public void Index3ShortestDistanceMethodenTest() { Index3 size = new Index3(20, 20, 20); Index3 i1 = new Index3(5, 7, 6); // Startwert Index3 i2 = new Index3(12, 13, 8); // Destinations Index3 i3 = new Index3(7, 6, 2); // Results Assert.AreEqual(i3.X, i1.ShortestDistanceX(i2.X, size.X)); Assert.AreEqual(i3.Y, i1.ShortestDistanceY(i2.Y, size.Y)); Assert.AreEqual(i3.Z, i1.ShortestDistanceZ(i2.Z, size.Z)); Assert.AreEqual(new Index2(i3.X, i3.Y), i1.ShortestDistanceXY(new Index2(i2.X, i2.Y), new Index2(size.X, size.Y))); Assert.AreEqual(new Index3(i3.X, i3.Y, i2.Z - i1.Z), i1.ShortestDistanceXY(i2, new Index2(size.X, size.Y))); Assert.AreEqual(i3, i1.ShortestDistanceXYZ(i2, size)); }
public void Index3ShortestDistanceMethodenTest() { Index3 size = new Index3(20, 20, 20); Index3 i1 = new Index3(5, 7, 6); // Startwert Index3 i2 = new Index3(12, 13, 8); // Destinations Index3 i3 = new Index3(7, 6, 2); // Results Assert.AreEqual(i3.X, i1.ShortestDistanceX(i2.X, size.X)); Assert.AreEqual(i3.Y, i1.ShortestDistanceY(i2.Y, size.Y)); Assert.AreEqual(i3.Z, i1.ShortestDistanceZ(i2.Z, size.Z)); Assert.AreEqual(new Index2(i3.X, i3.Y), i1.ShortestDistanceXY(new Index2(i2.X, i2.Y), new Index2(size.X, size.Y))); Assert.AreEqual(new Index3(i3.X, i3.Y, i2.Z - i1.Z), i1.ShortestDistanceXY(i2, new Index2(size.X, size.Y))); Assert.AreEqual(i3, i1.ShortestDistanceXYZ(i2, size)); }
protected override void OnPreDraw(GameTime gameTime) { if (player.ActorHost == null) { return; } if (ControlTexture == null) { ControlTexture = new RenderTarget2D(Manager.GraphicsDevice, ActualClientArea.Width, ActualClientArea.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); } float octoDaysPerEarthDay = 360f; float inclinationVariance = MathHelper.Pi / 3f; float playerPosX = ((float)player.ActorHost.Player.Position.GlobalPosition.X / (planet.Size.X * Chunk.CHUNKSIZE_X)) * MathHelper.TwoPi; float playerPosY = ((float)player.ActorHost.Player.Position.GlobalPosition.Y / (planet.Size.Y * Chunk.CHUNKSIZE_Y)) * MathHelper.TwoPi; TimeSpan diff = DateTime.UtcNow - new DateTime(1888, 8, 8); float inclination = ((float)Math.Sin(playerPosY) * inclinationVariance) + MathHelper.Pi / 6f; //Console.WriteLine("Stand: " + (MathHelper.Pi + playerPosX) + " Neigung: " + inclination); Matrix sunMovement = Matrix.CreateRotationX(inclination) * //Matrix.CreateRotationY((((float)gameTime.TotalGameTime.TotalMinutes * MathHelper.TwoPi) + playerPosX) * -1); Matrix.CreateRotationY((float)(MathHelper.TwoPi - ((diff.TotalDays * octoDaysPerEarthDay * MathHelper.TwoPi) % MathHelper.TwoPi))); Vector3 sunDirection = Vector3.Transform(new Vector3(0, 0, 1), sunMovement); simpleShader.Parameters["DiffuseColor"].SetValue(new Microsoft.Xna.Framework.Color(190, 190, 190).ToVector4()); simpleShader.Parameters["DiffuseIntensity"].SetValue(0.6f); simpleShader.Parameters["DiffuseDirection"].SetValue(sunDirection); // Console.WriteLine(sunDirection); // Index3 chunkOffset = player.ActorHost.Position.ChunkIndex; Index3 chunkOffset = camera.CameraChunk; Microsoft.Xna.Framework.Color background = new Microsoft.Xna.Framework.Color(181, 224, 255); Manager.GraphicsDevice.SetRenderTarget(MiniMapTexture); Manager.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Manager.GraphicsDevice.Clear(background); foreach (var renderer in chunkRenderer) { if (!renderer.ChunkPosition.HasValue) { continue; } Index3 shift = chunkOffset.ShortestDistanceXY( renderer.ChunkPosition.Value, new Index2( planet.Size.X, planet.Size.Y)); BoundingBox chunkBox = new BoundingBox( new Vector3( shift.X * Chunk.CHUNKSIZE_X, shift.Y * Chunk.CHUNKSIZE_Y, shift.Z * Chunk.CHUNKSIZE_Z), new Vector3( (shift.X + 1) * Chunk.CHUNKSIZE_X, (shift.Y + 1) * Chunk.CHUNKSIZE_Y, (shift.Z + 1) * Chunk.CHUNKSIZE_Z)); int range = 3; if (shift.X >= -range && shift.X <= range && shift.Y >= -range && shift.Y <= range) { renderer.Draw(camera.MinimapView, miniMapProjectionMatrix, shift); } } Manager.GraphicsDevice.SetRenderTarget(ControlTexture); Manager.GraphicsDevice.Clear(background); Manager.GraphicsDevice.BlendState = BlendState.AlphaBlend; Manager.GraphicsDevice.DepthStencilState = DepthStencilState.None; // Draw Sun // GraphicsDevice.RasterizerState = RasterizerState.CullNone; sunEffect.Texture = sunTexture; Matrix billboard = Matrix.Invert(camera.View); billboard.Translation = player.ActorHost.Position.LocalPosition + (sunDirection * -10); sunEffect.World = billboard; sunEffect.View = camera.View; sunEffect.Projection = camera.Projection; sunEffect.CurrentTechnique.Passes[0].Apply(); Manager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, billboardVertices, 0, 2); Manager.GraphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (var renderer in chunkRenderer) { if (!renderer.ChunkPosition.HasValue) { continue; } Index3 shift = chunkOffset.ShortestDistanceXY( renderer.ChunkPosition.Value, new Index2( planet.Size.X, planet.Size.Y)); BoundingBox chunkBox = new BoundingBox( new Vector3( shift.X * Chunk.CHUNKSIZE_X, shift.Y * Chunk.CHUNKSIZE_Y, shift.Z * Chunk.CHUNKSIZE_Z), new Vector3( (shift.X + 1) * Chunk.CHUNKSIZE_X, (shift.Y + 1) * Chunk.CHUNKSIZE_Y, (shift.Z + 1) * Chunk.CHUNKSIZE_Z)); if (camera.Frustum.Intersects(chunkBox)) { renderer.Draw(camera.View, camera.Projection, shift); } } if (player.SelectedBox.HasValue) { // Index3 offset = player.ActorHost.Position.ChunkIndex * Chunk.CHUNKSIZE; Index3 offset = camera.CameraChunk * Chunk.CHUNKSIZE; Index3 planetSize = planet.Size * Chunk.CHUNKSIZE; Index3 relativePosition = new Index3( Index2.ShortestDistanceOnAxis(offset.X, player.SelectedBox.Value.X, planetSize.X), Index2.ShortestDistanceOnAxis(offset.Y, player.SelectedBox.Value.Y, planetSize.Y), player.SelectedBox.Value.Z - offset.Z); Vector3 selectedBoxPosition = new Vector3( player.SelectedBox.Value.X - (chunkOffset.X * Chunk.CHUNKSIZE_X), player.SelectedBox.Value.Y - (chunkOffset.Y * Chunk.CHUNKSIZE_Y), player.SelectedBox.Value.Z - (chunkOffset.Z * Chunk.CHUNKSIZE_Z)); // selectionEffect.World = Matrix.CreateTranslation(selectedBoxPosition); selectionEffect.World = Matrix.CreateTranslation(relativePosition); selectionEffect.View = camera.View; selectionEffect.Projection = camera.Projection; foreach (var pass in selectionEffect.CurrentTechnique.Passes) { pass.Apply(); Manager.GraphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.LineList, selectionLines, 0, 8, selectionIndeces, 0, 12); } } Manager.GraphicsDevice.SetRenderTarget(null); }
public void Draw(Matrix view, Matrix projection, Index3 chunkOffset, Index2 planetSize) { effect.Projection = projection; effect.View = view; effect.TextureEnabled = true; graphicsDevice.RasterizerState = RasterizerState.CullClockwise; using (var writer = File.AppendText(Path.Combine(".", "render.log"))) foreach (var pass in effect.CurrentTechnique.Passes) { pass.Apply(); i++; foreach (var entity in Entities) { if (!entity.Components.ContainsComponent <RenderComponent>()) { continue; } var rendercomp = entity.Components.GetComponent <RenderComponent>(); if (!models.TryGetValue(rendercomp.Name, out ModelInfo modelinfo)) { modelinfo = new ModelInfo() { render = true, model = Game.Content.Load <Model>(rendercomp.ModelName), texture = Game.Content.Load <Texture2D>(rendercomp.TextureName), }; } if (!modelinfo.render) { continue; } var positioncomp = entity.Components.GetComponent <PositionComponent>(); var position = positioncomp.Position; var body = entity.Components.GetComponent <BodyComponent>(); HeadComponent head = new HeadComponent(); if (entity.Components.ContainsComponent <HeadComponent>()) { head = entity.Components.GetComponent <HeadComponent>(); } Index3 shift = chunkOffset.ShortestDistanceXY( position.ChunkIndex, planetSize); var rotation = MathHelper.WrapAngle(positioncomp.Direction + MathHelper.ToRadians(rendercomp.BaseZRotation)); Matrix world = Matrix.CreateTranslation( shift.X * Chunk.CHUNKSIZE_X + position.LocalPosition.X, shift.Y * Chunk.CHUNKSIZE_Y + position.LocalPosition.Y, shift.Z * Chunk.CHUNKSIZE_Z + position.LocalPosition.Z) * Matrix.CreateScaling(body.Radius * 2, body.Radius * 2, body.Height) * Matrix.CreateRotationZ(rotation); effect.World = world; modelinfo.model.Transform = world; modelinfo.model.Draw(effect, modelinfo.texture); } } }