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if (accNum > 0 && accNum < accModels.Count){
switch (accNum)
{
case 1: accModels[0].WorldMatrix = Matrix.CreateScale(0.7f) * Matrix.CreateRotationX(0.3f) * Matrix.CreateRotationY(chrYaw + MathHelper.Pi) * Matrix.CreateTranslation(plPos + Vector3.Up * 9.0f + Vector3.Transform(Vector3.Backward * 2.0f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
case 2: accModels[1].WorldMatrix = Matrix.CreateScale(0.5f) * Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * 11.0f + Vector3.Transform(Vector3.Backward + Vector3.Right * 3.0f, Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2))); break;
case 3: accModels[2].WorldMatrix = Matrix.CreateScale(0.5f) * Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * 11.0f + Vector3.Transform(Vector3.Backward + Vector3.Right * 3.0f, Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2))); break;
case 4: accModels[3].WorldMatrix = Matrix.CreateScale(0.5f) * Matrix.CreateRotationY(chrYaw - MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * 5.0f + Vector3.Transform(Vector3.Backward * 0.0f + Vector3.Right * 0.7f, Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2))); break;
case 5: accModels[4].WorldMatrix = Matrix.CreateScale(0.55f) * Matrix.CreateRotationZ(0.3f) * Matrix.CreateRotationY(chrYaw - MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * 5.0f + Vector3.Transform(Vector3.Backward * 0.0f + Vector3.Right * 0.7f, Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2))); break;
case 6: accModels[5].WorldMatrix = Matrix.CreateScale(0.5f) * Matrix.CreateRotationY(chrYaw - MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * 18.0f + Vector3.Transform(Vector3.Right * -0.4f, Matrix.CreateRotationY(chrYaw - MathHelper.PiOver2))); break;
<...>
case 11: accModels[10].WorldMatrix = Matrix.CreateScale(1.2f) * Matrix.CreateRotationX(-0.3f) * Matrix.CreateRotationY(chrYaw) * Matrix.CreateTranslation(plPos + Vector3.Up * 8.5f + Vector3.Transform(Vector3.Backward * 1.4f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
case 12: accModels[11].WorldMatrix = Matrix.CreateScale(1.0f) * Matrix.CreateRotationX(0.3f) * Matrix.CreateRotationY(chrYaw + MathHelper.Pi) * Matrix.CreateTranslation(plPos + Vector3.Up * 9.0f + Vector3.Transform(Vector3.Backward * 2.0f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
case 13: accModels[12].WorldMatrix = Matrix.CreateScale(1.0f) * Matrix.CreateRotationY(chrYaw - MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * -1.0f + Vector3.Transform(Vector3.Backward * 2.0f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
case 14: accModels[13].WorldMatrix = Matrix.CreateScale(1.0f) * Matrix.CreateRotationZ(-0.3f) * Matrix.CreateRotationY(chrYaw + MathHelper.PiOver2) * Matrix.CreateTranslation(plPos + Vector3.Up * 4.0f + Vector3.Transform(Vector3.Backward * 1.3f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
case 15: accModels[14].WorldMatrix = Matrix.CreateScale(0.4f) * Matrix.CreateRotationY(chrYaw) * Matrix.CreateTranslation(plPos + Vector3.Up * 22.0f + Vector3.Transform(Vector3.Right * 1.3f + Vector3.Backward * 3.8f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
default: accModels[accNum - 1].WorldMatrix = Matrix.CreateScale(0.7f) * Matrix.CreateRotationX(0.3f) * Matrix.CreateRotationY(chrYaw + MathHelper.Pi) * Matrix.CreateTranslation(plPos + Vector3.Up * 9.0f + Vector3.Transform(Vector3.Backward * 1.3f, Matrix.CreateRotationY(chrYaw + MathHelper.Pi))); break;
}
}
guest 09.04.2011 12:10 # −2
Lure Of Chaos 09.04.2011 12:12 # 0
bugmenot 09.04.2011 12:17 # −5
Govnocoder#0xFF 09.04.2011 16:33 # +2
ЗЫ Кто это у тебя на аве?
bugmenot 09.04.2011 16:55 # 0
:-Р
RaZeR 10.04.2011 12:40 # 0
absolut 09.04.2011 12:47 # 0