;

                ps.ColliderNodes = new SCNNode[] { FloorNode };
                break;

            case (int)ParticleSteps.FieldsVortex:
                VortexFieldOwner          = SCNNode.Create();
                VortexFieldOwner.Position = new SCNVector3(0, 5, HOLE_Z);

                GroundNode.AddChildNode(VortexFieldOwner);

                //tornado
                var worldOrigin = new SCNVector3(FieldOwner.WorldTransform.M41, FieldOwner.WorldTransform.M42, FieldOwner.WorldTransform.M43);
                var worldAxis   = new SCNVector3(0, 1, 0);

                var vortex = SCNPhysicsField.CustomField((SCNVector3 position, SCNVector3 velocity, float mass, float charge, double timeInSeconds) => {
                    var l        = new SCNVector3();
                    l.X          = worldOrigin.X - position.X;
                    l.Z          = worldOrigin.Z - position.Z;
                    SCNVector3 t = Cross(worldAxis, l);
                    var d2       = (l.X * l.X + l.Z * l.Z);
                    var vs       = (nfloat)(VS / Math.Sqrt(d2));
                    var fy       = (nfloat)(1.0 - (Math.Min(1.0, (position.Y / 15.0))));
                    return(new SCNVector3(t.X * vs + l.X * (nfloat)VW * fy, 0, t.Z * vs + l.Z * (nfloat)VW * fy));
                });
                vortex.HalfExtent             = new SCNVector3(100, 100, 100);
                VortexFieldOwner.PhysicsField = vortex;
                break;

            case (int)ParticleSteps.SubSystems:
                FieldOwner.RemoveFromParentNode();
                ParticleHolder.RemoveAllParticleSystems();
                Snow.DampingFactor = -1;

                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.AddBulletAtLevel("Sub-particle system on collision", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                ps = SCNParticleSystem.Create("rain", "Particles");
                var pss = SCNParticleSystem.Create("plok", "Particles");
                pss.IdleDuration = 0;
                pss.Loops        = false;

                ps.SystemSpawnedOnCollision = pss;

                ParticleHolder.AddParticleSystem(ps);
                ps.ColliderNodes = new SCNNode[] { FloorNode };
                break;

            case (int)ParticleSteps.Confetti:
                ParticleHolder.RemoveAllParticleSystems();

                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.AddBulletAtLevel("Custom blocks", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                ps = SCNParticleSystem.Create();
                ps.EmitterShape                     = SCNBox.Create(20, 9, 5, 0);
                ps.BirthRate                        = 100;
                ps.ParticleLifeSpan                 = 10;
                ps.ParticleLifeSpanVariation        = 0;
                ps.SpreadingAngle                   = 20;
                ps.ParticleSize                     = 0.25f;
                ps.ParticleVelocity                 = 10;
                ps.ParticleVelocityVariation        = 19;
                ps.BirthDirection                   = SCNParticleBirthDirection.Constant;
                ps.EmittingDirection                = new SCNVector3(0, -1, 0);
                ps.BirthLocation                    = SCNParticleBirthLocation.Volume;
                ps.ParticleImage                    = new NSImage(NSBundle.MainBundle.PathForResource("Particles/confetti", "png"));
                ps.LightingEnabled                  = true;
                ps.OrientationMode                  = SCNParticleOrientationMode.Free;
                ps.SortingMode                      = SCNParticleSortingMode.Distance;
                ps.ParticleAngleVariation           = 180;
                ps.ParticleAngularVelocity          = 200;
                ps.ParticleAngularVelocityVariation = 400;
                ps.ParticleColor                    = NSColor.Green;
                ps.ParticleColorVariation           = new SCNVector4(0.2f, 0.1f, 0.1f, 0);
                ps.ParticleBounce                   = 0;
                ps.ParticleFriction                 = 0.6f;
                ps.ColliderNodes                    = new SCNNode[] { FloorNode };
                ps.BlendMode                        = SCNParticleBlendMode.Alpha;

                var floatAnimation = CAKeyFrameAnimation.FromKeyPath("");
                floatAnimation.Values   = new NSNumber[] { 1, 1, 0 };
                floatAnimation.KeyTimes = new NSNumber[] { 0, 0.9f, 1 };
                floatAnimation.Duration = 1.0f;
                floatAnimation.Additive = false;

                //ps.PropertyControllers = @{ SCNParticlePropertyOpacity: [SCNParticlePropertyController controllerWithAnimation:floatAnimation] };
                //ps.HandleEvent (SCNParticleEvent.Birth,

                /*[ps handleEvent:SCNParticleEventBirth forProperties:@[SCNParticlePropertyColor] withBlock:^(void **data, size_t *dataStride, uint32_t *indices , NSInteger count) {
                 *
                 *      for (int i = 0; i < count; ++i) {
                 *              var col = (float *)((char *)data[0] + dataStride[0] * i);
                 *              if (rand() & 0x1) { // swith green for red
                 *                      col[0] = col[1];
                 *                      col[1] = 0;
                 *              }
                 *
                 *      }
                 * }];*/

                /*[ps handleEvent:SCNParticleEventCollision forProperties:@[SCNParticlePropertyAngle, SCNParticlePropertyRotationAxis, SCNParticlePropertyAngularVelocity, SCNParticlePropertyVelocity, SCNParticlePropertyContactNormal] withBlock:^(void **data, size_t *dataStride, uint32_t *indices , NSInteger count) {
                 *
                 *      for (NSInteger i = 0; i < count; ++i) {
                 *              // fix orientation
                 *              float *angle = (float *)((char *)data[0] + dataStride[0] * indices[i]);
                 *              float *axis = (float *)((char *)data[1] + dataStride[1] * indices[i]);
                 *
                 *              float *colNrm = (float *)((char *)data[4] + dataStride[4] * indices[i]);
                 *              SCNVector3 collisionNormal = {colNrm[0], colNrm[1], colNrm[2]};
                 *              SCNVector3 cp = SCNVector3CrossProduct(collisionNormal, SCNVector3Make(0, 0, 1));
                 *              CGFloat cpLen = SCNVector3Length(cp);
                 *              angle[0] = asin(cpLen);
                 *
                 *              axis[0] = cp.x / cpLen;
                 *              axis[1] = cp.y / cpLen;
                 *              axis[2] = cp.z / cpLen;
                 *
                 *              // kill angular rotation
                 *              float *angVel = (float *)((char *)data[2] + dataStride[2] * indices[i]);
                 *              angVel[0] = 0;
                 *
                 *              if (colNrm[1] > 0.4) {
                 *                      float *vel = (float *)((char *)data[3] + dataStride[3] * indices[i]);
                 *                      vel[0] = 0;
                 *                      vel[1] = 0;
                 *                      vel[2] = 0;
                 *              }
                 *      }
                 * }];*/

                ParticleHolder.AddParticleSystem(ps);
                break;

            case (int)ParticleSteps.EmitterCube:
                ParticleHolder.RemoveAllParticleSystems();

                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.AddBulletAtLevel("Emitter shape", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);

                ParticleHolder.RemoveFromParentNode();

                ps       = SCNParticleSystem.Create("emitters", "Particles");
                ps.Local = true;
                ParticleHolder.AddParticleSystem(ps);

                var node = SCNNode.Create();
                node.Position = new SCNVector3(3, 6, HOLE_Z);
                node.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(NMath.PI * 2, new SCNVector3(0.3f, 1, 0), 8)));
                GroundNode.AddChildNode(node);
                Bokeh = ps;

                node.AddParticleSystem(ps);
                break;

            case (int)ParticleSteps.EmitterSphere:
                Bokeh.EmitterShape = SCNSphere.Create(5);
                break;

            case (int)ParticleSteps.EmitterTorus:
                Bokeh.EmitterShape = SCNTorus.Create(5, 1);
                break;
            }
        }
Пример #11
0
        public override void PresentStep(int index, PresentationViewController presentationViewController)
        {
            // Animate by default
            SCNTransaction.Begin();
            SCNTransaction.AnimationDuration = 0;

            switch (index)
            {
            case 0:
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                break;

            case 1:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.AddEmptyLine();
                TextManager.AddCode("#// Rotate forever\n"
                                    + "[aNode #runAction:#\n"
                                    + "  [SCNAction repeatActionForever:\n"
                                    + "  [SCNAction rotateByX:0 y:M_PI*2 z:0 duration:5.0]]];#");

                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;

            case 2:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Code);

                TextManager.AddBulletAtLevel("Move", 0);
                TextManager.AddBulletAtLevel("Rotate", 0);
                TextManager.AddBulletAtLevel("Scale", 0);
                TextManager.AddBulletAtLevel("Opacity", 0);
                TextManager.AddBulletAtLevel("Remove", 0);
                TextManager.AddBulletAtLevel("Wait", 0);
                TextManager.AddBulletAtLevel("Custom block", 0);

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                break;

            case 3:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.AddEmptyLine();
                TextManager.AddBulletAtLevel("Directly targets the render tree", 0);
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                break;

            case 4:
                TextManager.AddBulletAtLevel("node.position / node.presentationNode.position", 0);

                //labels
                var label1 = TextManager.AddTextAtLevel("Action", 0);
                label1.Position = new SCNVector3(-15, 3, 0);
                var label2 = TextManager.AddTextAtLevel("Animation", 0);
                label2.Position = new SCNVector3(-15, -2, 0);

                //animation
                var animNode = SCNNode.Create();
                var cubeSize = 4.0f;
                animNode.Position = new SCNVector3(-5, cubeSize / 2, 0);

                var cube = SCNBox.Create(cubeSize, cubeSize, cubeSize, 0.05f * cubeSize);

                cube.FirstMaterial.Diffuse.Contents  = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/texture", "png"));
                cube.FirstMaterial.Diffuse.MipFilter = SCNFilterMode.Linear;
                cube.FirstMaterial.Diffuse.WrapS     = SCNWrapMode.Repeat;
                cube.FirstMaterial.Diffuse.WrapT     = SCNWrapMode.Repeat;
                animNode.Geometry = cube;
                ContentNode.AddChildNode(animNode);

                SCNTransaction.Begin();


                SCNNode           animPosIndicator = null;
                SCNAnimationEvent startEvt         = SCNAnimationEvent.Create(0, (CAAnimation animation, NSObject animatedObject, bool playingBackward) => {
                    SCNTransaction.Begin();
                    SCNTransaction.AnimationDuration = 0;
                    animPosIndicator.Position        = new SCNVector3(10, animPosIndicator.Position.Y, animPosIndicator.Position.Z);
                    SCNTransaction.Commit();
                });
                SCNAnimationEvent endEvt = SCNAnimationEvent.Create(1, (CAAnimation animation, NSObject animatedObject, bool playingBackward) => {
                    SCNTransaction.Begin();
                    SCNTransaction.AnimationDuration = 0;
                    animPosIndicator.Position        = new SCNVector3(-5, animPosIndicator.Position.Y, animPosIndicator.Position.Z);
                    SCNTransaction.Commit();
                });

                var anim = CABasicAnimation.FromKeyPath("position.x");
                anim.Duration        = 3;
                anim.From            = new NSNumber(0.0);
                anim.To              = new NSNumber(15.0);
                anim.Additive        = true;
                anim.AutoReverses    = true;
                anim.AnimationEvents = new SCNAnimationEvent[] { startEvt, endEvt };
                anim.RepeatCount     = float.MaxValue;
                animNode.AddAnimation(anim, new NSString("cubeAnimation"));

                //action
                var actionNode = SCNNode.Create();
                actionNode.Position = new SCNVector3(-5, cubeSize * 1.5f + 1, 0);
                actionNode.Geometry = cube;

                ContentNode.AddChildNode(actionNode);

                var mv = SCNAction.MoveBy(15, 0, 0, 3);

                actionNode.RunAction(SCNAction.RepeatActionForever(SCNAction.Sequence(new SCNAction[] {
                    mv,
                    mv.ReversedAction()
                })));

                //position indicator
                var positionIndicator = SCNNode.Create();
                positionIndicator.Geometry = SCNCylinder.Create(0.5f, 0.01f);
                positionIndicator.Geometry.FirstMaterial.Diffuse.Contents  = NSColor.Red;
                positionIndicator.Geometry.FirstMaterial.LightingModelName = SCNLightingModel.Constant;
                positionIndicator.EulerAngles = new SCNVector3(NMath.PI / 2, 0, 0);
                positionIndicator.Position    = new SCNVector3(0, 0, cubeSize * 0.5f);
                actionNode.AddChildNode(positionIndicator);

                //anim pos indicator
                animPosIndicator          = positionIndicator.Clone();
                animPosIndicator.Position = new SCNVector3(5, cubeSize / 2, cubeSize * 0.5f);
                ContentNode.AddChildNode(animPosIndicator);

                SCNTransaction.Commit();

                break;
            }
            SCNTransaction.Commit();
        }
Пример #12
0
        public void Update(CameraInfo cameraInfo)
        {
            if (this.Delegate == null)
            {
                throw new Exception("No delegate");
            }

            // Do not move the lever after it has been activated
            if (!(this.InteractionToActivate?.IsActivated ?? false))
            {
                if (this.activeSwitch != null)
                {
                    // Lever Pulling
                    var cameraOffset = this.activeSwitch.PullOffset(cameraInfo.Ray.Position - this.startLeverHoldCameraPosition);
                    var cameraMovedZ = cameraOffset.Z;

                    var targetEulerX = this.startLeverEulerX + LeverPullZtoLeverEulerRotation * cameraMovedZ;
                    targetEulerX            = DigitExtensions.Clamp(-LeverMaxEulerX, targetEulerX, LeverMaxEulerX);
                    this.activeSwitch.Angle = targetEulerX;

                    if (targetEulerX <= -LeverMaxEulerX)
                    {
                        // Interaction activation once the switch lever is turned all the way
                        this.InteractionToActivate?.Activate();

                        // Fade out the switches
                        var waitAction = SCNAction.Wait(3f);
                        var fadeAction = SCNAction.FadeOut(3d);

                        foreach (var resetSwitch in this.resetSwitches)
                        {
                            resetSwitch.Base.RunAction(SCNAction.Sequence(new SCNAction[] { waitAction, fadeAction }));
                        }
                        return;
                    }
                    else
                    {
                        // Inform peers of the movement
                        var leverId = this.resetSwitches.IndexOf(this.activeSwitch);
                        if (leverId == -1)
                        {
                            throw new Exception("No lever in array");
                        }

                        this.Delegate.DispatchActionToServer(new GameActionType {
                            LeverMove = new LeverMove(leverId, targetEulerX), Type = GameActionType.GActionType.LeverMove
                        });
                    }
                }
                else
                {
                    // Lever spring back
                    foreach (var lever in this.resetSwitches.Where(lever => lever.Angle < LeverMaxEulerX))
                    {
                        lever.Angle = Math.Min(LeverMaxEulerX, lever.Angle + LeverSpringBackSpeed * (float)GameTime.DeltaTime);
                    }
                }

                // Highlight lever when nearby, otherwise check if we should hide the highlight
                if (this.highlightedSwitch != null)
                {
                    if (!this.highlightedSwitch.ShouldHighlight(cameraInfo.Ray))
                    {
                        this.highlightedSwitch.DoHighlight(false, this.SfxCoordinator);
                        this.highlightedSwitch = null;
                    }
                }
                else
                {
                    foreach (var resetSwitch in this.resetSwitches)
                    {
                        if (resetSwitch.ShouldHighlight(cameraInfo.Ray))
                        {
                            resetSwitch.DoHighlight(true, this.SfxCoordinator);
                            this.highlightedSwitch = resetSwitch;
                        }
                    }
                }
            }
        }
Пример #13
0
        public override void PresentStep(int index, PresentationViewController presentationViewController)
        {
            Step = index;

            switch (index)
            {
            case 0:
                break;

            case 1:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                TextManager.SetSubtitle("SCNPhysicsBody");

                TextManager.FlipInText(SlideTextManager.TextType.Subtitle);

                TextManager.AddBulletAtLevel("Dynamic Bodies", 0);

                // Add some code
                TextManager.AddCode("#// Make a node dynamic\n"
                                    + "aNode.#physicsBody# = [SCNPhysicsBody #dynamicBody#];#");

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;

            case 2:
                //add a cube
                var worldPos = GroundNode.ConvertPositionToNode(new SCNVector3(0, 12, 2), null);
                var dice     = CreateBlock(worldPos, new SCNVector3(1.5f, 1.5f, 1.5f));
                dice.PhysicsBody = null;                 //wait!
                dice.Rotation    = new SCNVector4(0, 0, 1, (float)(Math.PI / 4) * 0.5f);
                dice.Scale       = new SCNVector3(0.001f, 0.001f, 0.001f);

                ((SCNView)presentationViewController.View).Scene.RootNode.AddChildNode(dice);
                SCNTransaction.Begin();
                SCNTransaction.AnimationDuration = 0.75f;
                dice.Scale = new SCNVector3(2, 2, 2);
                SCNTransaction.Commit();

                Dices.Add(dice);
                break;

            case 3:
                foreach (var node in Dices)
                {
                    node.PhysicsBody = SCNPhysicsBody.CreateDynamicBody();
                }
                break;

            case 4:
                PresentDices(presentationViewController);
                break;

            case 5:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Code);

                TextManager.AddBulletAtLevel("Manipulate with forces", 0);

                // Add some code
                TextManager.AddCode("#// Apply an impulse\n"
                                    + "[aNode.physicsBody #applyForce:#aVector3 #atPosition:#aVector3 #impulse:#YES];#");

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;

            case 6:
                // remove dices
                var center = new SCNVector3(0, -5, 20);
                center = GroundNode.ConvertPositionToNode(center, null);

                Explosion(center, Dices);

                var popTime = new DispatchTime(DispatchTime.Now, (long)(1 * Utils.NSEC_PER_SEC));
                DispatchQueue.MainQueue.DispatchAfter(popTime, () => {
                    TextManager.FlipOutText(SlideTextManager.TextType.Code);
                    TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                    TextManager.AddBulletAtLevel("Static Bodies", 0);
                    TextManager.AddCode("#// Make a node static\n"
                                        + "aNode.#physicsBody# = [SCNPhysicsBody #staticBody#];#");
                    TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipInText(SlideTextManager.TextType.Code);
                });
                break;

            case 7:
                PresentWalls(presentationViewController);
                break;

            case 8:
                PresentBalls(presentationViewController);
                break;

            case 9:
                //remove walls
                var walls = new List <SCNNode> ();
                GroundNode.EnumerateChildNodes(delegate(SCNNode node, out bool stop) {
                    stop = false;
                    if (node.Name == "container-wall")
                    {
                        node.RunAction(SCNAction.Sequence(new SCNAction [] {
                            SCNAction.MoveBy(new SCNVector3(0, -2, 0), 0.5),
                            SCNAction.RemoveFromParentNode()
                        }));
                        walls.Add(node);
                    }
                    return(stop);
                });
                break;

            case 10:
                // remove balls
                center = new SCNVector3(0, -5, 5);
                center = GroundNode.ConvertPositionToNode(center, null);
                Explosion(center, Balls);

                popTime = new DispatchTime(DispatchTime.Now, (long)(0.5 * Utils.NSEC_PER_SEC));
                DispatchQueue.MainQueue.DispatchAfter(popTime, () => {
                    TextManager.FlipOutText(SlideTextManager.TextType.Code);
                    TextManager.FlipOutText(SlideTextManager.TextType.Bullet);

                    TextManager.AddBulletAtLevel("Kinematic Bodies", 0);
                    TextManager.AddCode("#// Make a node kinematic\n"
                                        + "aNode.#physicsBody# = [SCNPhysicsBody #kinematicBody#];#");
                    TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipInText(SlideTextManager.TextType.Code);
                });
                break;

            case 11:
                var boxNode = SCNNode.Create();
                boxNode.Geometry = SCNBox.Create(10, 0.2f, 10, 0);
                boxNode.Position = new SCNVector3(0, 5, MIDDLE_Z);
                boxNode.Geometry.FirstMaterial.Emission.Contents = NSColor.DarkGray;
                boxNode.PhysicsBody = SCNPhysicsBody.CreateKinematicBody();
                boxNode.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(0, 0, NMath.PI * 2, 2.0)));
                GroundNode.AddChildNode(boxNode);
                KinematicItems.Add(boxNode);

                var invisibleWall = SCNNode.Create();
                invisibleWall.Geometry = SCNBox.Create(4, 40, 10, 0);
                invisibleWall.Position = new SCNVector3(-7, 0, MIDDLE_Z);
                invisibleWall.Geometry.FirstMaterial.Transparency = 0;
                invisibleWall.PhysicsBody = SCNPhysicsBody.CreateStaticBody();
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);

                invisibleWall          = (SCNNode)invisibleWall.Copy();
                invisibleWall.Position = new SCNVector3(7, 0, MIDDLE_Z);
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);

                invisibleWall          = (SCNNode)invisibleWall.Copy();
                invisibleWall.Geometry = SCNBox.Create(10, 40, 4, 0);
                invisibleWall.Geometry.FirstMaterial.Transparency = 0;
                invisibleWall.Position    = new SCNVector3(0, 0, MIDDLE_Z - 7);
                invisibleWall.PhysicsBody = SCNPhysicsBody.CreateStaticBody();
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);

                invisibleWall          = (SCNNode)invisibleWall.Copy();
                invisibleWall.Position = new SCNVector3(0, 0, MIDDLE_Z + 7);
                GroundNode.AddChildNode(invisibleWall);
                KinematicItems.Add(invisibleWall);


                for (int i = 0; i < 100; i++)
                {
                    var ball = SCNNode.Create();
                    worldPos      = boxNode.ConvertPositionToNode(new SCNVector3(RandFloat(-4, 4), RandFloat(10, 30), RandFloat(-1, 4)), null);
                    ball.Position = worldPos;
                    ball.Geometry = SCNSphere.Create(0.5f);
                    ball.Geometry.FirstMaterial.Diffuse.Contents = NSColor.Cyan;
                    ball.PhysicsBody = SCNPhysicsBody.CreateDynamicBody();
                    ((SCNView)presentationViewController.View).Scene.RootNode.AddChildNode(ball);

                    KinematicItems.Add(ball);
                }
                break;

            case 12:
                TextManager.FlipOutText(SlideTextManager.TextType.Code);
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Subtitle);
                TextManager.SetSubtitle("SCNPhysicsShape");
                TextManager.AddCode("#// Configure the physics shape\n\n"
                                    + "aNode.physicsBody.#physicsShape# = \n\t[#SCNPhysicsShape# shapeWithGeometry:aGeometry options:options];#");
                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);

                KinematicItems[0].RunAction(SCNAction.Sequence(new SCNAction[] {
                    SCNAction.FadeOut(0.5),
                    SCNAction.RemoveFromParentNode()
                }));
                for (int i = 1; i < 5; i++)
                {
                    KinematicItems[i].RemoveFromParentNode();
                }

                KinematicItems = null;
                break;

            case 13:
                //add meshes
                PresentMeshes(presentationViewController);
                break;

            case 14:
                // remove meshes
                center = new SCNVector3(0, -5, 20);
                center = GroundNode.ConvertPositionToNode(center, null);
                Explosion(center, Meshes);
                break;

            case 15:
                // add shapes
                PresentPrimitives(presentationViewController);
                break;

            case 16:
                // remove shapes
                center = new SCNVector3(0, -5, 20);
                center = GroundNode.ConvertPositionToNode(center, null);
                Explosion(center, Shapes);

                popTime = new DispatchTime(DispatchTime.Now, (long)(0.5 * Utils.NSEC_PER_SEC));
                DispatchQueue.MainQueue.DispatchAfter(popTime, () => {
                    TextManager.FlipOutText(SlideTextManager.TextType.Code);
                    TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipOutText(SlideTextManager.TextType.Subtitle);

                    TextManager.SetSubtitle("SCNPhysicsBehavior");
                    TextManager.AddCode("#// setup a physics behavior\n\n"
                                        + "#SCNPhysicsHingeJoint# *joint = [SCNPhysicsHingeJoint\n\n"
                                        + "jointWithBodyA:#nodeA.physicsBody# axisA:[...] anchorA:[...]\n\n"
                                        + "bodyB:#nodeB.physicsBody# axisB:[...] anchorB:[...]];\n\n\n"
                                        + "[scene.#physicsWorld# addBehavior:joint];#");

                    TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                    TextManager.FlipInText(SlideTextManager.TextType.Subtitle);
                    TextManager.FlipInText(SlideTextManager.TextType.Code);
                });
                break;

            case 17:
                //add meshes
                PresentHinge(presentationViewController);
                break;

            case 18:
                //remove constraints
                ((SCNView)presentationViewController.View).Scene.PhysicsWorld.RemoveAllBehaviors();

                foreach (var node in Hinges)
                {
                    node.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.Wait(3.0), SCNAction.FadeOut(0.5), SCNAction.RemoveFromParentNode() }));
                }

                break;

            case 19:
                TextManager.FlipOutText(SlideTextManager.TextType.Bullet);
                TextManager.FlipOutText(SlideTextManager.TextType.Subtitle);
                TextManager.FlipOutText(SlideTextManager.TextType.Code);

                TextManager.SetSubtitle("More...");

                TextManager.FlipInText(SlideTextManager.TextType.Subtitle);

                TextManager.AddBulletAtLevel("SCNPhysicsField", 0);
                TextManager.AddBulletAtLevel("SCNPhysicsVehicle", 0);

                TextManager.FlipInText(SlideTextManager.TextType.Bullet);
                TextManager.FlipInText(SlideTextManager.TextType.Code);
                break;
            }
        }
Пример #14
0
        void StartGame()
        {
            if (!gameNodes.HasValue)
            {
                throw new InvalidProgramException("Nodes not set");
            }

            var startSequence = SCNAction.Sequence(new SCNAction [] {
                // Wait for 1 second.
                SCNAction.Wait(1),
                SCNAction.Group(new SCNAction[] {
                    SCNAction.FadeIn(0.3),

                    // Start the game.
                    SCNAction.Run(node => {
                        if (!gameNodes.HasValue)
                        {
                            return;
                        }
                        var gNodes = gameNodes.Value;

                        var rnd = new Random();

                        // Compute a random orientation for the object3D.
                        var theta = (float)(Math.PI * rnd.NextDouble());
                        var phi   = (float)(Math.Acos(2 * rnd.NextDouble() - 1) / NMath.PI);

                        var axis = new Vector3 {
                            X = (float)(Math.Cos(theta) * Math.Sin(phi)),
                            Y = (float)(Math.Sin(theta) * Math.Sin(phi)),
                            Z = (float)Math.Cos(theta)
                        };
                        var angle = (float)(2 * Math.PI * rnd.NextDouble());

                        SCNTransaction.Begin();
                        SCNTransaction.AnimationDuration = 0.3;
                        SCNTransaction.SetCompletionBlock(() => gameStarted = true);

                        gNodes.ObjectMaterial.Transparency = 1;
                        gNodes.Object.Transform            = SCNMatrix4.CreateFromAxisAngle(axis, angle);

                        SCNTransaction.Commit();
                    })
                })
            });

            gameNodes.Value.Object.RunAction(startSequence);

            // Load and set the background image.
            var backgroundImage = UIImage.FromBundle("art.scnassets/background.png");

            sceneInterface.Scene.Background.Contents = backgroundImage;

            // Hide particles, set camera projection to orthographic.
            particleRemovalTimer?.Invalidate();
            gameNodes.Value.CongratulationsLabel.RemoveFromParent();
            gameNodes.Value.Confetti.Hidden = true;
            gameNodes.Value.Camera.UsesOrthographicProjection = true;

            // Reset the countdown.
            countdown = 30;
            gameNodes.Value.CountdownLabel.Text      = countdown.ToString();
            gameNodes.Value.CountdownLabel.FontColor = GameColors.DefaultFont;
            gameNodes.Value.CountdownLabel.Position  = new CGPoint(ContentFrame.Width / 2, ContentFrame.Height - 30);

            textUpdateTimer?.Invalidate();
            textUpdateTimer = NSTimer.CreateRepeatingScheduledTimer(1, UpdateText);
        }
Пример #15
0
        public virtual void Update(ISCNSceneRenderer renderer, double timeInSeconds)
        {
            // delta time since last update
            if (Math.Abs(previousUpdateTime) < float.Epsilon)
            {
                previousUpdateTime = timeInSeconds;
            }

            double deltaTime = Math.Min(Math.Max(1.0 / 60.0, timeInSeconds - previousUpdateTime), 1f);

            previousUpdateTime = timeInSeconds;

            // Reset some states every frame
            maxPenetrationDistance  = 0;
            positionNeedsAdjustment = false;

            SCNVector3 direction       = GameView.CurrentDirection;
            SCNVector3 initialPosition = Character.Node.Position;

            // Move
            if (Math.Abs(direction.X) > float.Epsilon && Math.Abs(direction.Z) > float.Epsilon)
            {
                var characterSpeed = (float)deltaTime * CharacterSpeedFactor * .84f;
                Character.Node.Position = new SCNVector3(
                    initialPosition.X + direction.X * characterSpeed,
                    initialPosition.Y + direction.Y * characterSpeed,
                    initialPosition.Z + direction.Z * characterSpeed
                    );

                // update orientation
                double angle = Math.Atan2(direction.X, direction.Z);
                Character.Direction = (float)angle;
                Character.Walking   = true;
            }
            else
            {
                Character.Walking = false;
            }

            var p0 = Character.Node.Position;
            var p1 = Character.Node.Position;

            p0.Y -= MaxJump;
            p1.Y += MaxRise;

            var options = new SCNPhysicsTest {
                CollisionBitMask = (nuint)(int)(Bitmask.Collision | Bitmask.Water),
                SearchMode       = SCNPhysicsSearchMode.Closest
            };

            SCNHitTestResult[] results = GameView.Scene.PhysicsWorld.RayTestWithSegmentFromPoint(p1, p0, options);
            float groundY = -10;

            if (results.Length > 0)
            {
                SCNHitTestResult result = results [0];
                groundY = result.WorldCoordinates.Y;
                UpdateCameraWithCurrentGround(result.Node);
                SCNMaterial groundMaterial = result.Node.ChildNodes [0].Geometry.FirstMaterial;
                if (grassArea == groundMaterial)
                {
                    Character.CurrentFloorMaterial = FloorMaterial.Grass;
                }
                else if (waterArea == groundMaterial)
                {
                    if (Character.Burning)
                    {
                        Character.Pshhhh();
                        Character.Node.RunAction(SCNAction.Sequence(new [] {
                            SCNAction.PlayAudioSource(pshhhSound, true),
                            SCNAction.PlayAudioSource(aahSound, false)
                        }));
                    }

                    Character.CurrentFloorMaterial = FloorMaterial.Water;

                    options = new SCNPhysicsTest {
                        CollisionBitMask = (nuint)(int)Bitmask.Collision,
                        SearchMode       = SCNPhysicsSearchMode.Closest
                    };

                    results = GameView.Scene.PhysicsWorld.RayTestWithSegmentFromPoint(p1, p0, options);
                    result  = results [0];
                    groundY = result.WorldCoordinates.Y;
                }
                else
                {
                    Character.CurrentFloorMaterial = FloorMaterial.Rock;
                }
            }

//			var nextPosition = Character.Node.Position;
//			const double threshold = 1e-5;
//
//			if (groundY < nextPosition.Y - threshold) {
//				// approximation of acceleration for a delta time
//				accelerationY += (float)(deltaTime * GravityAcceleration);
//				if (groundY < nextPosition.Y - 0.2)
//					Character.CurrentFloorMaterial = FloorMaterial.Air;
//			} else {
//				accelerationY = 0;
//			}
//
//			nextPosition.Y -= accelerationY;
//
//			// reset acceleration if we touch the ground
//			if (groundY > nextPosition.Y) {
//				accelerationY = 0;
//				nextPosition.Y = groundY;
//			}

            // Flames are static physics bodies, but they are moved by an action - So we need to tell the physics engine that the transforms did change.
            foreach (SCNNode flame in flames)
            {
                flame.PhysicsBody.ResetTransform();
            }

            // Adjust the volume of the enemy based on the distance with the character.
            float      distanceToClosestEnemy = float.MaxValue;
            SCNVector3 pos3 = Character.Node.Position;

            foreach (SCNNode enemy in enemies)
            {
                // distance to enemy
                SCNMatrix4 enemyMat      = enemy.WorldTransform;
                var        enemyPosition = new SCNVector3(enemyMat.M41, enemyMat.M42, enemyMat.M43);
                float      distance      = SCNVector3.Subtract(pos3, enemyPosition).Length;
                distanceToClosestEnemy = Math.Min(distanceToClosestEnemy, distance);
            }

            // Adjust sounds volumes based on distance with the enemy.
            if (!gameIsComplete)
            {
                double fireVolume = 0.3 * Math.Max(0.0, Math.Min(1.0, 1.0 - (distanceToClosestEnemy - 1.2) / 1.6));
                var    mixerNode  = flameThrowerSound.AudioNode as AVAudioMixerNode;
                if (mixerNode != null)
                {
                    mixerNode.Volume = (float)fireVolume;
                }
            }
        }