public AABB(Vector3[] listOfPoints) { Vector3 min = new Vector3(float.MaxValue, float.MaxValue, 0); Vector3 max = new Vector3(float.MinValue, float.MinValue, 0); foreach (var p in listOfPoints) { if (p.x < min.x) { min.x = p.x; } if (p.y < min.y) { min.y = p.y; } if (p.x > max.x) { max.x = p.x; } if (p.y > max.y) { max.y = p.y; } } // movePosition and recalculate halfExtent position = (max + min) * 0.5f; halfExtent = (max - min) * 0.5f; }
public void AddPoint(Vector3 p) { Vector3 min = Min(); Vector3 max = Max(); if (p.x < min.x) { min.x = p.x; } if (p.y < min.y) { min.y = p.y; } if (p.x > max.x) { max.x = p.x; } if (p.y > max.y) { max.y = p.y; } // movePosition and recalculate halfExtent position = (max + min) * 0.5f; halfExtent = (max - min) * 0.5f; }
public bool PointOverlapsMethod2(Vector3 p) { var mn = Min(); var mx = Max(); return(p.x < mx.x && p.x > mn.x && p.y < mx.y && p.y > mn.y); }
public bool PointOverlaps(Vector3 p) { Vector3 np = p - position; np.x = Math.Abs(np.x); np.y = Math.Abs(np.y); return(np.x < halfExtent.x && np.y < halfExtent.y); }
public void Update() { currentTime = stopwatch.ElapsedMilliseconds; deltaTime = (currentTime - lastTime) / 1000.0f; timer += deltaTime; if (timer >= 1) { fps = frames; frames = 0; timer -= 1; } frames++; tankObject.Update(deltaTime); if (IsKeyDown(KeyboardKey.KEY_A)) { tankObject.Rotate(-deltaTime); } if (IsKeyDown(KeyboardKey.KEY_D)) { tankObject.Rotate(deltaTime); } if (IsKeyDown(KeyboardKey.KEY_W)) { Vector3 facing = new Vector3( tankObject.LocalTransform.m1, tankObject.LocalTransform.m2, 1) * deltaTime * 100; tankObject.Translate(facing.x, facing.y); } if (IsKeyDown(KeyboardKey.KEY_S)) { Vector3 facing = new Vector3( tankObject.LocalTransform.m1, tankObject.LocalTransform.m2, 1) * deltaTime * -100; tankObject.Translate(facing.x, facing.y); } tankObject.Update(deltaTime); lastTime = currentTime; }
public Missile(Texture2D texture, Vector3 posAndRot, string name = "New Sprite") : base(texture, posAndRot, name) { }
public AsteroidSpawner(Texture2D texture, Vector3 posAndRot, List <Sprite> children, string name = "New Sprite") : base(texture, posAndRot, children, name) { }
public AsteroidSpawner(Texture2D texture, Vector3 posAndRot, string name = "New Sprite") : base(texture, posAndRot, name) { }
/// <summary> /// check if "other" collider is intersecting with this collider /// </summary> public bool CheckCollision(Collider other) { collisionChecksPerFrame++; Vector3 center3 = new Vector3(center.X, center.Y, 0); Vector3 otherCenter3 = new Vector3(other.center.X, other.center.Y, 0); //distance between both objects float dist = (float)Math.Sqrt((otherCenter3.x - center3.x) * (otherCenter3.x - center3.x) + (otherCenter3.y - center3.y) * (otherCenter3.y - center3.y)); //a maximum distance collisions need to be checked at float range = new Vector3(boxTransform.m1, boxTransform.m2, 0).Magnitude() + new Vector3(boxTransform.m4, boxTransform.m5, 0).Magnitude() + new Vector3(other.boxTransform.m1, other.boxTransform.m2, 0).Magnitude() + new Vector3(other.boxTransform.m4, other.boxTransform.m5, 0).Magnitude(); if (dist > range) { return(false);//stop check we already know the two objects are too faar apart } {//other in this Vector3 xExtent = new Vector3(boxTransform.m1, boxTransform.m2, 0); Vector3 yExtent = new Vector3(boxTransform.m4, boxTransform.m5, 0); {//other point A in this Vector2 preV = other.pointA - center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointA.X, (int)other.pointA.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointA.X, (int)other.pointA.Y, GREEN); #endif return(true); } } {//other point B in this Vector2 preV = other.pointB - center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointB.X, (int)other.pointB.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointB.X, (int)other.pointB.Y, GREEN); #endif return(true); } } {//other point C in this Vector2 preV = other.pointC - center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointC.X, (int)other.pointC.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointC.X, (int)other.pointC.Y, GREEN); #endif return(true); } } {//other point D in this Vector2 preV = other.pointD - center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointD.X, (int)other.pointD.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)center.X, (int)center.Y, (int)other.pointD.X, (int)other.pointD.Y, GREEN); #endif return(true); } } } {//this in other Vector3 xExtent = new Vector3(other.boxTransform.m1, other.boxTransform.m2, 0); Vector3 yExtent = new Vector3(other.boxTransform.m4, other.boxTransform.m5, 0); #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)other.center.X + (int)xExtent.x, (int)other.center.Y + (int)xExtent.y, DARKPURPLE); DrawLine((int)other.center.X, (int)other.center.Y, (int)other.center.X + (int)yExtent.x, (int)other.center.Y + (int)yExtent.y, DARKPURPLE); #endif {//this point A in other Vector2 preV = pointA - other.center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointA.X, (int)pointA.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointA.X, (int)pointA.Y, GREEN); #endif return(true); } } {//this point B in other Vector2 preV = pointB - other.center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointB.X, (int)pointB.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointB.X, (int)pointB.Y, GREEN); #endif return(true); } } {//this point C in other Vector2 preV = pointC - other.center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointC.X, (int)pointC.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointC.X, (int)pointC.Y, GREEN); #endif return(true); } } {//this point D in other Vector2 preV = pointD - other.center; Vector3 v = new Vector3(preV.X, preV.Y, 0); #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointD.X, (int)pointD.Y, RED); #endif collisionChecksPerFrame++; if (!(Math.Sqrt(Math.Abs(v.Dot(xExtent))) > xExtent.Magnitude() || Math.Sqrt(Math.Abs(v.Dot(yExtent))) > yExtent.Magnitude())) { #if ShowCollisionDebug DrawLine((int)other.center.X, (int)other.center.Y, (int)pointD.X, (int)pointD.Y, GREEN); #endif return(true); } } } return(false); }
public LifePickup(Texture2D texture, Vector3 posAndRot, string name = "New Sprite") : base(texture, posAndRot, name) { }
// main program method public static int Main() { // Initialization //-------------------------------------------------------------------------------------- // file name variables string tankFileName = @"ref\tankBlue_outline.png"; string turretFileName = @"ref\barrelBlue.png"; InitWindow(screenWidth, screenHeight, "Tanks for Everything!"); // set Frames-Per-Second and window size SetTargetFPS(60); // initialize classes Timer timer = new Timer(); Game game = new Game(); Tank player = new Tank(); Bullet bullet = new Bullet(); //set array of bullets and assign index Bullet[] rockets = new Bullet[10]; for (int i = 0; i < rockets.Length; ++i) { rockets[i] = new Bullet(); rockets[i].LoadAmmo(bulletFile); } // assign tank in Bullet class to player tank Bullet.tank = player; // color conversion holding MathClasses.Vector3 colorVecBackground = ColorToHSV(LIGHTGRAY); Color backgroundColor = ColorFromHSV(colorVecBackground); // load player tank image and turret image player.Setup(tankFileName, turretFileName); // load bullet image bullet.LoadAmmo(bulletFile); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- float deltaTime = timer.DeltaTime; timer.Update(); player.OnUpdate(deltaTime); bullet.OnUpdate(deltaTime); //update each rocket in the array foreach (Bullet rock in rockets) { rock.OnUpdate(deltaTime); } // press "SPACEBAR" to shoot bullets out of tank barrel if (IsKeyPressed(KeyboardKey.KEY_SPACE)) { foreach (Bullet rock in rockets) { if (!rock.bulletActive) { // set bullet to active rock.bulletActive = true; // set rotate will reset position and scale values rock.bulletObj.SetRotate(0.0f); // set / start shooting position of bullet at turrets x and y after rotation reset rock.bulletObj.SetPosition(Tank.turretObject.GlobalTransform.m7, Tank.turretObject.GlobalTransform.m8); // get the rotation of the turret and fire in that direction float firingAngle = (float)Math.Atan2(Tank.turretObject.GlobalTransform.m2, Tank.turretObject.GlobalTransform.m1); rock.bulletObj.Rotate(-firingAngle); // add 1 to "firing" count each time amountOfBulletsFired++; break; } } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(backgroundColor); // draws images to screen bullet.Draw(); foreach (Bullet rock in rockets) { rock.Draw(); } player.Draw(); // end game controls DrawText("Press the 'Esc' key to close window", 10, 20, 20, RED); // screen text for score, deltaTime, and time since game started DrawText("Time Since Start: " + GetTime().ToString("0.0"), 10, 40, 20, RED); DrawText("DeltaTime: " + timer.DeltaTime.ToString("0.000000"), 10, 60, 20, RED); DrawText("Targets Hit: " + score.ToString("0"), 600, 20, 20, BLUE); DrawText("Bullets Fired: " + amountOfBulletsFired.ToString("0"), 600, 40, 20, BLUE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- game.Shutdown(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return(0); }
// int count = 1000; public void Update() { lastTime = currentTime; currentTime = stopwatch.ElapsedMilliseconds; deltaTime = (currentTime - lastTime) / 1000.0f; timer += deltaTime; if (timer >= 1) { fps = frames; frames = 0; timer -= 1; } frames++; if (IsKeyDown(KeyboardKey.KEY_A)) { player.Rotate(-deltaTime); //tankRotation = new Matrix3(1.0f, 0.0f, tankPosition.x, // 0.0f, 1.0f, tankPosition.y, // 0.0f, 0.0f, 1.0f); //rotation += (-1 * DEG2RAD); //Matrix3 newRotation = new Matrix3(); //newRotation.SetRotateZ(rotation * DEG2RAD); // tankRotation = tankRotation * newRotation; // player.Rotate(-degrees, speed, deltaTime); // player.RotateTank(-90 * (float)(Math.PI / 180.0f)); //deltaTime } if (IsKeyDown(KeyboardKey.KEY_D)) { player.Rotate(deltaTime); // player.RotateTank(90 * (float)(Math.PI / 180.0f)); //tankRotation = new Matrix3(1.0f, 0.0f, tankPosition.x, // 0.0f, 1.0f, tankPosition.y, // 0.0f, 0.0f, 1.0f); //rotation += (1 * DEG2RAD); //Matrix3 newRotation = new Matrix3(); //newRotation.SetRotateZ(rotation * DEG2RAD); //tankRotation = tankRotation * newRotation; // player.Rotate(degrees, speed, deltaTime); } if (IsKeyDown(KeyboardKey.KEY_W)) { Vector3 facing = new Vector3(player.localTransform.m1, player.localTransform.m2, 1) * deltaTime * 100; player.Translate(facing.x, facing.y); //player.Move(new Vector3(0, 1, 1), speed, deltaTime); //Vector3 newPos = tankRotation * new Vector3(0, 1, 1) * speed * deltaTime; //tankPosition = tankPosition + newPos; } if (IsKeyDown(KeyboardKey.KEY_S)) { Vector3 facing = new Vector3(player.localTransform.m1, player.localTransform.m2, 1) * deltaTime * -100; player.Translate(facing.x, facing.y); // player.Move(new Vector3(0, -1, 1), speed, deltaTime); //Vector3 newPos = tankRotation * new Vector3(0, -1, 1) * speed * deltaTime; //tankPosition = tankPosition + newPos; //Vector3 newGunPos = gunRotation * new Vector3(0, -1, 1) * speed * deltaTime; //gunPosition = gunPosition + newGunPos; } }
public void Update() { lastTime = currentTime; currentTime = stopwatch.ElapsedMilliseconds; deltaTime = (currentTime - lastTime) / 1000.0f; timer += deltaTime; if (timer >= 1) { fps = frames; frames = 0; timer -= 1; } frames++; // insert game logic here if (IsKeyDown(KeyboardKey.KEY_Q)) { gunObject.Rotate(-deltaTime); } if (IsKeyDown(KeyboardKey.KEY_E)) { gunObject.Rotate(deltaTime); } if (IsKeyDown(KeyboardKey.KEY_A)) { tankObject.Rotate(-deltaTime); } if (IsKeyDown(KeyboardKey.KEY_D)) { tankObject.Rotate(deltaTime); } if (IsKeyDown(KeyboardKey.KEY_W)) { Vector3 facing = tankObject.Forward * deltaTime * 100; tankObject.Translate(facing.x, facing.y); } if (IsKeyDown(KeyboardKey.KEY_S)) { Vector3 facing = tankObject.Forward * deltaTime * -100; tankObject.Translate(facing.x, facing.y); } if (IsKeyDown(KeyboardKey.KEY_SPACE) && bulletCooldown <= 0) { bulletTexture.isHit = false; bulletObject.UpdateAllTransforms(gunObject.globalTransform); bulletObject.SetPosition(gunTexture.globalTransform.m7, gunTexture.globalTransform.m8); bulletDirection = new Vector3(gunObject.globalTransform.m1, gunObject.globalTransform.m2, bulletDirection.z); bulletCooldown = intialBulletCountdown; } if (bulletCooldown > 0 && !bulletTexture.isHit) { if (Collisions.CheckCollision(bulletTexture, wallTexture) && !wallTexture.isHit) { positionWall(); while (Collisions.CheckCollision(tankTexture, wallTexture)) { positionWall(); } //wallTexture.isHit = true; bulletTexture.isHit = true; } bulletObject.Translate(bulletDirection.x * bulletSpeed, bulletDirection.y * bulletSpeed); bulletCooldown -= deltaTime; } if (bulletTexture.isHit) { bulletCooldown = -1f; bulletTexture.isHit = false; } }
public void Move(Vector3 movement, float speed, float deltaTime) { //Vector3 newPos = transform * movement * speed * deltaTime; //transform.m3 += newPos.x; //transform.m6 += newPos.y; //transform.m9 = 1; //UpdateGunTransform(); //tankTranslation = new Matrix3(1.0f, 0.0f, transform.m3, // 0.0f, 1.0f, transform.m6, // 0.0f, 0.0f, transform.m9); //tankRotation = new Matrix3(); //tankRotation.SetRotateZ(rotation * DEG2RAD); //Matrix3 mat = tankTranslation * tankRotation; //transform = tankRotation * transform; // Vector3 newPos = mat * new Vector3(0, movement.y, 1) * speed * deltaTime; /* tankTranslation = new Matrix3(1.0f, 0.0f, position.x, * 0.0f, 1.0f, position.y, * 0.0f, 0.0f, position.z); * tankRotation = new Matrix3(); * tankRotation.SetRotateZ(rotation * DEG2RAD); * // tankMatrix= tankMatrix * Console.WriteLine("tankRotation"); * Console.WriteLine(tankRotation.ToString()); * * Matrix3 mat = tankTranslation * tankRotation; * transform = tankRotation * transform; * Vector3 newPos = mat * new Vector3(0, movement.y, 1) * speed * deltaTime; * position = position + newPos;*/ // topGun.UpdateGunTransform(mat); // ContrainToScreen(); /* * tankTranslation = new Matrix3(1.0f, 0.0f, position.x, * 0.0f, 1.0f, position.y, * 0.0f, 0.0f, position.z); * tankRotation = new Matrix3(); * tankRotation.SetRotateZ(rotation * DEG2RAD); * Console.WriteLine("tankRotation"); * Console.WriteLine(tankRotation.ToString()); * * Matrix3 mat = tankTranslation * tankRotation; * Vector3 newPos = mat * new Vector3(0, movement.y , 1) * speed * deltaTime; * position = position + newPos; * * * gunTranslation = new Matrix3(1.0f, 0.0f, gunPositionOffset.x, * 0.0f, 1.0f, gunPositionOffset.y, * 0.0f, 0.0f, gunPositionOffset.z); * gunRotation = new Matrix3(); * gunRotation.SetRotateZ(rotation * DEG2RAD); * * Matrix3 gunMat = gunTranslation * gunRotation; * * gunMatrix = mat * gunMat; * * Vector3 newPosGun = gunMatrix * new Vector3(0, movement.y, 1) * speed * deltaTime; * gunPosition = gunPosition+ newPosGun; */ }
public Missile(Texture2D texture, Vector3 posAndRot, List <Sprite> children, string name = "New Sprite") : base(texture, posAndRot, children, name) { }
public TimedObject(Texture2D texture, Vector3 posAndRot, string name = "New Sprite") : base(texture, posAndRot, name) { }
public override void Update() { if (!gameOver) { base.Update(); if (IsKeyDown(KeyboardKey.KEY_W)) { //apply forward thrust Vector3 direction = new Vector3(transform.m2, -transform.m5, 0); direction.Normalize(); collider.velocity += direction * (acceleration * GetFrameTime()); //keep velocity at a max float speed = MathF.Abs(MathF.Sqrt(MathF.Pow(collider.velocity.x, 2) + MathF.Pow(collider.velocity.y, 2))); if (speed > maxSpeed) { float maxSpeedPercent = maxSpeed / speed; collider.velocity.x *= maxSpeedPercent; collider.velocity.y *= maxSpeedPercent; } //show flame comming out main thruster foreach (Sprite s in children) { if (s.objectName == "Thrust") { s.visable = true; } } } else { //hide flame comming out main thruster foreach (Sprite s in children) { if (s.objectName == "Thrust") { s.visable = false; } } } //rotate ship if (IsKeyDown(KeyboardKey.KEY_A)) { Rotation -= rotationSpeed * GetFrameTime(); //show flame comming out side thruster foreach (Sprite s in children) { if (s.objectName == "ThrustA") { s.visable = true; } } } else { //hide flame comming out side thruster foreach (Sprite s in children) { if (s.objectName == "ThrustA") { s.visable = false; } } } if (IsKeyDown(KeyboardKey.KEY_D)) { Rotation += rotationSpeed * GetFrameTime(); //show flame comming out side thruster foreach (Sprite s in children) { if (s.objectName == "ThrustD") { s.visable = true; } } } else { //hide flame comming out side thruster foreach (Sprite s in children) { if (s.objectName == "ThrustD") { s.visable = false; } } } //count down for fire rate if (curTime > 0) { curTime -= GetFrameTime(); } //fire new missile if (curTime <= 0 && IsKeyDown(KeyboardKey.KEY_SPACE)) { Missile m = new Missile(textures["Missile"], new Vector3(transform.m7, transform.m8, Rotation), new List <Sprite> { new ParticleSystem(textures["Square"], new Vector2(0, 0), "MissileParticles") { color = Fade(YELLOW, 0.2f), lifeTime = 2, scale = new Vector2(5, 5), minVelocity = new Vector2(-10, -10), maxVelocity = new Vector2(10, 10) }, new ParticleSystem(textures["Square"], new Vector2(0, 150), "MissileParticles") { color = Fade(YELLOW, 0.2f), lifeTime = 2, scale = new Vector2(5, 5), minVelocity = new Vector2(-10, -10), maxVelocity = new Vector2(10, 10) }, new ParticleSystem(textures["Square"], new Vector2(0, 50), "MissileParticles") { color = Fade(YELLOW, 0.2f), lifeTime = 2, scale = new Vector2(5, 5), minVelocity = new Vector2(-10, -10), maxVelocity = new Vector2(10, 10) }, new ParticleSystem(textures["Square"], new Vector2(0, 100), "MissileParticles") { color = Fade(YELLOW, 0.2f), lifeTime = 2, scale = new Vector2(5, 5), minVelocity = new Vector2(-10, -10), maxVelocity = new Vector2(10, 10) } }, "Missile") { Scale = 0.3f }; NewObject(m); Vector3 direction = new Vector3(transform.m2, -transform.m5, 0); direction.Normalize(); m.Translate(direction * 50); m.collider.velocity = direction * 500; curTime = shotTimer; } } //screen wrap if (transform.m7 > 1650) { transform.m7 = -30; } if (transform.m7 < -50) { transform.m7 = 1630; } if (transform.m8 > 950) { transform.m8 = -30; } if (transform.m8 < -50) { transform.m8 = 930; } //end the game if (health <= 0) { gameOver = true; } //reset game if (gameOver && IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) { foreach (Sprite s in objects) { if (s.objectName == "Asteroid" || s.objectName == "Missile" || s.objectName == "LifePickup") { Destroy(s); } } health = 3; gameOver = false; score = 0; Rotation = 180; collider.velocity = new Vector3(0, 0, 0); transform.m7 = 800; transform.m8 = 450; } }