public RespawnPoint(MyVector pos, MyVector rotation, GameTeam team) { position = pos; timeSinceUse = RespawnCooldown; orientation = MyQuaternion.FromEulerAngles(rotation.X, rotation.Y, rotation.Z); this.team = team; }
public CharacterController(Character character) { this.character = character; initialOrientation = character.Orientation; Reset(character); Update(0, 0, 0, 0, 0); }
public WeaponPickup(WeaponClass w,MyVector pos,MyQuaternion orientation) : base(new PhysicalProperties(0,0)) { weaponClass = w; StaticBodyData data = this.StaticBodyData; data.Position = pos; data.Orientation = orientation; this.StaticBodyData = data; timeSinceLastUse = weaponClass.PickupReuseTime; }
public Arrow(object owner, WeaponClass weaponClass, MyVector position, MyQuaternion orientation, MyVector velocity) : base(new PhysicalProperties(0, 0, 0)) { this.owner = owner; this.weaponClass = weaponClass; PointMassData data = this.PointMassData; data.Position = position; data.Orientation = orientation; data.Velocity = velocity; data.Mass = 0; this.PointMassData = data; remainingTime = weaponClass.WeaponParameters.ParticleLifetime; }
public abstract IMissile GetMissile(object owner, MyVector position, MyQuaternion orientation);
public RespawnPoint(MyVector pos) { position = pos; timeSinceUse = RespawnCooldown; orientation = MyQuaternion.FromEulerAngles(0, 0, 0); }
public MyQuaternion Rotate(MyQuaternion q) { MyQuaternion t = (q) * (this) * (~q); n = t.n; v = t.v; return this; }
public static MyQuaternion FromEulerAngles(float roll, float pitch, float yaw) { double cyaw, cpitch, croll, syaw, spitch, sroll; double cyawcpitch, syawspitch, cyawspitch, syawcpitch; cyaw = Math.Cos(yaw / 2); cpitch = Math.Cos(pitch / 2); croll = Math.Cos(roll / 2); syaw = Math.Sin(yaw / 2); spitch = Math.Sin(pitch / 2); sroll = Math.Sin(roll / 2); cyawcpitch = cyaw * cpitch; syawspitch = syaw * spitch; cyawspitch = cyaw * spitch; syawcpitch = syaw * cpitch; MyQuaternion q = new MyQuaternion(); q.n = (float)(cyawcpitch * croll + syawspitch * sroll); q.v.X = (float)(cyawcpitch * sroll - syawspitch * croll); q.v.Y = (float)(cyawspitch * croll + syawcpitch * sroll); q.v.Z = (float)(syawcpitch * croll - cyawspitch * sroll); return q; }
public static MyQuaternion FromAxisAngle(float angle, MyVector axis) { MyQuaternion q = new MyQuaternion(); q.n = (float)Math.Cos(angle / 2); q.v.X = axis.X * ((float)Math.Sin(angle / 2)); q.v.Y = axis.Y * ((float)Math.Sin(angle / 2)); q.v.Z = axis.Z * ((float)Math.Sin(angle / 2)); return q; }
public ICollisionData Rotate(MyQuaternion orientation) { for (int i = 0; i < m_vertices.Length; i++) { m_vertices[i].Rotate(orientation); } for (int i = 0; i < m_hardPoints.Length; i++) { m_hardPoints[i].Rotate(orientation); } for (int i = 0; i < m_faces.Length; i++) { m_faces[i].n.Rotate(orientation); } MeshRotation.Rotate(orientation); return this; }
public static MyQuaternion operator *(float s, MyQuaternion q) { MyQuaternion nq = new MyQuaternion(q.n, q.v); nq.Multiply(s); return nq; }
public virtual void Reset(Character character) { this.character = character; //this.xDeltaAvg this.strafeSpeedX = 0; strafeX = 0; turnSpeedX = 0; turnSpeedY = 0; turnX = 0; turnY = 0; rollSpeed = 0; velocity = 0; angleX = 0; angleY = 0; initialOrientation = character.Orientation; initialLook = (new MyVector(0, 0, -1)).Rotate(initialOrientation); initialUp = (new MyVector(0, 1, 0)).Rotate(initialOrientation); initialRight = (new MyVector(1, 0, 0)).Rotate(initialOrientation); upVector = initialUp; }
public virtual void Reset() { //this.xDeltaAvg this.strafeSpeedX = 0; strafeX = 0; turnSpeedX = 0; turnSpeedY = 0; turnX = 0; turnY = 0; rollSpeed = 0; velocity = 0; angleX = 0; angleY = 0; initialOrientation = MyQuaternion.FromEulerAngles(0, 0, 0); initialLook = (new MyVector(0, 0, -1)).Rotate(initialOrientation); initialUp = (new MyVector(0, 1, 0)).Rotate(initialOrientation); initialRight = (new MyVector(1, 0, 0)).Rotate(initialOrientation); }
public MyVector Rotate(MyQuaternion q) { MyQuaternion t = (q) * (this) * (~q); x = t.Vector.X; y = t.Vector.Y; z = t.Vector.Z; return this; }
public ICollisionData Rotate(MyQuaternion orientation) { this.Normal.Rotate(orientation); return this; }
public WeaponPickup GetWeaponPickup(MyVector position, MyQuaternion orientation) { WeaponPickup w = new WeaponPickup(this, position, orientation); return w; }
public SwordBlade(object owner, WeaponClass weaponClass, MyVector position, MyQuaternion orientation, MyVector velocity) : base(new PhysicalProperties(0, 0, 0)) { }
public static MyQuaternion operator /(MyQuaternion q, float s) { MyQuaternion nq = new MyQuaternion(q.n, q.v); nq.Divide(s); return nq; }