polish list

This commit is contained in:
spatialfree 2022-08-02 22:24:15 -04:00
parent c5b7a146a8
commit 893c10904a

View file

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