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();
        }
示例#2
0
 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;*/
        }
示例#4
0
 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;
 }
示例#5
0
 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
        }