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DustParticle.cs
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DustParticle.cs
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#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
#endregion
namespace Tanks
{
class DustParticle
{
private GraphicsDevice graphicsDevice;
private BasicEffect effect;
private Matrix worldMatrix = Matrix.Identity;
private VertexPositionNormalTexture[] vertices;
private short[] indices;
private VertexBuffer vertexBuffer;
private IndexBuffer indexBuffer;
private Vector3 position, direction;
private float yaw, pitch, pitchSpeed;
private float speed;
public float Yaw
{
get { return yaw; }
set { yaw = value; }
}
public float Pitch
{
get { return pitch; }
set { pitch = value; }
}
public float PitchSpeed
{
get { return pitchSpeed; }
set { pitchSpeed = value; }
}
public float Speed
{
get { return speed; }
set { speed = value; }
}
public Vector3 Position
{
get { return position; }
set { position = value; }
}
public Vector3 Direction
{
get { return direction; }
set { direction = value; }
}
public DustParticle(GraphicsDevice graphicsDevice, BasicEffect effect)
{
this.graphicsDevice = graphicsDevice;
this.effect = effect;
CreateLines();
}
private void CreateLines()
{
float lineLenght = 1.5f;
int vertexCount = 2;
vertices = new VertexPositionNormalTexture[vertexCount];
vertices[0] = new VertexPositionNormalTexture(new Vector3(0.0f, -lineLenght, 0.0f), Vector3.Zero, Vector2.Zero);
vertices[1] = new VertexPositionNormalTexture(new Vector3(0.0f, 0.0f, 0.0f), Vector3.Zero, Vector2.Zero);
indices = new short[2];
indices[0] = 0;
indices[1] = 1;
vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), vertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData<VertexPositionNormalTexture>(vertices);
indexBuffer = new IndexBuffer(graphicsDevice, typeof(short), indices.Length, BufferUsage.WriteOnly);
indexBuffer.SetData<short>(indices);
}
public void Update()
{
if (pitch > -2.5f)
pitch -= pitchSpeed;
direction = Vector3.Transform(new Vector3(0, 1, 0), Matrix.CreateFromYawPitchRoll(yaw, pitch, 0));
position += direction * speed;
worldMatrix = Matrix.CreateScale(0.1f) * Matrix.CreateFromYawPitchRoll(yaw, pitch, 0) * Matrix.CreateTranslation(position);
}
public void Draw()
{
effect.World = worldMatrix;
effect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(vertexBuffer);
graphicsDevice.Indices = indexBuffer;
graphicsDevice.DrawIndexedPrimitives(PrimitiveType.LineList, 0, 0, vertices.Length, 0, 1);
}
}
}