public PhysicsFpsFrameController() { TranslateX.Clear(); TranslateY.Clear(); TranslateZ.Clear(); RotateX.Clear(); RotateY.Clear(); RotateZ.Clear(); RotateX.Damp = 0.840f; RotateY.Damp = 0.840f; RotateZ.Damp = 0.840f; RotateX.MaxDelta = 0.002f; RotateY.MaxDelta = 0.002f; RotateZ.MaxDelta = 0.001f; TranslateX.Damp = 0.900f; TranslateY.Damp = 0.900f; TranslateZ.Damp = 0.900f; TranslateX.MaxDelta = 0.020f; TranslateY.MaxDelta = 0.020f; TranslateZ.MaxDelta = 0.020f; elevation = 0.0f; heading = 0.0f; UpdateTransform(); }
public void Clear() { TranslateX.Clear(); TranslateY.Clear(); TranslateZ.Clear(); RotateX.Clear(); RotateY.Clear(); RotateZ.Clear(); }
public HeadingElevationFrameController() { TranslateX.Clear(); TranslateY.Clear(); TranslateZ.Clear(); RotateX.Clear(); RotateY.Clear(); RotateZ.Clear(); #if false // 100 fps RotateX.Damp = 0.950f; RotateY.Damp = 0.950f; RotateZ.Damp = 0.950f; RotateX.MaxDelta = 0.002f; RotateY.MaxDelta = 0.002f; RotateZ.MaxDelta = 0.001f; TranslateX.Damp = 0.950f; TranslateY.Damp = 0.950f; TranslateZ.Damp = 0.950f; TranslateX.MaxDelta = 0.003f; TranslateY.MaxDelta = 0.003f; TranslateZ.MaxDelta = 0.003f; #else // 120 fps RotateX.Damp = 0.700f; RotateY.Damp = 0.700f; RotateZ.Damp = 0.700f; RotateX.MaxDelta = 0.02f; RotateY.MaxDelta = 0.02f; RotateZ.MaxDelta = 0.02f; TranslateX.Damp = 0.92f; TranslateY.Damp = 0.92f; TranslateZ.Damp = 0.92f; TranslateX.MaxDelta = 0.004f; TranslateY.MaxDelta = 0.004f; TranslateZ.MaxDelta = 0.004f; SpeedModifier.MaxValue = 3.0f; SpeedModifier.Damp = 0.92f; SpeedModifier.MaxDelta = 0.5f; #endif elevation = 0.0f; heading = 0.0f; Update(); /*Matrix4 elevationMatrix = Matrix4.CreateRotation(elevation, Vector3.UnitX); * headingMatrix = Matrix4.CreateRotation(heading, Vector3.UnitY); * rotationMatrix = headingMatrix * elevationMatrix;*/ }
public PhysicsFrameController() { TranslateX.Clear(); TranslateY.Clear(); TranslateZ.Clear(); RotateX.Clear(); RotateY.Clear(); RotateZ.Clear(); RotateX.Damp = 0.840f; RotateY.Damp = 0.840f; RotateZ.Damp = 0.840f; RotateX.MaxDelta = 0.002f; RotateY.MaxDelta = 0.002f; RotateZ.MaxDelta = 0.001f; TranslateX.Damp = 0.900f; TranslateY.Damp = 0.900f; TranslateZ.Damp = 0.900f; TranslateX.MaxDelta = 0.020f; TranslateY.MaxDelta = 0.020f; TranslateZ.MaxDelta = 0.020f; }
public FrameController() { TranslateX.Clear(); TranslateY.Clear(); TranslateZ.Clear(); RotateX.Clear(); RotateY.Clear(); RotateZ.Clear(); RotateX.Damp = 0.950f; RotateY.Damp = 0.950f; RotateZ.Damp = 0.950f; RotateX.MaxDelta = 0.002f; RotateY.MaxDelta = 0.002f; RotateZ.MaxDelta = 0.001f; TranslateX.Damp = 0.950f; TranslateY.Damp = 0.950f; TranslateZ.Damp = 0.950f; TranslateX.MaxDelta = 0.003f; TranslateY.MaxDelta = 0.003f; TranslateZ.MaxDelta = 0.003f; }
public FrameController() { TranslateX.Clear(); TranslateY.Clear(); TranslateZ.Clear(); RotateX.Clear(); RotateY.Clear(); RotateZ.Clear(); #if false // 100 fps updates RotateX.Damp = 0.950f; RotateY.Damp = 0.950f; RotateZ.Damp = 0.950f; RotateX.MaxDelta = 0.002f; RotateY.MaxDelta = 0.002f; RotateZ.MaxDelta = 0.001f; TranslateX.Damp = 0.950f; TranslateY.Damp = 0.950f; TranslateZ.Damp = 0.950f; TranslateX.MaxDelta = 0.003f; TranslateY.MaxDelta = 0.003f; TranslateZ.MaxDelta = 0.003f; #else RotateX.Damp = 0.950f; RotateY.Damp = 0.950f; RotateZ.Damp = 0.950f; RotateX.MaxDelta = 0.003f; RotateY.MaxDelta = 0.003f; RotateZ.MaxDelta = 0.002f; TranslateX.Damp = 0.950f; TranslateY.Damp = 0.950f; TranslateZ.Damp = 0.950f; TranslateX.MaxDelta = 0.010f; TranslateY.MaxDelta = 0.010f; TranslateZ.MaxDelta = 0.010f; #endif }