Пример #1
0
        public override bool Update()
        {
            Vec3f pos, fwd, right, up;

            m_Camera.GetBasis(out pos, out fwd, out right, out up);

            if (CurrentMove[0] != 0)
            {
                Vec3f dir = right;
                dir.Mul((float)CurrentMove[0]);

                m_Position.x += dir.x * CurrentSpeed;
                m_Position.y += dir.y * CurrentSpeed;
                m_Position.z += dir.z * CurrentSpeed;
            }
            if (CurrentMove[1] != 0)
            {
                Vec3f dir = new Vec3f(0.0f, 1.0f, 0.0f);
                //dir = up;
                dir.Mul((float)CurrentMove[1]);

                m_Position.x += dir.x * CurrentSpeed;
                m_Position.y += dir.y * CurrentSpeed;
                m_Position.z += dir.z * CurrentSpeed;
            }
            if (CurrentMove[2] != 0)
            {
                Vec3f dir = fwd;
                dir.Mul((float)CurrentMove[2]);

                m_Position.x += dir.x * CurrentSpeed;
                m_Position.y += dir.y * CurrentSpeed;
                m_Position.z += dir.z * CurrentSpeed;
            }

            if (CurrentMove[0] != 0 || CurrentMove[1] != 0 || CurrentMove[2] != 0)
            {
                Camera.SetPosition(m_Position);
                return(true);
            }

            return(false);
        }
Пример #2
0
        public override void Update()
        {
            if (CurrentMove[0] != 0)
            {
                Vec3f dir = m_Camera.Right;
                dir.Mul((float)CurrentMove[0]);

                m_Position.x += dir.x * CurrentSpeed;
                m_Position.y += dir.y * CurrentSpeed;
                m_Position.z += dir.z * CurrentSpeed;

                m_Dirty = true;
            }
            if (CurrentMove[1] != 0)
            {
                Vec3f dir = new Vec3f(0.0f, 1.0f, 0.0f);
                //dir = m_Camera.GetUp();
                dir.Mul((float)CurrentMove[1]);

                m_Position.x += dir.x * CurrentSpeed;
                m_Position.y += dir.y * CurrentSpeed;
                m_Position.z += dir.z * CurrentSpeed;

                m_Dirty = true;
            }
            if (CurrentMove[2] != 0)
            {
                Vec3f dir = m_Camera.Forward;
                dir.Mul((float)CurrentMove[2]);

                m_Position.x += dir.x * CurrentSpeed;
                m_Position.y += dir.y * CurrentSpeed;
                m_Position.z += dir.z * CurrentSpeed;

                m_Dirty = true;
            }
        }
Пример #3
0
        public void InitQuads()
        {
            quadTilesRef?.Dispose();
            float height = 200;

            MeshData mesh = new MeshData(4, 6, false, true, true, false);

            mesh.CustomFloats = new CustomMeshDataPartFloat(4);
            mesh.CustomFloats.InterleaveStride  = 4;
            mesh.CustomFloats.InterleaveOffsets = new int[] { 0 };
            mesh.CustomFloats.InterleaveSizes   = new int[] { 1 };

            float  x, y, z;
            Random rnd = new Random();

            float resolution = 1.5f;
            float spread     = 1.5f;

            float parts   = 20 * resolution;
            float advance = 1f / resolution;

            for (int i = 0; i < 15; i++)
            {
                Vec3f dir = new Vec3f((float)rnd.NextDouble() * 20 - 10, (float)rnd.NextDouble() * 5 - 3, (float)rnd.NextDouble() * 20 - 10);
                dir.Normalize();
                dir.Mul(advance);

                x = spread * ((float)rnd.NextDouble() * 800 - 400);
                y = spread * ((float)rnd.NextDouble() * 80 - 40);
                z = spread * ((float)rnd.NextDouble() * 800 - 400);


                for (int j = 0; j < parts + 2; j++)
                {
                    float lngx = (float)rnd.NextDouble() * 5 + 20;
                    float lngy = (float)rnd.NextDouble() * 4 + 4;
                    float lngz = (float)rnd.NextDouble() * 5 + 20;

                    x += dir.X * lngx;
                    y += dir.Y * lngy;
                    z += dir.Z * lngz;

                    int lastelement = mesh.VerticesCount;

                    mesh.AddVertex(x, y + height, z, j % 2, 1);
                    mesh.AddVertex(x, y, z, j % 2, 0);

                    float f = j / (parts - 1);
                    mesh.CustomFloats.Add(f, f);

                    if (j > 0 && j < (parts - 1))
                    {
                        mesh.AddIndex(lastelement + 1);
                        mesh.AddIndex(lastelement + 3);
                        mesh.AddIndex(lastelement + 2);
                        mesh.AddIndex(lastelement + 0);
                        mesh.AddIndex(lastelement + 1);
                        mesh.AddIndex(lastelement + 2);
                    }
                }
            }

            quadTilesRef = capi.Render.UploadMesh(mesh);
        }