void SteamVR::UpdateCamFromTracker(CCamera* cam, int eye)
{
  vr::HmdMatrix34_t pose;
  vr::HmdTrackingResult eResult;
  mVRHmd->GetTrackerFromHeadPose(0, &pose, &eResult);

  Matrix3 rot(pose.m[0][0], pose.m[0][1], pose.m[0][2],
              pose.m[1][0], pose.m[1][1], pose.m[1][2],
              pose.m[2][0], pose.m[2][1], pose.m[2][2]);
  Vector3 eyePos(pose.m[0][3], pose.m[1][3], pose.m[2][3]);
  eyePos.z *= -1;

  // Need to negate z - LHS
  Quaternion orientation = ToQuaternion(rot);
  orientation.Invert();
  orientation.z *= -1;

  Vector3 upVec = orientation.RotatedVector(Vector3::cYAxis);
  Vector3 forwardVec = orientation.RotatedVector(Vector3::cZAxis);
  CTransform* camTransform = cam->gameObject->transform;
  mEyePos[eye] = camTransform->GetGlobalPosition() + eyePos;

  mView[eye] = Math::LookAtLH(mEyePos[eye], mEyePos[eye] + forwardVec, upVec);
  camTransform->SetPosition(mEyePos[eye]);
  camTransform->SetRotationFromQuaternion(orientation);

  // Calculates new frustum and assigns oculus view and proj matrix
  cam->ComputeOculusFrustum(mView[eye], mProj[eye], mOrthoProj[eye]);
}
Beispiel #2
0
//********************************************
// Copy
//********************************************
void CTransform::Copy(CTransform &transform)
{
    SetScale(transform.GetScale());
    SetTranslation(transform.GetTranslation());
    SetRotation(transform.GetRotation());
    SetValueRotation(transform.GetValueRotation());
}
Beispiel #3
0
		void CKinematicFlee::move(DynamicMovement& currentProperties)
		{
			CTransform* transf = static_cast<CTransform*>(m_entity->getComponentByName(TRANSFORM_COMP));
			currentProperties.linearSpeed = transf->getPosition() - m_target;
			currentProperties.linearAccel = currentProperties.linearAccel + currentProperties.linearAccel.crossProduct(Vector3(0.0f, 1.0f, 0.0f));
			currentProperties.linearSpeed.normalise();
			currentProperties.linearSpeed *= m_maxLinearSpeed;
		}
Beispiel #4
0
		void CKinematicSeek::move(DynamicMovement& currentProperties)
		{
			CTransform* transf = static_cast<CTransform*>(m_entity->getComponentByName(TRANSFORM_COMP));
			currentProperties.linearSpeed = m_target - transf->getPosition();
			if (currentProperties.linearSpeed.length() > m_maxLinearSpeed) {
				currentProperties.linearSpeed.normalise();
				currentProperties.linearSpeed *= m_maxLinearSpeed;
			}
		}
Beispiel #5
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// ***************************************************************************
void			UTransform::unfreezeHRC()
{
	CTransform	*object = getObjectPtr();
	while (object)
	{
		object->unfreezeHRC();
		object = object->hrcGetParent();
	}
}
Beispiel #6
0
		void CKinematicArrive::move(DynamicMovement &currentProperties)
		{
			CTransform* transf = static_cast<CTransform*>(m_entity->getComponentByName(TRANSFORM_COMP));
			currentProperties.linearSpeed = (m_target - transf->getPosition());
			currentProperties.linearSpeed /= IMovement::ATTENUATION;
			if (currentProperties.linearSpeed.squaredLength() > m_maxLinearSpeed2) {
				currentProperties.linearSpeed.normalise();
				currentProperties.linearSpeed *= m_maxLinearSpeed;
			}
		}
Beispiel #7
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// ***************************************************************************
UInstanceGroup *UTransform::getClusterSystem () const
{
	CTransform	*object = getObjectPtr();
	CInstanceGroup	*ig= object->getClusterSystem();
	if(ig==((CInstanceGroup*)-1))
		return ((UInstanceGroup*)-1);
	else if(ig==NULL)
		return NULL;
	else
		return ig->getUserInterface();
}
Beispiel #8
0
		void CKinematicAlignToTarget::move(DynamicMovement& currentProperties)
		{
			CTransform* transf = static_cast<CTransform*>(m_entity->getComponentByName(TRANSFORM_COMP));
			Vector3 vec(m_target - transf->getPosition());
			currentProperties.angularSpeed = (atan2(-vec.x, -vec.z) - transf->getYaw());//
			currentProperties.angularSpeed = AI::CAI::correctAngle(currentProperties.angularSpeed);
			//currentProperties.angularSpeed /= IMovement::ATTENUATION;
			if (abs(currentProperties.angularSpeed) > m_maxAngularSpeed) {
				currentProperties.angularSpeed = Ogre::Math::Sign(currentProperties.angularSpeed) * m_maxAngularSpeed;
			}
		}
Beispiel #9
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void StateLevel::buildTurret( const Vec2f& pos, const TurretData& data ) {
    Entity entity = ENTITY_MANAGER.newEntity( Entity::Entity_Turret );

    // Initialize transform component
    CTransform* transform = entity.add<CTransform>();
    transform->setPos( pos );
    transform->setSize( data.base.buildCells * BuildingGrid::c_cellSize );

    // Initialize stats component
    CStats* stats = entity.add<CStats>();
    stats->addStat( Stat::SID_Health );
    stats->addStat( Stat::SID_Armor );
    stats->addStat( Stat::SID_AValueMin );
    stats->addStat( Stat::SID_AValueMax );
    stats->addStat( Stat::SID_ASpeed );
    stats->addStat( Stat::SID_ARange );

    // Todo: Set stat values from TurretData ( only merged health and armor, oh and price )
    stats->getStat( Stat::SID_Health )->setBase( data.getHealth() );
    stats->getStat( Stat::SID_Armor )->setBase( data.getArmor() );

    // Setup turret component
    CTurret* turret = entity.add<CTurret>();
    turret->setup( data );
    turret->price = data.getPrice();

    // Setup scene node component
    // Temporary: Requires a new way of connecting ECS to SceneGraph
    CNode* cNode = entity.add<CNode>();
    Node*   node = new CNode( *cNode );

    cNode->setParent( m_turretNode );
    node->setID( entity.ID );
    node->enableAutoDelete( true );
    m_turretNode->addChild( node );

    // Setup sprites of all turret parts
    // and add them to the Scene graph
    Sprite* baseSprite = turret->base.getSprite();
    baseSprite->setSprite( data.base.spriteID );
    baseSprite->setCenter( ( data.base.buildCells * BuildingGrid::c_cellSize ) / 2 );
    node->addChild( baseSprite, "TBase" );

    for( short i = 0; i < turret->headCount; i++ ) {
        Sprite* headSprite = turret->head[ i ].getSprite();

        headSprite->setSprite( data.head[ i ].spriteID );
        headSprite->setPos( data.base.headPosition[ i ] );
        headSprite->setOrigin( data.head[ i ].spriteOffset );

        node->addChild( headSprite, "THead_" + std::to_string( i ) );
    }
}
void CDlgEditSymbols::OnBnClickedParsebutton()
{
	CString text, format;
	COpenScrapeDoc		*pDoc = COpenScrapeDoc::GetDocument();
	CTransform			trans;

	m_Titletext.GetWindowText(text);
	m_Value.GetWindowText(format);
	
	trans.ParseStringBSL(text, format, &results);

	m_ParseResults.SetWindowText(results.GetString());
}
Beispiel #11
0
void CCollider::calcDist(CTransform & transform)
{
	m_diameter = transform.GetScale();
	Vector3 centerPos;
	centerPos.z = transform.GetTranslate().z;
	// Determine center x pos
	if (m_xStart == X_LEFT)
	{
		centerPos.x = transform.GetTranslate().x + m_diameter.x * 0.5f;
	}
	else if (m_xStart == X_MIDDLE)
	{
		centerPos.x = transform.GetTranslate().x;
	}
	else if (m_xStart == X_RIGHT)
	{
		centerPos.x = transform.GetTranslate().x - m_diameter.x * 0.5f;
	}

	// Determine center y pos
	if (m_yStart == Y_BOTTOM)
	{
		centerPos.y = transform.GetTranslate().y + m_diameter.y * 0.5f;
	}
	else if (m_yStart == Y_MIDDLE)
	{
		centerPos.y = transform.GetTranslate().y;
	}
	else if (m_yStart == Y_TOP)
	{
		centerPos.y = transform.GetTranslate().y - m_diameter.y * 0.5f;
	}
	m_position = centerPos;
}
Beispiel #12
0
void ParseXML( std::vector< GameObject* > &gos, const char *filename, const Vectormath::Aos::Transform3 &transform, WorldDB *worlddb )
{
	char *xml;
	if ( !PHYSFS_readFile( filename, (void**)&xml ) )
	{
		return;
	}
	pugi::xml_document doc;
	pugi::xml_parse_result result = doc.parse( xml );//load_file(filename);
	if ( result )
	{
		pugi::xml_node scene = doc.child( "Scene" );
		if ( scene )
		{
			for (pugi::xml_node go = scene.child("GameObject"); go; go = go.next_sibling("GameObject"))
			{
				GameObject *gameObject = new GameObject(worlddb);
				gameObject->Bind( NULL, NULL );
				for (pugi::xml_node tag = go.first_child(); tag; tag = tag.next_sibling())
				{
					if ( stricmp( tag.name(), "Component" ) == 0 )
					{
						Component *c = gameObject->AddComponent( tag.attribute("name").value(), tag.attribute("type").value() );
						c->Bind(NULL,NULL);

						for (pugi::xml_node ctag = tag.first_child(); ctag; ctag = ctag.next_sibling())
						{
							c->Bind( ctag.name(), ctag.child_value() );
						}
						CTransform *t = dynamic_cast<CTransform*>( c );
						if ( t )
						{
							t->setLocal( transform * t->local() );
						}
					} else
					{
						gameObject->Bind( tag.name(), tag.child_value() );
					}
				}
				gameObject->Enter();
				gos.push_back( gameObject );
			}
		}
	}
	free( xml );
}
void PPhysics2D::v_updateEntity(entityID id, const GameTime& gameTime) {
    CRigidBody *body = getEntityAs<CRigidBody>(id);
    CTransform *transform = getEntityAs<CTransform>(id);

    //transform->m_position.addScaledVector(body->m_velocity, gameTime.getElapsedSecond());
    transform->setX(transform->getX()  + body->m_velocity.x * gameTime.getElapsedSecond());
    transform->setY(transform->getY()  + body->m_velocity.y * gameTime.getElapsedSecond());
    if (body->m_bApplyGravity) {
        body->addForce(glm::vec2(.0f, 200.0f));
    }
    //body->m_velocity.addScaledVector(body->m_forceAccum, gameTime.getElapsedSecond());
    body->m_velocity.x += body->m_forceAccum.x * gameTime.getElapsedSecond();
    body->m_velocity.y += body->m_forceAccum.y * gameTime.getElapsedSecond();

    body->m_velocity *= powf(body->m_damping, gameTime.getElapsedSecond());

    body->clearForce();
}
Beispiel #14
0
void CGame::addEnemies()
{
   const int id = mGameObjects.size();

   ///@todo: add later: read these params from a style file
   const std::size_t numOfCircles = 16;
   const std::size_t numOfSegments = 32;
   const std::string filePath = "../AeroSimulator/res/smile.dds";
   const SSphereParams params(2.0f, numOfCircles, numOfSegments, glm::pi<float>(), 2.0f * glm::pi<float>());

   SRenderableData data(mShaders[eShaders::TEXTURE_SHADER], &params, filePath, glm::vec4());

   CTransform transform;
   transform.setTranslate(glm::vec3(0.0f, 30.0f, -10.0f));
   transform.setRotate(glm::vec3(0.0f, 90.0f, 0.0f));
   tGoSharedPtr pObject(new CFigure(id, eGameObjects::AIRPLANE, CFigure::eFigure::SPHERE, data, transform));

   addObject(id, pObject, "* CGame::addEnemy ");
}
Beispiel #15
0
void CGame::addCameras()
{
   // currently just 1 camera
   const int id = mGameObjects.size();
   const glm::vec3 translate(0.0f, 29.0f, -3.0f);
   const glm::vec3 rotate(0.0f, 180.0f, 0.0f);
   CTransform transform;
   transform.setTranslate(translate);
   transform.setRotate(rotate);

   ///@todo: add the type and the id of the game object to the constructor of the CCamera
   const SFrustum frustum(45.0f, 16.0f / 9.0f, 0.1f, 1100.0f);
   std::shared_ptr<CCamera> camera( new CCamera(id, CAMERA, transform, frustum));
   if (camera)
   {
      GCameraManager.addCamera(camera);
      LOG("* CGame: a camera has been just added to the camera manager.");

      addObject(id, camera, "* CGame::addCamera() ");
   }
}
Beispiel #16
0
// ***************************************************************************
void			UTransform::parent(UTransform newFather)
{
	CTransform	*object = getObjectPtr();
	if (object->getForceClipRoot())
	{
		nlwarning("Transform has been flagged to be glued to the root, can't change parent. See UTransform::setForceClipRoot(bool).");
		return;
	}
	if(!newFather.empty())
	{
		// link me to other.
		CTransform	*other= newFather.getObjectPtr();
		if(other->getOwnerScene()!=object->getOwnerScene())
			nlerror("Try to parent 2 object from 2 differnet scenes!!");
		other->hrcLinkSon( object );
	}
	else
	{
		// link me to Root.
		object->getOwnerScene()->getRoot()->hrcLinkSon( object );
	}
}
Beispiel #17
0
// ***************************************************************************
void			UTransform::getLastParentClusters(std::vector<CCluster*> &clusters) const
{
	CTransform	*object = getObjectPtr();
	CScene *scene = object->getOwnerScene();
	// look in the list of parent of the transform object and extract the CCluster parents
	if (scene == NULL)
		return;

	CClipTrav	&clipTrav= scene->getClipTrav();

	uint	num= object->clipGetNumParents();
	for(uint i=0;i<num;i++)
	{
		CCluster *pcluster = dynamic_cast<CCluster*>(object->clipGetParent(i));
		if (pcluster != NULL)
			clusters.push_back(pcluster);
	}

	// If the object is link to a QuadCluster, add the RootCluster to the list
	CTransformShape	*trShp= dynamic_cast<CTransformShape*>( object );
	if( trShp && trShp->isLinkToQuadCluster() )
		clusters.push_back(clipTrav.RootCluster);
}
void PParticuleManager::v_updateEntity(entityID id, const GameTime& gameTime) {
    CParticuleEmitter *e = getEntityAs<CParticuleEmitter>(id);
    CTransform *transform = getEntityAs<CTransform>(id);

    if (e->m_bActive) {
        e->m_elapsedRate += gameTime.getElapsedMillisecond();
        if (e->m_elapsedRate > e->m_rate)  {

            // due to custom memory allocation used by clone method, the pointer could
            // be null sometimes
            IParticule* p = e->m_particulePrototype->cloneIntoPool();
            if (p != nullptr) {

                // TODO : cause a division per zero
                /*float lv = (e->m_lifetimeVariation > 0) ? MathUtils::randint(e->m_lifetimeVariation * 2) - e->m_lifetimeVariation : 0;
                float av = (e->m_angleVariation > 0) ? MathUtils::randint(e->m_angleVariation * 2) - e->m_angleVariation : 0;
                float sv = (e->m_speedVariation > 0) ? MathUtils::randint(e->m_speedVariation * 2) - e->m_speedVariation : 0;
                float pv = (e->m_spawnPositionVariation > 0) ? MathUtils::randint(e->m_spawnPositionVariation * 2) - e->m_spawnPositionVariation : 0;*/
                float lv , av, sv, pv = 0;

                p->m_x = transform->getX() + pv;
                p->m_y = transform->getY() + pv;
                p->m_elapsed = 0;
                p->m_lifetime = e->m_lifetime + lv;
                glm::vec2 velocity = MathUtils::fromPolar(e->m_angle + av, e->m_speed + sv);
                p->m_vx = velocity.x;
                p->m_vy = velocity.y;

                p->m_gravityApplied = e->m_bIsGravityApplied;

                m_particulesEmitted.push_back(p);
            }
            e->m_elapsedRate = 0;
        }
    }
}
Beispiel #19
0
void CCollider::calcAABB(CTransform & transform)
{
	Vector3 scale = transform.GetScale();

	Vector3 centerPos;
	centerPos.z = transform.GetTranslate().z;
	// Determine center x pos
	if (m_xStart == X_LEFT)
	{
		centerPos.x = transform.GetTranslate().x + scale.x * 0.5f;
	}
	else if (m_xStart == X_MIDDLE)
	{
		centerPos.x = transform.GetTranslate().x;
	}
	else if (m_xStart == X_RIGHT)
	{
		centerPos.x = transform.GetTranslate().x - scale.x * 0.5f;
	}

	// Determine center y pos
	if (m_yStart == Y_BOTTOM)
	{
		centerPos.y = transform.GetTranslate().y + scale.y * 0.5f;
	}
	else if (m_yStart == Y_MIDDLE)
	{
		centerPos.y = transform.GetTranslate().y;
	}
	else if (m_yStart == Y_TOP)
	{
		centerPos.y = transform.GetTranslate().y - scale.y * 0.5f;
	}
	Vector3 pos = centerPos;

	m_minBound.Set(pos.x - (scale.x * 0.5f), pos.y - (scale.y * 0.5f), pos.z - (scale.z * 0.5f));
	m_maxBound.Set(pos.x + (scale.x * 0.5f), pos.y + (scale.y * 0.5f), pos.z + (scale.z * 0.5f));
}
void PPlayer::v_updateEntity(entityID id, const GameTime& gameTime) {
    CPlayer *player = getEntityAs<CPlayer>(id);
    CTransform *transform = getEntityAs<CTransform>(id);
    CRigidBody *body = getEntityAs<CRigidBody>(id);

    if (player->m_bAlive) {
        player->m_elapsedTime += gameTime.getElapsedMillisecond();
        double temp = 0.25f * sin((double)(MathUtils::TWO_PI * 0.001 * player->m_elapsedTime + 0));

        // set screen position with floating in account
        player->m_floatingAmount = temp;
        transform->setOffsetY(transform->getOffsetY() + player->m_floatingAmount);

        if (player->m_bSpeedUp) {
            if (player->m_actualThrustAmount < player->m_speedupThrustAmount) {
                player->m_actualThrustAmount += 350 * gameTime.getElapsedSecond();
            }
            player->m_bSpeedUp = false;
        }
        else {
            if (player->m_actualThrustAmount < player->m_maxThrustAmount) {
                player->m_actualThrustAmount += 150 * gameTime.getElapsedSecond();
            }
            else if (player->m_actualThrustAmount > player->m_maxThrustAmount) {
                player->m_actualThrustAmount -= 250 * gameTime.getElapsedSecond();
            }
        }
        
        body->m_velocity.y = sin(transform->getRotation()) * player->m_actualThrustAmount;
        body->m_velocity.x = player->m_forward.x * cos(transform->getRotation()) * player->m_actualThrustAmount;

        if (player->m_cooldown > 0) {
            player->m_cooldown -= gameTime.getElapsedMillisecond();
            // Design issue : Draw with UpdateProcess
            Locator::getRenderer()->renderRectangle(true, transform->getX() - 25, transform->getY() + 55, 75, 5, 0xFF, 0xFF, 0xFF);
            Locator::getRenderer()->renderRectangle(true, transform->getX() - 25, transform->getY() + 55, (1 - (player->m_cooldown / player->m_defaultCooldown)) * 75, 5, 0x66, 0x99, 0x99);
        }
    }
}
Beispiel #21
0
 int testTransform(string transType)
 {
   int fail = 0;
   CTransform* trans = CTransform::getNewTransformPointer(transType);
   int ncols = 9;
   double a[19] = {-1e16, -1e8, -1e4, -100, -1, -0.1, -1e-5, -1e-9, -1e-13, 0, 1e-13, 1e-9, 1e-5, 0.1, 1, 100, 1e4, 1e8, 1e16};
   double x[19];
   double newa[19];
   double g[19];
   cout << "Transform " << transType << endl;
   for(int i=0; i<9; i++)
   {
     x[i] = trans->atox(a[i]);
     newa[i] = trans->xtoa(x[i]);
     if(newa[i]!=a[i])
     {
       cout << "FAIL: " << endl;
       cout << "a: " << a[i] << " x: " << x[i] << " newa: "  << newa[i] << endl;
       fail++;
     }
     else
       cout << "atox -> xtoa check passed: a: " << a[i] << endl;
     g[i] = trans->gradfact(x[i]);
     double diff = 1e-6;
     double aplus = a[i]+diff;
     double xplus = trans->atox(aplus);
     double aminus = a[i]-diff;
     double xminus = trans->atox(aminus);
     double gdiff = (xplus - xminus)/(2*diff);
     if(abs(gdiff-g[i])>2*diff)
     {
       cout << "FAIL: Gradient: " << "g: " << g[i] << " gdiff: " << gdiff << endl;
     }
     else
       cout << "Gradient check passed: a: " << a[i] << endl;
   }
   ptransforms->addTransform(trans, 1);
   ptransforms->addTransform(trans, 2);
   return fail;
 }
Beispiel #22
0
void UTransform::setTransparencyPriority(uint8 priority)
{
	CTransform	*object = getObjectPtr();
	object->setTransparencyPriority(priority);
}
Beispiel #23
0
// ***************************************************************************
float UTransform::getShadowMapDirectionZThreshold() const
{
	CTransform	*object = getObjectPtr();
	return object->getShadowMapDirectionZThreshold();
}
Beispiel #24
0
// ***************************************************************************
void			UTransform::freezeHRC()
{
	CTransform	*object = getObjectPtr();
	object->freezeHRC();
}
void CDlgScraperOutput::DoBitblt(HBITMAP bitmap, RMapCI r_iter)
{
	CDC			*pDC = m_ScraperBitmap.GetDC();
	HDC			hdcControl = *pDC;
	HDC			hdcScreen = CreateDC("DISPLAY", NULL, NULL, NULL);
	HDC			hdcCompat1 = CreateCompatibleDC(hdcScreen);
	HDC			hdcCompat2 = CreateCompatibleDC(hdcScreen);
	HBITMAP		hbm2 = NULL, old_bitmap1 = NULL, old_bitmap2 = NULL;
	int			w = 0, h = 0, zoom = 0;
	RECT		rect = {0};
	CBrush		gray_brush, *pTempBrush = NULL, oldbrush;
	CPen		null_pen, *pTempPen = NULL, oldpen;
	CString		res = "";
	CTransform	trans;

	if (in_startup) 	
	{
		DeleteDC(hdcCompat1);
		DeleteDC(hdcCompat2);
		DeleteDC(hdcScreen);
		ReleaseDC(pDC);
		return;
	}

	m_ScraperBitmap.GetWindowRect(&rect);

	// Erase control area
	gray_brush.CreateSolidBrush(COLOR_GRAY);
	pTempBrush = (CBrush*)pDC->SelectObject(&gray_brush);
	oldbrush.FromHandle((HBRUSH)pTempBrush);			// Save old brush
	null_pen.CreatePen(PS_NULL, 0, COLOR_BLACK);
	pTempPen = (CPen*)pDC->SelectObject(&null_pen);
	oldpen.FromHandle((HPEN)pTempPen);					// Save old pen
	pDC->Rectangle(1, 1, rect.right-rect.left, rect.bottom-rect.top);
	pDC->SelectObject(oldbrush);
	pDC->SelectObject(oldpen);

	// return if all we needed to do was erase display
	if (bitmap == NULL)
	{
		DeleteDC(hdcCompat1);
		DeleteDC(hdcCompat2);
		DeleteDC(hdcScreen);
		ReleaseDC(pDC);
		return;
	}

	// load bitmap into 1st DC and stretchblt to 2nd DC
	old_bitmap1 = (HBITMAP) SelectObject(hdcCompat1, bitmap);
	zoom = m_Zoom.GetCurSel()==0 ? 1 :
		   m_Zoom.GetCurSel()==1 ? 2 :
		   m_Zoom.GetCurSel()==2 ? 4 :
		   m_Zoom.GetCurSel()==3 ? 8 :
		   m_Zoom.GetCurSel()==4 ? 16 : 1;

	w = (r_iter->second.right - r_iter->second.left) * zoom;
	h = (r_iter->second.bottom - r_iter->second.top) * zoom;

	hbm2 = CreateCompatibleBitmap(hdcScreen, w, h);
	old_bitmap2 = (HBITMAP) SelectObject(hdcCompat2, hbm2);
	StretchBlt(	hdcCompat2, 0, 0, w, h,
				hdcCompat1, 0, 0,
				r_iter->second.right - r_iter->second.left,
				r_iter->second.bottom - r_iter->second.top,
				SRCCOPY );

	// Copy 2nd DC to control
	BitBlt( hdcControl, 1, 1, rect.right-rect.left-2, rect.bottom-rect.top-2,
			hdcCompat2, 0, 0, SRCCOPY );

	// Output result
	trans.DoTransform(r_iter, hdcCompat1, &res);
	m_ScraperResult.SetWindowText(res);

	// Clean up
	SelectObject(hdcCompat1, old_bitmap1);
	SelectObject(hdcCompat2, old_bitmap2);
	DeleteObject(hbm2);
	DeleteDC(hdcCompat1);
	DeleteDC(hdcCompat2);
	DeleteDC(hdcScreen);
	ReleaseDC(pDC);
}
Beispiel #26
0
// ***************************************************************************
void UTransform::setShadowMapDirectionZThreshold(float zthre)
{
	CTransform	*object = getObjectPtr();
	object->setShadowMapDirectionZThreshold(zthre);
}
Beispiel #27
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// ***************************************************************************
void UTransform::setShadowMapMaxDepth(float depth)
{
	CTransform	*object = getObjectPtr();
	object->setShadowMapMaxDepth(depth);
}
Beispiel #28
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// ***************************************************************************
bool	UTransform::fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D)
{
	CTransform	*object = getObjectPtr();
	return object->fastIntersect(p0, dir, dist2D, distZ, computeDist2D);
}
Beispiel #29
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// ***************************************************************************
bool	UTransform::supportFastIntersect() const
{
	CTransform	*object = getObjectPtr();
	return object->supportFastIntersect();
}
Beispiel #30
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// ***************************************************************************
float	UTransform::getShadowMapMaxDepth() const
{
	CTransform	*object = getObjectPtr();
	return object->getShadowMapMaxDepth();
}