//----------------------------------------------------------------------------------------------------------
void OneObjBones::CalcInfluence(BoneAfectCoord* coord) {
    Ufloat          dist,inf;
    Ufloat          pos[3];
    OneObjBones*    tmpB;

    ObjMatrix.GetPos(pos);

    dist = vec3_dist(coord->coord->origine, pos);

    if (dist <= RayonInfluenceMin) {     // on est dans la sphere d'influence du bone
        if (dist <= RayonInfluenceMax)   // influence totale du bone
            coord->TotInfluence += inf = 1.0f;
        else
            coord->TotInfluence += inf = (RayonInfluenceMin - dist) / (RayonInfluenceMin - RayonInfluenceMax);

        coord->AddBone(this, inf);
        nbcoord ++;
    }

    //----------- detremine l'influence des fils
    tmpB = enfant;
    while (tmpB) {
        tmpB->CalcInfluence(coord);
        tmpB = tmpB->suiv;
    }
}
Beispiel #2
0
int sound_play_at_looped(sound* s, vec3 pos, vec3 cam_pos, vec3 cam_dir, int loops) {
  int c = sound_play_looped(s, loops);
  
  const float HEARING = 5;
  
  float distance = vec3_dist(pos, cam_pos);
  Uint8 dist_val = (Uint8)clamp(distance * HEARING, 0, 255); 
  
  const float DEGREES = 57.2957795;
  
  vec3 to_position = vec3_normalize(vec3_sub(pos, cam_pos));
  vec3 to_forward  = vec3_normalize(cam_dir);
  float angle = acos(vec3_dot(to_position, to_forward));
  Sint16 angle_val = DEGREES * angle;
  
  Mix_SetPosition(c, angle_val, dist_val);
  return c;
}
Beispiel #3
0
void move_entity( OBJMESH *objmesh,
				  NAVIGATIONPATHDATA *navigationpathdata,
				  int *next_point,
				  float speed ) {

	objmesh->location.z = 
	navigationpathdata->path_point_array[ *next_point ].z = 0.0f;

	float distance = vec3_dist( &objmesh->location, 
								&navigationpathdata->path_point_array[ *next_point ] );

	if( distance < 0.1f ) { 
		
		++*next_point;

		if( *next_point == ( navigationpathdata->path_point_count + 1 ) ) { 
		
			*next_point = -1;
		}
	}

	if( *next_point != -1 ) {
		
		vec3 direction;
	
		vec3_diff( &direction,
				   &navigationpathdata->path_point_array[ *next_point ],
				   &objmesh->location );

		vec3_normalize( &direction,
						&direction );

		objmesh->btrigidbody->setLinearVelocity( btVector3( direction.x * speed,
															direction.y * speed,
															0.0f ) );
		objmesh->btrigidbody->setActivationState( ACTIVE_TAG );
	}
	else {
		
		objmesh->btrigidbody->setActivationState( WANTS_DEACTIVATION );
		navigationpathdata->path_point_count = 0;
	}
}
static bool FindHandleAtPos(obs_scene_t scene, obs_sceneitem_t item,
		void *param)
{
	if (!obs_sceneitem_selected(item))
		return true;

	HandleFindData *data = reinterpret_cast<HandleFindData*>(param);
	matrix4        transform;
	vec3           pos3;
	float          closestHandle = HANDLE_SEL_RADIUS;

	vec3_set(&pos3, data->pos.x, data->pos.y, 0.0f);

	obs_sceneitem_get_box_transform(item, &transform);

	auto TestHandle = [&] (float x, float y, ItemHandle handle)
	{
		vec3 handlePos = GetTransformedPosScaled(x, y, transform,
				data->scale);

		float dist = vec3_dist(&handlePos, &pos3);
		if (dist < HANDLE_SEL_RADIUS) {
			if (dist < closestHandle) {
				closestHandle = dist;
				data->handle  = handle;
				data->item    = item;
			}
		}
	};

	TestHandle(0.0f, 0.0f, ItemHandle::TopLeft);
	TestHandle(0.5f, 0.0f, ItemHandle::TopCenter);
	TestHandle(1.0f, 0.0f, ItemHandle::TopRight);
	TestHandle(0.0f, 0.5f, ItemHandle::CenterLeft);
	TestHandle(1.0f, 0.5f, ItemHandle::CenterRight);
	TestHandle(0.0f, 1.0f, ItemHandle::BottomLeft);
	TestHandle(0.5f, 1.0f, ItemHandle::BottomCenter);
	TestHandle(1.0f, 1.0f, ItemHandle::BottomRight);

	UNUSED_PARAMETER(scene);
	return true;
}
void templateAppToucheMoved(float x, float y, unsigned int tap_count)
{
    if (y > ((screen_size * 0.5f) - (screen_size * 0.05f)) && y < ((screen_size * 0.5f) + (screen_size * 0.05f))) {
	move_delta.z = view_delta.x = view_delta.y = 0.0f;
	move_location.x = x;
	move_location.y = y;
	view_location.x = x;
	view_location.y = y;
    } else if (y < (screen_size * 0.5f)) {
	vec3 touche = { x,
	    y,
	    0.0f
	};
	vec3_diff(&move_delta, &move_location, &touche);
	vec3_normalize(&move_delta, &move_delta);
	move_delta.z = CLAMP(vec3_dist(&move_location, &touche) / 128.0f, 0.0f, 1.0f);
    } else {
	view_delta.x = view_delta.x * 0.75f + (x - view_location.x) * 0.25f;
	view_delta.y = view_delta.y * 0.75f + (y - view_location.y) * 0.25f;
	view_location.x = x;
	view_location.y = y;
    }
}
Beispiel #6
0
static void terrain_new_chunk(terrain* ter, int i) {

  const int SUBDIVISIONS = NUM_TERRAIN_SUBDIVISIONS+1; 

  terrain_chunk* tc = malloc(sizeof(terrain_chunk));
  tc->id = i;
  tc->x = i % ter->num_cols;
  tc->y = i / ter->num_cols;
  tc->width = ter->chunk_width;
  tc->height = ter->chunk_height;
  
  int x_max = tc->width * SUBDIVISIONS + 1;
  int y_max = tc->height * SUBDIVISIONS + 1;
  
  tc->num_verts = x_max * y_max + x_max * 2 + y_max * 2;
  vec3* vertex_buffer = malloc(sizeof(vec3) * 4 * tc->num_verts);
  int index = 0;
  
  for(int x = 0; x < x_max; x++)
  for(int y = 0; y < y_max; y++) {
    float gx = tc->x * ter->chunk_width + (float)x/SUBDIVISIONS;
    float gy = tc->y * ter->chunk_height + (float)y/SUBDIVISIONS;
    
    float height = terrain_height(ter, vec2_new(gx, gy));
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
    
  }
  
  /* Adding fins. Don't look, horrible code */
  
  const float FIN_DEPTH = 5.0;
  
  for(int y = 0; y < y_max; y++) {
    int gx = tc->x * ter->chunk_width + 0;
    int gy = tc->y * ter->chunk_height + (float)y/SUBDIVISIONS;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  for(int y = 0; y < y_max; y++) {
    int gx = tc->x * ter->chunk_width + ter->chunk_width;
    int gy = tc->y * ter->chunk_height + (float)y/SUBDIVISIONS;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  for(int x = 0; x < x_max; x++) {
    int  gx = tc->x * ter->chunk_width + (float)x/SUBDIVISIONS;
    int  gy = tc->y * ter->chunk_height + 0;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  for(int x = 0; x < x_max; x++) {
    int  gx = tc->x * ter->chunk_width + (float)x/SUBDIVISIONS;
    int  gy = tc->y * ter->chunk_height + ter->chunk_height;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  tc->bound.center = vec3_zero();
  for (int i = 0; i < index; i+=4) {
    tc->bound.center = vec3_add(tc->bound.center, vertex_buffer[i]);
  }
  tc->bound.center = vec3_div(tc->bound.center, tc->num_verts);
  
  tc->bound.radius = 0;
  for (int i = 0; i < index; i+=4) {
    tc->bound.radius = max(tc->bound.radius, vec3_dist(tc->bound.center, vertex_buffer[i]));
  }
  
  if (net_is_client()) {
    glGenBuffers(1, &tc->vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, tc->vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vec3) * 4 * tc->num_verts, vertex_buffer, GL_STATIC_DRAW);
  }
  
  free(vertex_buffer);
  
  if (net_is_client()) {
    glGenBuffers(NUM_TERRAIN_BUFFERS, tc->index_buffers);
  }
  
  for(int j = 0; j < NUM_TERRAIN_BUFFERS; j++) {
  
    int off = pow(2, j);
    int x_max = tc->width * SUBDIVISIONS;
    int y_max = tc->height * SUBDIVISIONS;
    
    tc->num_indicies[j] = (x_max / off) * (y_max / off) * 6 + (x_max / off) * 12 + (y_max / off) * 12;
    
    uint32_t* index_buffer = malloc(sizeof(uint32_t) * tc->num_indicies[j]);
    index = 0;
    
    for(int x = 0; x < x_max; x+=off)
    for(int y = 0; y < y_max; y+=off) {
      index_buffer[index] =  x +  y * (x_max+1); index++;
      index_buffer[index] = (x+off) +  y * (x_max+1); index++;
      index_buffer[index] = (x+off) + (y+off) * (x_max+1); index++;
      index_buffer[index] =  x +  y * (x_max+1); index++;
      index_buffer[index] = (x+off) + (y+off) * (x_max+1); index++;
      index_buffer[index] =  x + (y+off) * (x_max+1); index++;
    }
    
    /* Again, adding fins. Don't look horrible code */
    
    int x_base = (x_max + 1) * (y_max + 1);
    int y_base = (x_max + 1) * (y_max + 1) + (x_max + 1) * 2;
    
    for(int x = 0; x < x_max; x+=off) {
      index_buffer[index] = x + 0 * (x_max+1); index++;
      index_buffer[index] =  x_base + x; index++;
      index_buffer[index] = (x+off) + 0 * (x_max+1); index++;
      
      index_buffer[index] = (x+off) + 0 * (x_max+1); index++;
      index_buffer[index] = x_base + x; index++;
      index_buffer[index] = x_base + x+off; index++;
    }
    
    for(int x = 0; x < x_max; x+=off) {
      index_buffer[index] = x + y_max * (x_max+1); index++;
      index_buffer[index] = (x+off) + y_max * (x_max+1); index++;
      index_buffer[index] =  x_base + y_max+1 + x; index++;
      
      index_buffer[index] = (x+off) + y_max * (x_max+1); index++;
      index_buffer[index] = x_base + x_max+1 + x+off; index++;
      index_buffer[index] = x_base + x_max+1 + x; index++;
    }
    
    for(int y = 0; y < y_max; y+=off) {
      index_buffer[index] = 0 + y * (x_max+1); index++;
      index_buffer[index] = 0 + (y+off) * (x_max+1); index++;
      index_buffer[index] = y_base + y; index++;
      
      index_buffer[index] = 0 + (y+off) * (x_max+1); index++;
      index_buffer[index] = y_base + y+off; index++;
      index_buffer[index] = y_base + y; index++;
    }
    
    for(int y = 0; y < y_max; y+=off) {
      index_buffer[index] = x_max + y * (x_max+1); index++;
      index_buffer[index] = y_base + y_max+1 + y; index++;
      index_buffer[index] = x_max + (y+off) * (x_max+1); index++;
      
      index_buffer[index] = x_max + (y+off) * (x_max+1); index++;
      index_buffer[index] = y_base + y_max+1 + y; index++;
      index_buffer[index] = y_base + y_max+1 + y+off; index++;
    }
    
    if (net_is_client()) {
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tc->index_buffers[j]);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * tc->num_indicies[j], index_buffer, GL_DYNAMIC_DRAW);
    }
    
    free(index_buffer);
  }
  
  tc->colmesh = malloc(sizeof(cmesh));
  tc->colmesh->is_leaf = true;
  tc->colmesh->triangles_num = (tc->width/4) * (tc->height/4) * 2;
  tc->colmesh->triangles = malloc(sizeof(ctri) * tc->colmesh->triangles_num);
  
  int tri_i = 0;
  
  for (int x = 0; x < tc->width;  x += 4)
  for (int y = 0; y < tc->height; y += 4) {
    
    float gx = tc->x * ter->chunk_width  + (float)x;
    float gy = tc->y * ter->chunk_height + (float)y;    
    
    vec3 a = vec3_new(gx  , terrain_height(ter, vec2_new(gx  , gy  )) , gy  );
    vec3 b = vec3_new(gx+4, terrain_height(ter, vec2_new(gx+4, gy  )) , gy  );
    vec3 c = vec3_new(gx+4, terrain_height(ter, vec2_new(gx+4, gy+4)) , gy+4);
    vec3 d = vec3_new(gx  , terrain_height(ter, vec2_new(gx  , gy+4)) , gy+4);
    
    vec3 tang   = vec3_normalize(vec3_sub(b, a));
    vec3 binorm = vec3_normalize(vec3_sub(d, a));
    vec3 norm   = vec3_cross( binorm, tang );
    
    tc->colmesh->triangles[tri_i] = ctri_new(a, c, b, norm); tri_i++;
    tc->colmesh->triangles[tri_i] = ctri_new(a, d, c, norm); tri_i++;
  
  }
  
  tc->colmesh->bound = cmesh_bound(tc->colmesh);
  
  /* For some reason this is not working correctly */
  cmesh_subdivide(tc->colmesh, 5);

  ter->chunks[i] = tc;

}