diff --git a/app/Space/Mono.cs b/app/Space/Mono.cs index 0d492f1..8050b04 100644 --- a/app/Space/Mono.cs +++ b/app/Space/Mono.cs @@ -1,10 +1,11 @@ using System.Collections.Generic; // [X] stretch cursor move -// [ ] points (point of reference *all around) -// [ ] trackballer spin +// [ ] points *arbitrary for now +// [ ] follow player *cam? matrix? name? // [ ] orbital view // [ ] dummy enemies +// [ ] trackballer spin // [ ] roll dodge move namespace Space; @@ -32,7 +33,7 @@ public class Mono { Rig rig = Oriels.Mono.inst.rig; Oriel oriel = Oriels.Mono.inst.oriel; - Matrix orielSimMatrix = Matrix.TRS( + Matrix simMatrix = Matrix.TRS( new Vec3(0, 0, 0), //-oriel.bounds.dimensions.y / 2.01f, -playerWorldPos.z), Quat.Identity, Vec3.One * 0.5f * oriel.bounds.dimensions.y @@ -49,7 +50,7 @@ public class Mono { float stretch = Vec3.Distance(rig.lCon.pos, rig.rCon.pos); stretch = Math.Max(stretch - deadzone, 0); Vec3 cursor = rig.rCon.pos + rig.rCon.ori * Vec3.Forward * stretch * 3; - Vec3 localCursor = orielSimMatrix.Inverse.Transform(oriel.matrix.Transform(cursor)); + Vec3 localCursor = simMatrix.Inverse.Transform(oriel.matrix.Transform(cursor)); // fly player towards cursor: // playerPos += (localCursor - playerPos).Normalized * 1f * Time.Elapsedf; @@ -71,7 +72,7 @@ public class Mono { new Color(1f, 1f, 1f) ); meshCube.Draw(oriel.matOriel, - Matrix.TRS(localCursor, Quat.Identity, Vec3.One * 0.02f) * orielSimMatrix * oriel.matrix.Inverse, + Matrix.TRS(localCursor, Quat.Identity, Vec3.One * 0.02f) * simMatrix * oriel.matrix.Inverse, new Color(0f, 0f, 0f) ); meshCube.Draw(oriel.matOriel, @@ -79,7 +80,7 @@ public class Mono { playerPos, Quat.LookDir((localCursor - playerPos).Normalized), new Vec3(0.4f, 0.2f, 0.4f) - ) * orielSimMatrix * oriel.matrix.Inverse, + ) * simMatrix * oriel.matrix.Inverse, new Color(1.0f, 0.0f, 0.05f) ); @@ -142,7 +143,7 @@ public class Mono { Matrix.TRS(enemies[i], Quat.LookAt(enemies[i], playerPos, Vec3.Up), new Vec3(0.4f, 1f, 0.2f) - ) * orielSimMatrix * oriel.matrix.Inverse, + ) * simMatrix * oriel.matrix.Inverse, Color.White * 0.62f ); }