Ejemplo n.º 1
0
	SceneNode(GLfloat x = 0, GLfloat y = 0, GLfloat z = 0, 
		GLfloat velx = 0, GLfloat vely = 0, GLfloat velz = 0,
		GLfloat accx = 0, GLfloat accy = 0, GLfloat accz = 0) 
	{
		newX = 0;
		newY = 0;
		newZ = 0;

		this->x[POS] = x;
		this->x[VEL] = velx;
		this->x[ACC] = accx;

		this->y[POS] = y;
		this->y[VEL] = vely;
		this->y[ACC] = accy;

		this->z[POS] = z;
		this->z[VEL] = velz;
		this->z[ACC] = accz;

		transform.setIdentity();
		normTransform.setIdentity();
		alive = true;
	}
Ejemplo n.º 2
0
	virtual void update(unsigned long long time)
	{
		transform.translate(-newX, -newY, -newZ);

		x[VEL] += x[ACC];
		y[VEL] += y[ACC];
		z[VEL] += z[ACC];

		x[POS] += x[VEL];
		y[POS] += y[VEL];
		z[POS] += z[VEL];
		if(z[POS] < 0) z[POS] = 0;

		newX = x[POS];
		newY = y[POS];
		newZ = z[POS];

		transform.translate(newX, newY, newZ);

		for(i = children.begin(); i != children.end(); i++)
			(*i)->update(time);

		children.remove_if(is_dead);
	}
Ejemplo n.º 3
0
 SceneNode() {
     transform.setIdentity();
     UNIFORM_mvpMatrix.setIdentity();
 }
Ejemplo n.º 4
0
	CubeNode(GLfloat size, int color) 
	{
		GLuint colors[6];
		if(color == 0)
		{
			for(int i = 0; i < 6; i++)
			{
				colors[i] = (rand() % 0x100000000) | 0xFF000000;
			}
		}
		else
		{
			for(int i = 0; i < 6; i++)
			{
				colors[i] = color;
			}
		}
		static const GLfloat permutation[][4][3] = 
		{
			{
				{-1,1,1},{-1,-1,1},{1,-1,1},{1,1,1}
			},
			{
				{1,1,-1},{1,-1,-1},{-1,-1,-1},{-1,1,-1}
			},
			{
				{1,1,1},{1,-1,1},{1,-1,-1},{1,1,-1}
			},
			{
				{-1,1,-1},{-1,-1,-1},{-1,-1,1},{-1,1,1}
			},
			{
				{-1,1,-1},{-1,1,1},{1,1,1},{1,1,-1}
			},
			{
				{1,-1,-1},{1,-1,1},{-1,-1,1},{-1,-1,-1}
			}
		};
		static const GLfloat norms[][3] = 
		{
			{0, 0, 1},
			{0, 0, -1},
			{1, 0, 0},
			{-1, 0, 0},
			{0, 1, 0},
			{0, -1, 0}
		};

		int index = 0;
		size /= 2;
		for ( size_t i = 0; i < 6; ++i ) 
		{
			vtx[index].x = size * permutation[i][0][0];
			vtx[index].y = size * permutation[i][0][1];
			vtx[index].z = size * permutation[i][0][2];
			vtx[index].color = colors[i];
			vtx[index].nx = norms[i][0];
			vtx[index].ny = norms[i][1];
			vtx[index].nz = norms[i][2];
			++index;
			vtx[index].x = size * permutation[i][1][0];
			vtx[index].y = size * permutation[i][1][1];
			vtx[index].z = size * permutation[i][1][2];
			vtx[index].color = colors[i];
			vtx[index].nx = norms[i][0];
			vtx[index].ny = norms[i][1];
			vtx[index].nz = norms[i][2];
			++index;
			vtx[index].x = size * permutation[i][3][0];
			vtx[index].y = size * permutation[i][3][1];
			vtx[index].z = size * permutation[i][3][2];
			vtx[index].color = colors[i];
			vtx[index].nx = norms[i][0];
			vtx[index].ny = norms[i][1];
			vtx[index].nz = norms[i][2];
			++index;
			vtx[index].x = size * permutation[i][3][0];
			vtx[index].y = size * permutation[i][3][1];
			vtx[index].z = size * permutation[i][3][2];
			vtx[index].color = colors[i];
			vtx[index].nx = norms[i][0];
			vtx[index].ny = norms[i][1];
			vtx[index].nz = norms[i][2];
			++index;
			vtx[index].x = size * permutation[i][1][0];
			vtx[index].y = size * permutation[i][1][1];
			vtx[index].z = size * permutation[i][1][2];
			vtx[index].color = colors[i];
			vtx[index].nx = norms[i][0];
			vtx[index].ny = norms[i][1];
			vtx[index].nz = norms[i][2];
			++index;
			vtx[index].x = size * permutation[i][2][0];
			vtx[index].y = size * permutation[i][2][1];
			vtx[index].z = size * permutation[i][2][2];
			vtx[index].color = colors[i];
			vtx[index].nx = norms[i][0];
			vtx[index].ny = norms[i][1];
			vtx[index].nz = norms[i][2];
			++index;
		}

		rot.setRotation(rand(), rand(), rand(), 0.005);
	}