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w3D.cs
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w3D.cs
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using System.Collections;
using Wew.Control;
using Wew.Media;
using Wew;
namespace Demo;
class w3D : cWindow
{ const int TERRAIN_WIDTH = 2049;
const int TERRAIN_DEPTH = 2049;
const int TERRAIN_HEIGHT = 50;
const int TERRAIN_ROWCOL_COUNT = 32;
const int TERRAIN_QUAD_SIZE = 64;
const int TERRAIN_QUAD_ORIG_X = -TERRAIN_WIDTH / 2;
const int TERRAIN_QUAD_ORIG_Z = TERRAIN_DEPTH / 2;
const int TERRAIN_SAMP_WRAP_SLOT = 3;
const int TERRAIN_TEX_LAYERS_SLOT = 5;
const int TERRAIN_TEX_BLEND_SLOT = 6;
const int TERRAIN_TEX_HEIGHT_SLOT = 7;
const int PARTICLE_COUNT = 100;
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
struct VertexTerrain
{ public Vector Position;
public Point Texcoord;
public Point MinMax;
public VertexTerrain(Vector position, Point texcoord) { this.Position = position; this.Texcoord = texcoord; MinMax = default;}
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Size = 16)]
struct BufFire
{ public int TexIdx;
}
class cCam : cCamera
{ readonly w3D m_w3dWnd;
public bool Moved;
public cCam(w3D window) : base(1, 1) { m_w3dWnd = window;}
protected override void OnPositionChanged() { base.OnPositionChanged(); Moved = true; m_w3dWnd.OnCamMoved();}
}
readonly c3DSimpleBufferNoCache<Matrix4x4> m_bufReflect;
readonly c3DSimpleBuffer<BufFire> m_bufFire;
readonly cCam m_camCam; readonly cCamera m_camWater, m_camTeapot;
readonly c3DModel m_mdlSky, m_mdlTerrain, m_mdlTrees1, m_mdlTrees2, m_mdlWater, m_mdlFire, m_mdlWall, m_mdlModel, m_mdlTeapot
, m_mdlRain;
readonly cDepthStencilState m_dssSkyDepthLessEqual;
float m_fFireTime;
readonly cTexture m_texTerrainHeight, m_texTerrain, m_texTerrainBlend; readonly float[] ma_fTerrainHeight;
c3DBuffer m_bufRain1, m_bufRain2;
readonly cGeometryShader m_gsRainGenerate, m_gsRain; readonly cVertexShader m_vsRain;
readonly cBulbLight m_bulBulb; readonly cFlashLight m_flaFlash;
readonly cGame3DSound m_gs3Music, m_gs3Sound;
static readonly Vector[] sa_vCubeFront = { Vector.XAxis, -Vector.XAxis, Vector.YAxis, -Vector.YAxis, Vector.ZAxis, -Vector.ZAxis};
static readonly Vector[] sa_vCubeUp = { Vector.YAxis, Vector.YAxis, -Vector.ZAxis, Vector.ZAxis, Vector.YAxis, Vector.YAxis};
public w3D()
{ // ** Create buffers
m_bufReflect = new c3DSimpleBufferNoCache<Matrix4x4>(this, e3DBind.ConstantBuffer); m_bufReflect.AssignToVS(3);
m_bufFire = new c3DSimpleBuffer<BufFire>(this, e3DBind.ConstantBuffer); m_bufFire.AssignToPS(2);
// ** Create sky
m_mdlSky = new c3DModel(this, GetType(), "Res.Sphere.mdl")
{ VertexShader = new cVertexShader(this, mShaders.SkyVS, VertexColor.InputLayout), ScaleX = 1.7f, ScaleY = 1.7f, ScaleZ = 1.7f
};
m_mdlSky.Material.PixelShader = new cPixelShader(this, mShaders.SkyPS);
m_mdlSky.Material.CubeTexture = new cTexture(this, GetType(), "Res.Cube.dds");
m_dssSkyDepthLessEqual = new cDepthStencilState(this, true, eComparisonFunction.LessEqual);
// ** Create terrain
ma_fTerrainHeight = System.Array.ConvertAll(mRes.BinTerrain, (byte b) => b / 255f * TERRAIN_HEIGHT);
VertexTerrain[] a_verTerrainVertices = new VertexTerrain[TERRAIN_ROWCOL_COUNT * TERRAIN_ROWCOL_COUNT]; // Quad vertices
for (int j = 0, y = 0; j < TERRAIN_ROWCOL_COUNT; j++, y += TERRAIN_QUAD_SIZE)
{ for (int i = 0, x = 0; i < TERRAIN_ROWCOL_COUNT; i++, x+= TERRAIN_QUAD_SIZE)
a_verTerrainVertices[j * TERRAIN_ROWCOL_COUNT + i] =
new VertexTerrain(
new Vector(TERRAIN_QUAD_ORIG_X + x, ma_fTerrainHeight[y * TERRAIN_WIDTH + x], TERRAIN_QUAD_ORIG_Z - y)
, new Point(1f / TERRAIN_ROWCOL_COUNT * i, 1f / TERRAIN_ROWCOL_COUNT * j));
}
short[] a_shTerrainIndices = new short[TERRAIN_ROWCOL_COUNT * TERRAIN_ROWCOL_COUNT * 4]; // Quad indices
for (int j = 0, y = 0, k = 0; j < TERRAIN_ROWCOL_COUNT - 1; j++, y += TERRAIN_QUAD_SIZE)
{ for (int i = 0, x = 0; i < TERRAIN_ROWCOL_COUNT - 1; i++, k += 4)
{ a_shTerrainIndices[k] = (short)(j * TERRAIN_ROWCOL_COUNT + i);
a_shTerrainIndices[k + 1] = (short)(j * TERRAIN_ROWCOL_COUNT + i + 1);
a_shTerrainIndices[k + 2] = (short)((j + 1) * TERRAIN_ROWCOL_COUNT + i);
a_shTerrainIndices[k + 3] = (short)((j + 1) * TERRAIN_ROWCOL_COUNT + i + 1);
float fMin = float.MaxValue, fMax = float.MinValue;
for (int cx = 0; cx < TERRAIN_QUAD_SIZE; cx++, x++)
{ for (int cy = 0, y2 = y; cy < TERRAIN_QUAD_SIZE; cy++, y2++)
{ float f = ma_fTerrainHeight[y2 * TERRAIN_WIDTH + x];
fMin = System.Math.Min(fMin, f); fMax = System.Math.Max(fMax, f);
}
}
a_verTerrainVertices[a_shTerrainIndices[k]].MinMax = new Point(fMin, fMax);
}
}
m_mdlTerrain = new c3DModel(this, a_verTerrainVertices, a_shTerrainIndices)
{ VertexShader = new cVertexShader(this, mShaders.TerrainVS
, new cVertexShader.Field[]
{ new (eSemantic.Position), new (eSemantic.Texcoord), new ("MINMAX", 0, eVertexFieldType.Point)
})
, Topology = eVertexTopology.Patch4
, HullShader = new cHullShader(this, mShaders.TerrainHS)
, DomainShader = new cDomainShader(this, mShaders.TerrainDS)
//, MeshVisible = true
};
m_mdlTerrain.Material.PixelShader = new cPixelShader(this, mShaders.TerrainPS);
m_texTerrainHeight = new cTexture(this, TERRAIN_WIDTH, TERRAIN_DEPTH, e3DBind.ShaderResource, ePixelFormat.Bits32RFloat, 1, false
, ma_fTerrainHeight, (TERRAIN_WIDTH * sizeof(float)));
m_texTerrain = new cTexture(this, GetType(), "Res.Terrain.dds");
m_texTerrainBlend = new cTexture(this, GetType(), "Res.TerrainBlend.dds");//¿mipmap
// ** Create trees
m_mdlTrees1 = new c3DModel(this
, new VertexBillboard(new Point(3, 3), m_vGetTerrainVectorAt(370, 0, -500))
, new VertexBillboard(new Point(1.5f, 2.7f), m_vGetTerrainVectorAt(480, 0, -540))
, new VertexBillboard(new Point(1.3f, 2.9f), m_vGetTerrainVectorAt(430, 0, -500)));
m_mdlTrees1.Material.Texture = new cTexture(this, GetType(), "Res.Tree1.dds");
m_mdlTrees2 = new c3DModel(this
, new VertexBillboard(new Point(1.3f, 2.9f), m_vGetTerrainVectorAt(450, 0, -552))
, new VertexBillboard(new Point(1.5f, 2.7f), m_vGetTerrainVectorAt(360, 0, -520))
, new VertexBillboard(new Point(1, 1), m_vGetTerrainVectorAt(350, 0, -590)));
m_mdlTrees2.Material.Texture = new cTexture(this, GetType(), "Res.Tree2.dds");
// ** Create water
m_mdlWater = new c3DModel(this, GetType(), "Res.Water.mdl")
{ VertexShader = new cVertexShader(this, mShaders.ReflectVS, Vertex.InputLayout)
, Location = m_vGetTerrainVectorAt(417, 1, -543), ScaleX = 5, ScaleZ = 7
};
m_mdlWater.Material.PixelShader = new cPixelShader(this, mShaders.ReflectPS);
m_mdlWater.Material.Texture = new cTexture(this, 400, 400, (e3DBind.RenderTarget | e3DBind.ShaderResource));
m_mdlWater.Material.AllowTransparency = true; m_mdlWater.Material.Alpha = 0.5f;
m_camWater = new cCamera(400, 400, 90, 0.1f, 100);
// ** Create fire
m_mdlFire = new c3DModel(this, new VertexBillboard(new Point(0.5f, 0.5f), m_vGetTerrainVectorAt(400, 0, -515)));
m_mdlFire.Material.PixelShader = new cPixelShader(this, mShaders.PSFire);
m_mdlFire.Material.Texture = new cTexture(this, GetType(), "Res.Fire.dds");
// ** Create wall
m_mdlWall = new c3DModel(this, GetType(), "Res.Wall.mdl") { Location = m_vGetTerrainVectorAt(426, 5, -528), Yaw = -135};
// ** Create model
m_mdlModel = new cMan(this) { Yaw = 0};
VertexInstance[] a_vsi = // ** Instance data
{ new VertexInstance { World = new Matrix4x4(0, 45, 0, 0.9f, 0.7f, 0.9f, m_vGetTerrainVectorAt(400, 1, -548)).GetTransposed()}
, new VertexInstance { World = new Matrix4x4(0, 0, 0, 1, 1, 1, m_vGetTerrainVectorAt(468, 0, -513)).GetTransposed()}
, new VertexInstance { World = new Matrix4x4(0, -45, 0, 0.9f, 0.5f, 0.9f, m_vGetTerrainVectorAt(502, 0, -583)).GetTransposed()}
};
m_mdlModel.CreateInstances(a_vsi.Length, a_vsi, new cVertexShader(this, mShaders.VSInstance, VertexInstance.InputLayout));
// ** Create teapot
m_mdlTeapot = new c3DModel(this, GetType(), "Res.Teapot.mdl")
{ Location = m_vGetTerrainVectorAt(405, 20, -521)
, ShadowModel = new cPlane(this) { Location = m_vGetTerrainVectorAt(405, 20, -521)}
};
m_mdlTeapot.Material.CubeTexture = new cTexture(this, 256, 256, (e3DBind.RenderTarget | e3DBind.ShaderResource), IsCube: true);
foreach (c3DModel mdl in m_mdlTeapot.Parts) mdl.Material.CubeTexture = m_mdlTeapot.Material.CubeTexture;
m_camTeapot = new cCamera(256, 256, 90, 0.1f, 100);
// ** Create rain
m_bufRain1 = new c3DBuffer(this, (e3DBind.Vertex | e3DBind.StreamOutput), PARTICLE_COUNT, VertexParticle.SIZE_OF);
m_bufRain2 = new c3DBuffer(this, (e3DBind.Vertex | e3DBind.StreamOutput), PARTICLE_COUNT, VertexParticle.SIZE_OF);
m_mdlRain = new c3DModel(this)
{ Topology = eVertexTopology.Point
, Vertices = m_bufRain1, VertexCount = 1
, Location = m_vGetTerrainVectorAt(397, 0, -545)
};
m_mdlRain.Material.PixelShader = new cPixelShader(this, mShaders.RainPS);
m_mdlRain.Material.Texture = new cTexture(this, GetType(), "Res.Rain.dds");
m_gsRainGenerate = new cGeometryShader(this, mShaders.RainGSGenerate, VertexParticle.StreamOutputLayout);
m_vsRain = new (this, mShaders.RainVS, VertexParticle.InputLayout);
m_gsRain = new cGeometryShader(this, mShaders.RainGS);
// ** Create lights
SunLight.Color = eColor.Red; SunLight.Location = m_vGetTerrainVectorAt(405, 80, -521); SunLight.CastsShadows = true;
m_bulBulb = new cBulbLight { Color = eColor.Blue, Location = m_vGetTerrainVectorAt(405, 60, -501)
, Range = 130, LinearAttenuation = 0.7f, QuadraticAttenuation = 0.3f, CastsShadows = true};
m_flaFlash = new cFlashLight { Color = eColor.Green, Location = m_vGetTerrainVectorAt(405, 60, -521)
, Range = 150, LinearAttenuation = 0, QuadraticAttenuation = 0
, Falloff = 0.5f, UmbraAngle = 35, PenumbraAngle = 55, CastsShadows = true};
// ** Create sounds
m_gs3Music = new cGame3DSound(GetType(), "Res.Music.mp3", true);
m_gs3Music.SetEffect(cGameSound.Reverb.DEFAULT);
m_gs3Music.SetLocation(m_mdlTeapot);
m_gs3Music.Play(true);
m_gs3Sound = new cGame3DSound(GetType(), "Res.Hit.wav");
m_gs3Sound.SetEffect(cGameSound.Reverb.DEFAULT);
m_gs3Sound.SetLocation(m_mdlModel);
// ** Create camera
m_camCam = new cCam(this);
m_camCam.Location = m_vGetTerrainVectorAt(406, 0, -585); // Move cam after variable is set and all object are created
m_UpdateCamY(); m_camCam.Pitch = 10; // ** Set properties after field is assigned
// ** Configure window
ClientSize = new Point(856, 459); CenterToScreen();
Icon = mRes.BmpCube; Text = "3D";
r_NotifyRender3D = true; // Send event to draw 3d
Root.Hide(); // Hide the main 2D container
//Paused = false; // Set repeated mode
InitializeRandom();
InitializeShadows();
}
protected override void OnClosed(eCloseReason reason)
{ m_bufReflect.Dispose();
m_bufFire.Dispose();
m_mdlSky.VertexShader.Dispose();
m_mdlSky.Material.PixelShader.Dispose();
m_mdlSky.Dispose();
m_dssSkyDepthLessEqual.Dispose();
m_mdlTerrain.VertexShader.Dispose();
m_mdlTerrain.HullShader?.Dispose();
m_mdlTerrain.DomainShader?.Dispose();
m_mdlTerrain.Material.PixelShader.Dispose();
m_mdlTerrain.Dispose();
m_texTerrainHeight.Dispose(); m_texTerrain.Dispose(); m_texTerrainBlend.Dispose();
m_mdlTrees1.Dispose();
m_mdlTrees2.Dispose();
m_mdlWater.VertexShader.Dispose();
m_mdlWater.Material.PixelShader.Dispose();
m_mdlWater.Dispose();
m_mdlFire.Material.PixelShader.Dispose();
m_mdlFire.Dispose();
m_mdlWall.Dispose();
m_mdlModel.VertexShader.Dispose();
m_mdlModel.Dispose();
m_mdlTeapot.Dispose();
m_mdlRain.Material.PixelShader.Dispose();
m_mdlRain.Dispose();
m_bufRain1.Dispose(); m_bufRain2.Dispose();
m_gsRainGenerate.Dispose(); m_vsRain.Dispose(); m_gsRain.Dispose();
m_gs3Music.Dispose(); m_gs3Sound.Dispose();
base.OnClosed(reason);
System.GC.Collect();
}
protected override void OnResize() { m_camCam.Size = ClientSize;} // Resize the camera when the view is resized
protected override void OnCompose(float ElapsedSeconds)
{ _ = m_mdlModel.Act(ElapsedSeconds);
m_bufFire.Data.TexIdx = (int)m_fFireTime % 6; m_bufFire.Write(); m_fFireTime += ElapsedSeconds * 10 * 0.5f;
m_gs3Music.CalculateAudio();
//m_camCam.Yaw += 0.2f;
}
int ii=1;//¿
protected override void OnRender3D(c3DGraphics g3d)
{ // ** Reset
g3d.SetDefaults(m_camCam); // Clear depth buffer; set camera and matrix and material buffers
// ** Generate particles
m_mdlRain.VertexShader = VSParticle; m_mdlRain.GeometryShader = m_gsRainGenerate; g3d.SOSetTarget(m_bufRain2);
g3d.Render(m_mdlRain);
m_mdlRain.VertexShader = m_vsRain; m_mdlRain.GeometryShader = m_gsRain; g3d.SOSetTarget(null);
ii *=5;if(ii>PARTICLE_COUNT) ii=PARTICLE_COUNT;//¿ DrawAuto
m_mdlRain.Vertices = m_bufRain2; m_mdlRain.VertexCount = ii/*PARTICLE_COUNT*/; (m_bufRain1, m_bufRain2) = (m_bufRain2, m_bufRain1);
// ** Generate shadows
if (m_camCam.Moved)
{ SunLight.CalculateShadowMatrix(m_mdlTeapot.Location);
m_bulBulb.CalculateShadowMatrix(m_mdlTeapot.Location);
m_flaFlash.CalculateShadowMatrix(m_mdlTeapot.Location);
}
g3d.SetLight(SunLight, 0); g3d.SetLight(m_bulBulb, 1); g3d.SetLight(m_flaFlash, 2);
g3d.GenerateShadows((c3DGraphics g3d, cLight light) => m_RenderModels(g3d, true, false, true));
// ** Initialize
g3d.SetBlendState(g3d.TransparentBlend);
g3d.AmbientColorFactor = eColor.White;
g3d.SetFog(true, 600, 1000, eColor.LightGray);
// ** Render reflections for water
if (m_camCam.Moved)
{ Vector vIncid, vN;
vIncid = m_mdlWater.Location - m_camCam.Location; vN = Vector.YAxis; vIncid = (vIncid - vN * 2 * vIncid.Dot(vN)).GetNormalized();
m_camWater.Location = m_mdlWater.Location; m_camWater.Frame(m_mdlWater, vIncid, m_camCam.YAxis);
}
g3d.SetTarget(m_mdlWater.Material.Texture!);
g3d.SetCamera(m_camWater);
m_RenderModels(g3d, false, false, true);
// ** Render reflections for teapot (cubic environment mapping)
m_camTeapot.Location = m_mdlTeapot.Location;
for (int i = 0; i < 6; i++)
{ g3d.SetTarget(m_mdlTeapot.Material.CubeTexture!, i);
m_camTeapot.LookAt(m_camTeapot.Location + sa_vCubeFront[i], sa_vCubeUp[i], sa_vCubeFront[i]);
g3d.SetCamera(m_camTeapot);
m_RenderModels(g3d, false, true, false);
}
// ** Render scene
g3d.SetTarget(BackBuffer); // Restore target
g3d.SetCamera(m_camCam); // Restore matrix
m_RenderModels(g3d, false, true, true);
m_camCam.Moved = false;
}
protected override void OnKeyDown(ref KeyArgs e)
{ c3DModel mdlshadow = m_mdlTeapot.ShadowModel!;
switch (e.Key)
{ case eKey.Up: if (e.Control) m_camCam.Pitch -= 5; else { m_camCam.MoveZ(2); m_UpdateCamY();}
break;
case eKey.Down: if (e.Control) m_camCam.Pitch += 5; else { m_camCam.MoveZ(-2); m_UpdateCamY();}
break;
case eKey.Left: if (e.Control) { m_camCam.MoveX(-10); m_UpdateCamY();} else m_camCam.Yaw -= 10;
break;
case eKey.Right: if (e.Control) { m_camCam.MoveX(10); m_UpdateCamY();} else m_camCam.Yaw += 10;
break;
case eKey.OemPlus: m_camCam.Y += 5;
break;
case eKey.OemMinus: m_camCam.Y -= 5;
break;
case eKey.D1: SunLight.Enabled = !SunLight.Enabled;
break;
case eKey.D2: m_bulBulb.Enabled = !m_bulBulb.Enabled;
break;
case eKey.D3: m_flaFlash.Enabled = !m_flaFlash.Enabled;
break;
case eKey.Z: if (e.Control) SunLight.X -= 10; else SunLight.Z -= 10;
break;
case eKey.X: if (e.Control) SunLight.X += 10; else SunLight.Z += 10;
break;
case eKey.C: if (e.Control) m_bulBulb.X -= 10; else m_bulBulb.Z -= 10;
break;
case eKey.V: if (e.Control) m_bulBulb.X += 10; else m_bulBulb.Z += 10;
break;
case eKey.B: if (e.Control) m_flaFlash.X -= 10; else m_flaFlash.Z -= 10;
break;
case eKey.N: if (e.Control) m_flaFlash.X += 10; else m_flaFlash.Z += 10;
break;
case eKey.A: SunLight.Y -= 10;
break;
case eKey.S: SunLight.Y += 10;
break;
case eKey.D: m_bulBulb.Y -= 10;
break;
case eKey.F: m_bulBulb.Y += 10;
break;
case eKey.G: m_flaFlash.Y -= 10;
break;
case eKey.H: m_flaFlash.Y += 10;
break;
case eKey.J: if (e.Control) { m_mdlTeapot.Pitch -= 10; mdlshadow.Pitch -= 10;} else { m_mdlTeapot.Yaw += 10; mdlshadow.Yaw += 10;}
m_gs3Music.SetLocation(m_mdlTeapot);
break;
case eKey.K: if (e.Control) { m_mdlTeapot.Pitch += 10; mdlshadow.Pitch += 10;} else { m_mdlTeapot.Yaw -= 10; mdlshadow.Yaw -= 10;}
m_gs3Music.SetLocation(m_mdlTeapot);
break;
case eKey.Q: cGameMasterSound.Music.Enabled = !cGameMasterSound.Music.Enabled;
break;
case eKey.W: m_gs3Sound.Play();
break;
}
Invalidate(); m_gs3Music.CalculateAudio();//¿
}
private void OnCamMoved()
{ // ** Update listener
cGame3DSound.SetListenerLocation(m_camCam);
m_gs3Music.Dirty = true; m_gs3Sound.Dirty = true;
}
private void m_RenderModels(c3DGraphics g3d, bool bRenderingShadows, bool bRenderWater, bool bRenderDoughnut)
{ // ** Reset
g3d.ClearTarget(eColor.CornflowerBlue); // Clear background
g3d.ClearDepth(); // Clear depth
// ** Render sky
if (!bRenderingShadows)
{ g3d.SetDepthStencilState(m_dssSkyDepthLessEqual); // Prevent depth test fail when z = 1
g3d.Render(m_mdlSky);
g3d.SetDepthStencilState(null);
}
// ** Render terrain
g3d.SetSampler(g3d.SamplerMinMagMipPointWrap, TERRAIN_SAMP_WRAP_SLOT);
g3d.DSSetTexture(m_texTerrainHeight, TERRAIN_TEX_HEIGHT_SLOT);
g3d.SetTexture(m_texTerrain, TERRAIN_TEX_LAYERS_SLOT); g3d.SetTexture(m_texTerrainBlend, TERRAIN_TEX_BLEND_SLOT);
g3d.SetTexture(m_texTerrainHeight, TERRAIN_TEX_HEIGHT_SLOT);
g3d.Render(m_mdlTerrain);
// ** Render trees
g3d.Render(m_mdlTrees1);
g3d.Render(m_mdlTrees2);
// ** Render water
if (bRenderWater)
{ m_bufReflect.Write(m_camWater.TransposedViewProjectionMatrix);
g3d.Render(m_mdlWater);
}
// ** Render fire
if (!bRenderingShadows) g3d.Render(m_mdlFire);
// ** Render wall
g3d.Render(m_mdlWall);
// ** Render model
g3d.Render(m_mdlModel);
// ** Render teapot
if (bRenderDoughnut) g3d.Render(m_mdlTeapot);
// ** Render rain
if (!bRenderingShadows) g3d.Render(m_mdlRain);
}
private float m_fGetTerrainHeightAt(float x, float z)
{ int iCol, iRow; float A, B, C, D;
x -= TERRAIN_QUAD_ORIG_X; z = -z + TERRAIN_QUAD_ORIG_Z;
x.Clamp(0, TERRAIN_WIDTH - 1 - 0.1f); z.Clamp(0, TERRAIN_DEPTH - 1 - 0.1f); // Don't take the borders
iCol = mMath.Floor(x); iRow = mMath.Floor(z);
A = ma_fTerrainHeight[iRow * TERRAIN_WIDTH + iCol]; // A____B
B = ma_fTerrainHeight[iRow * TERRAIN_WIDTH + iCol + 1]; // | /|
C = ma_fTerrainHeight[(iRow + 1) * TERRAIN_WIDTH + iCol]; // |/ |
D = ma_fTerrainHeight[(iRow + 1) * TERRAIN_WIDTH + iCol + 1]; // C----D
x -= iCol; z -= iRow;
if (x + z <= 1.0f) return A + x * (B - A) + z * (C - A); // Triangle ABC
return D + (1 - x) * (C - D) + (1 - z) * (B - D); // Triangle BDC
}
private Vector m_vGetTerrainVectorAt(float x, float fOffsetY, float z) { return new Vector(x, m_fGetTerrainHeightAt(x, z) + fOffsetY, z);}
void m_UpdateCamY() { m_camCam.Y = m_fGetTerrainHeightAt(m_camCam.X, m_camCam.Z) + 5;}
}
class cMan : c3DModel
{ readonly c3DModel m_mdlTorso, m_mdlHead;
readonly c3DModel m_mdlLeftArm, m_mdlLeftForearm, m_mdlLeftHand, m_mdlRightArm, m_mdlRightForearm, m_mdlRightHand;
readonly c3DModel m_mdlPelvis;
readonly c3DModel m_mdlLeftLeg, m_mdlLeftCalf, m_mdlLeftFoot, m_mdlRightLeg, m_mdlRightCalf, m_mdlRightFoot;
float m_fVeloc;
// ** Ctor/dtor
public cMan(cWindow device) : base(device, typeof(mRes), "Res.Man.mdl")
{ m_mdlTorso = Parts["Torso"];
m_mdlHead = m_mdlTorso.Parts["Head"];
m_mdlLeftArm = m_mdlTorso.Parts["Left arm"];
m_mdlLeftForearm = m_mdlLeftArm.Parts[0];
m_mdlLeftHand = m_mdlLeftForearm.Parts[0];
m_mdlRightArm = m_mdlTorso.Parts["Right arm"];
m_mdlRightForearm = m_mdlRightArm.Parts[0];
m_mdlRightHand = m_mdlRightForearm.Parts[0];
m_mdlPelvis = Parts["Pelvis"];
m_mdlLeftLeg = m_mdlPelvis.Parts["Left leg"];
m_mdlLeftCalf = m_mdlLeftLeg.Parts[0];
m_mdlLeftFoot = m_mdlLeftCalf.Parts[0];
m_mdlRightLeg = m_mdlPelvis.Parts["Right leg"];
m_mdlRightCalf = m_mdlRightLeg.Parts[0];
m_mdlRightFoot = m_mdlRightCalf.Parts[0];
m_fVeloc = 60;
Yaw = 90;
}
// ** Mets
public void SitOnFloor()
{ m_mdlLeftArm.Pitch = 10; m_mdlLeftForearm.Pitch = -60;
m_mdlRightArm.Pitch = 10; m_mdlRightForearm.Pitch = -60;
m_mdlPelvis.Pitch = -20;
m_mdlLeftLeg.Pitch = -95; m_mdlLeftCalf.Pitch = 55; m_mdlLeftFoot.Pitch = 40;
m_mdlRightLeg.Pitch = -95; m_mdlRightCalf.Pitch = 55; m_mdlRightFoot.Pitch = 40;
Y -= 8;
}
public override void OnKeyDown(ref KeyArgs e)
{ switch (e.Key)
{ case eKey.Up: Y += 0.9f;
break;
case eKey.Down: Y -= 0.9f;
break;
case eKey.Left: Yaw -= 2f;
break;
case eKey.Right: Yaw += 2f;
break;
case eKey.OemPlus: MoveZ(1);
break;
case eKey.OemMinus: MoveZ(-1);
break;
case eKey.A: m_fVeloc -= 5;
break;
case eKey.S: m_fVeloc += 5;
break;
}
}
protected override IEnumerator OnAct()
{ float fVelocCalf, fPitch;
while (true)
{ fVelocCalf = float.NaN; fPitch = m_fVeloc * r_ElapsedSeconds;
while (m_mdlLeftArm.Pitch > -30)
{ m_mdlLeftArm.Pitch -= fPitch; m_mdlLeftForearm.Pitch -= fPitch / 2;
m_mdlRightArm.Pitch += fPitch; if (m_mdlRightForearm.Pitch < 0) m_mdlRightForearm.Pitch += fPitch / 2;
if (m_mdlRightLeg.Pitch > 18)
{ m_mdlRightCalf.Pitch += fPitch;
} else
{ if (float.IsNaN(fVelocCalf)) fVelocCalf = m_mdlRightCalf.Pitch / (30 + m_mdlRightLeg.Pitch);
m_mdlRightCalf.Pitch -= fPitch * fVelocCalf;
}
m_mdlRightLeg.Pitch -= fPitch;
m_mdlLeftLeg.Pitch += fPitch; if (m_mdlLeftCalf.Pitch > 20) m_mdlLeftCalf.Pitch += fPitch;
yield return null;
}
m_mdlRightCalf.Pitch = 0; fVelocCalf = float.NaN;
while (m_mdlLeftArm.Pitch < 30)
{ m_mdlLeftArm.Pitch += fPitch; if (m_mdlLeftForearm.Pitch < 0) m_mdlLeftForearm.Pitch += fPitch / 2;
m_mdlRightArm.Pitch -= fPitch; m_mdlRightForearm.Pitch -= fPitch / 2;
if (m_mdlLeftLeg.Pitch > 18)
{ m_mdlLeftCalf.Pitch += fPitch;
} else
{ if (float.IsNaN(fVelocCalf)) fVelocCalf = m_mdlLeftCalf.Pitch / (30 + m_mdlLeftLeg.Pitch);
m_mdlLeftCalf.Pitch -= fPitch * fVelocCalf;
}
m_mdlLeftLeg.Pitch -= fPitch;
m_mdlRightLeg.Pitch += fPitch; if (m_mdlRightLeg.Pitch > 20) m_mdlRightCalf.Pitch += fPitch;
yield return null;
}
m_mdlLeftCalf.Pitch = 0;
}
}
}
class cPlane : c3DModel
{ readonly c3DModel m_mdlElevator, m_mdlRudder;
float m_fElevation, m_fRudderYaw;
public readonly c3DModel Propeller;
// ** Ctor/dtor
public cPlane(cWindow device) : base(device, typeof(mRes), "Res.Airplane.mdl")
{ Propeller = Parts[5]; m_mdlElevator = Parts[3]; m_mdlRudder = Parts[6];
}
// ** Props
public float Elevation
{ get => m_fElevation;
set
{ m_fElevation = mMath.Round(value.GetClamped(-1, 1), 2); m_mdlElevator.Pitch = m_fElevation * 15;
}
}
public float RudderYaw
{ get => m_fRudderYaw;
set
{ m_fRudderYaw = mMath.Round(value.GetClamped(-1, 1), 2); m_mdlRudder.Yaw = -m_fRudderYaw * 15;
}
}
// ** Mets
public override void OnKeyDown(ref KeyArgs e)
{ switch (e.Key)
{ case eKey.Up: Elevation += 0.1f; e.Handled = true;
break;
case eKey.Down: Elevation -= 0.1f; e.Handled = true;
break;
case eKey.Left: RudderYaw -= 0.1f; e.Handled = true;
break;
case eKey.Right: RudderYaw += 0.1f; e.Handled = true;
break;
}
}
public override bool Act(float ElapsedSeconds)
{ Propeller.Roll -= ElapsedSeconds * 360 * 5; // Repetitive actions
return base.Act(ElapsedSeconds); // Main actions
}
protected override IEnumerator OnAct()
{ while (true)
{ Pitch -= m_fElevation * r_ElapsedSeconds * 10;
Yaw += m_fRudderYaw * r_ElapsedSeconds * 100;
yield return null;
}
}
}