using Oriels; namespace Greenyard; public class Mono { public Oriel oriel = new Oriel( new Vec3(0.0f, -0.5f, 0.5f), Quat.FromAngles(0, 90, 0), new Vec3(0.8f, 0.5f, 0.5f) ) { color = new Color(78 / 256f, 142 / 256f, 191 / 256f) * 0.333f }; Model greenyardModel = Model.FromFile("greenyard.glb"); Mesh[] greenyard; Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl")); Matrix matrix = Matrix.Identity; Vec3 offset = new Vec3(2, 1, -12); public float height = 6f; Vec3 angle = new Vec3(0, 180, 0); public void Init() { greenyard = new Mesh[12]; for (int i = 0; i < greenyard.Length; i++) { greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2)); } greenyardMat.SetMat(101, Cull.None, true); // greenyardMat.Transparency = Transparency.Add; // greenyardMat.DepthTest = DepthTest.Always; greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg")); } public void Frame() { Oriels.Rig rig = Oriels.Mono.inst.rig; // angle.x -= rig.rCon.device.stick.y * 90f * Time.Stepf; // angle.x = PullRequest.Clamp(angle.x, -89, 89); angle.y -= rig.rCon.device.stick.x * 90f * Time.Stepf; Vec3 input = new Vec3( rig.lCon.device.stick.x, 0, rig.lCon.device.stick.y ); if (input.MagnitudeSq > 0.01f) { input = ( // Quat.FromAngles(angle.x, 0, 0).Inverse * Quat.FromAngles(0, angle.y, 0).Inverse * rig.lCon.ori * oriel.ori.Inverse ).Normalized * input; input.y = 0; offset += input * Time.Stepf; } offset.y = -height; // Oriel float scale = 0.1f; // oriel.scale * oriel.multiplier; // scale w/height? // scale *= oriel.bounds.dimensions.y; matrix = Matrix.TRS( Vec3.Zero, // -oriel.bounds.dimensions.y / 2.01f Quat.FromAngles(angle.x, 0, 0) * Quat.FromAngles(0, angle.y, 0), Vec3.One * scale ); } public void Render() { greenyardMat.SetVector("_center", oriel.bounds.center); greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions); greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f)); greenyardMat.SetFloat("_lit", 0); greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv); for (int i = 0; i < greenyard.Length; i++) { greenyard[i].Draw(greenyardMat, Matrix.TRS( offset, Quat.Identity, new Vec3(1f, 1f, 1f) ) * matrix * oriel.matrix, Color.White ); } } }