Ejemplo n.º 1
0
InstanceObject* InstanceManager::AddInstanceObject(string modelName, vec3 position, vec3 rotation, float instanceScale, Chunk* pOwningChunk, int voxelX, int voxelY, int voxelZ)
{
	InstanceParent* pNewInstanceParent = GetInstanceParent(modelName);
	
	if(pNewInstanceParent == NULL)
	{
		// Add new instance parent
		pNewInstanceParent = new InstanceParent();

		pNewInstanceParent->m_modelName = modelName;
		pNewInstanceParent->m_pQubicleBinary = new QubicleBinary(m_pRenderer);
		pNewInstanceParent->m_pQubicleBinary->Import(modelName.c_str(), true);

		SetupGLBuffers(pNewInstanceParent);

		m_vpInstanceParentList.push_back(pNewInstanceParent);
	}

	InstanceObject* pInstanceObject = new InstanceObject();
	pInstanceObject->m_erase = false;
	pInstanceObject->m_render = true;
	pInstanceObject->UpdateMatrix(position, rotation, instanceScale);

	pInstanceObject->m_pOwningChunk = pOwningChunk;
	pInstanceObject->m_voxelX = voxelX;
	pInstanceObject->m_voxelY = voxelY;
	pInstanceObject->m_voxelZ = voxelZ;

	pNewInstanceParent->m_vpInstanceObjectList.push_back(pInstanceObject);

	return pInstanceObject;
}
InstanceObject *InstanceSprite::createInstance()
{
	if(getFlagInstanceBase())
	{
		if(getInstanceCount() < getInstanceCountMax())
		{
			InstanceObject *pNewInstance = (InstanceObject *)clone();
			pNewInstance->setFlagInstanceBase(false);
			pNewInstance->setInstanceIndex(getInstanceCount());
			linkVertexBufferDynamic(pNewInstance);
			addInstance(pNewInstance);
			return pNewInstance;
		}
	}
	return NULL;
}
Ejemplo n.º 3
0
InstanceObject* Picture::buildInstanceObject(char* fileName, BasicObject* obj)
{
   InstanceObject* io = new InstanceObject(obj);
   FileIO* inputFile = new FileIO(fileName, 1);  //for reading

   //scale transformation
   string line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double sx = atof(line.c_str());
   line = inputFile->readLine();
   double sy = atof(line.c_str());
   line = inputFile->readLine();
   double sz = atof(line.c_str());
   Matrix* scale = AffineTransforms::scale(sx, sy, sz);

   //rotation transformations
   line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double rx = atof(line.c_str());
   Matrix* rotX = AffineTransforms::rotateX(rx);   
   line = inputFile->readLine();
   double ry = atof(line.c_str());
   Matrix* rotY = AffineTransforms::rotateY(ry);
   line = inputFile->readLine();
   double rz = atof(line.c_str());
   Matrix* rotZ = AffineTransforms::rotateZ(rz);

   //translation transformation
   line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double tx = atof(line.c_str());
   line = inputFile->readLine();
   double ty = atof(line.c_str());
   line = inputFile->readLine();
   double tz = atof(line.c_str());
   Matrix* translate = AffineTransforms::translate(tx, ty, tz);

   //standard TRS form
   io->buildTransform(scale);  //deletes the matrix when done
   io->buildTransform(rotX);  
   io->buildTransform(rotY);  
   io->buildTransform(rotZ); 
   io->buildTransform(translate);

   delete inputFile;
   return io;
}
Ejemplo n.º 4
0
void Picture::render(int w, int h )
{
//while(true){
    // Get BasicObjects
    BasicObject* obj = new BasicObject( OBJ_FILE );

    Vertex* eye = new Vertex( 0,0,0 );
    Vertex* at = new Vertex(0,0,0);
    Matrix* camera = buildCamera( CMRA_FILE, eye, at );

    // Scene creation
    Scene* scene = new Scene();

    // Set up lighting
    double shading[8];
    getShadingInfo( SHADE_FILE, shading );

    Light* light = new Light();
    Vertex* light_loc = new Vertex( shading[0], shading[1], shading[2] );
    Color* light_clr = new Color( LGHT_CLR );

    light->setLocation( light_loc );
    light->setColor( light_clr );

    Color* amb = new Color( AMB_CLR );

    // Add objects to the scene.
    InstanceObject* sp = buildInstanceObject( TRS_FILE, obj );
    sp->setShininess( shading[7] );

    scene->addNode( sp );

    scene->render( w, h, light, eye, at, amb );

    delete eye;
    delete at;
    delete amb;
    delete light;
    delete scene;
//}
}
Ejemplo n.º 5
0
/**
*    Reads a file to build an InstanceObject object.
*    Written by Dr. Boshart
*    Modified by Thomas Shaffer
*/
InstanceObject* Picture::buildInstanceObject(char* fileName, BasicObject* obj)
{
    InstanceObject* io = new InstanceObject(obj);
    FileIO* inputFile = new FileIO(fileName, 1);  //for reading
    char* f1 = (char*)malloc(255*sizeof(char));
    char* f2 = (char*)malloc(255*sizeof(char));

    //scale transformation
    string line = inputFile->readLine();  //skip this line
    line = inputFile->readLine();
    double sx = atof(line.c_str());
    line = inputFile->readLine();
    double sy = atof(line.c_str());
    line = inputFile->readLine();
    double sz = atof(line.c_str());
    Matrix* scale = AffineTransforms::scale(sx, sy, sz);

    //rotation transformations
    line = inputFile->readLine();  //skip this line
    line = inputFile->readLine();
    double rx = atof(line.c_str());
    Matrix* rotX = AffineTransforms::rotateX(rx);
    line = inputFile->readLine();
    double ry = atof(line.c_str());
    Matrix* rotY = AffineTransforms::rotateY(ry);
    line = inputFile->readLine();
    double rz = atof(line.c_str());
    Matrix* rotZ = AffineTransforms::rotateZ(rz);

    //translation transformation
    line = inputFile->readLine();  //skip this line
    line = inputFile->readLine();
    double tx = atof(line.c_str());
    line = inputFile->readLine();
    double ty = atof(line.c_str());
    line = inputFile->readLine();
    double tz = atof(line.c_str());
    Matrix* translate = AffineTransforms::translate(tx, ty, tz);

    //standard TRS form
    io->buildTransform(scale);  //deletes the matrix when done
    io->buildTransform(rotX);
    io->buildTransform(rotY);
    io->buildTransform(rotZ);
    io->buildTransform(translate);

    // Material
    line = inputFile->readLine();
    line = inputFile->readLine();
    double red = atof(line.c_str());
    line = inputFile->readLine();
    double green = atof(line.c_str());
    line = inputFile->readLine();
    double blue = atof(line.c_str());
    Color* color = new Color( red, green, blue );
    io->setColor( color );

    // Texture
    string t_string = string("texture");
    line = inputFile->readLine();
    //if ( strcmp( line.c_str(), t_string.c_str() ) ) {
        line = inputFile->readLine();
        const char* file = line.c_str();
        strcpy( f1, file );
        line = inputFile->readLine();
        const char* file2 = line.c_str();
        strcpy( f2, file2 );
        line = inputFile->readLine();
        int width = atoi( line.c_str() );
        line = inputFile->readLine();
        int height = atoi( line.c_str() );
        Texture *tex = new Texture( f1, width, height );
        Texture *norm = new Texture( f2, width, height );
        io->setTexture( tex );
        io->setNormal( norm );
    //}

    delete inputFile;
    return io;
}
Ejemplo n.º 6
0
void game_change_nearest_model(const ScriptArguments& args)
{
	glm::vec3 position(args[0].real, args[1].real, args[2].real);
	float radius = args[3].real;
	int newid = 0, oldid = 0;
	
	/// @todo fix this being a problem.
	switch(args[4].type) {
		case TInt8:
			oldid = (std::int8_t)args[4].integer;
			break;
		case TInt16:
			oldid = (std::int16_t)args[4].integer;
			break;
		default:
			RW_ERROR("Unhandled integer type");
			break;
	}
	
	switch(args[5].type) {
		case TInt8:
			newid = (std::int8_t)args[5].integer;
			break;
		case TInt16:
			newid = (std::int16_t)args[5].integer;
			break;
		default:
			RW_ERROR("Unhandled integer type");
			break;
	}
	
	if( std::abs(newid) > 178 || std::abs(oldid) > 178 ) {
		/// @todo implement this path,
		return;
	}
	
	std::string newmodel;
	std::string oldmodel;
	
	if(newid < 0) newid = -newid;
	if(oldid < 0) oldid = -oldid;
	
	newmodel = args.getVM()->getFile()->getModels()[newid];
	oldmodel = args.getVM()->getFile()->getModels()[oldid];
	std::transform(newmodel.begin(), newmodel.end(), newmodel.begin(), ::tolower);
	std::transform(oldmodel.begin(), oldmodel.end(), oldmodel.begin(), ::tolower);
	
	auto newobjectid = args.getWorld()->data->findModelObject(newmodel);
	auto nobj = args.getWorld()->data->findObjectType<ObjectData>(newobjectid);
	
	/// @todo Objects need to adopt the new object ID, not just the model.
	for(auto p : args.getWorld()->instancePool.objects) {
		auto o = p.second;
		if( !o->model ) continue;
		if( o->model->name != oldmodel ) continue;
		float d = glm::distance(position, o->getPosition());
		if( d < radius ) {
			args.getWorld()->data->loadDFF(newmodel + ".dff", false);
			InstanceObject* inst = static_cast<InstanceObject*>(o);
			inst->changeModel(nobj);
			inst->model = args.getWorld()->data->models[newmodel];
		}
	}
}
Ejemplo n.º 7
0
/**
*    Reads a file to build an InstanceObject object.
*    Written by Dr. Boshart
*    Modified by Thomas Shaffer
*/
InstanceObject* Picture::buildInstanceObject(char* fileName, BasicObject* obj)
{
    InstanceObject* io = new InstanceObject(obj);
    FileIO* inputFile = new FileIO(fileName, 1);  //for reading

    //scale transformation
    string line = inputFile->readLine();  //skip this line
    line = inputFile->readLine();
    double sx = atof(line.c_str());
    line = inputFile->readLine();
    double sy = atof(line.c_str());
    line = inputFile->readLine();
    double sz = atof(line.c_str());
    Matrix* scale = AffineTransforms::scale(sx, sy, sz);

    //rotation transformations
    line = inputFile->readLine();  //skip this line
    line = inputFile->readLine();
    double rx = atof(line.c_str());
    Matrix* rotX = AffineTransforms::rotateX(rx);
    line = inputFile->readLine();
    double ry = atof(line.c_str());
    Matrix* rotY = AffineTransforms::rotateY(ry);
    line = inputFile->readLine();
    double rz = atof(line.c_str());
    Matrix* rotZ = AffineTransforms::rotateZ(rz);

    //translation transformation
    line = inputFile->readLine();  //skip this line
    line = inputFile->readLine();
    double tx = atof(line.c_str());
    line = inputFile->readLine();
    double ty = atof(line.c_str());
    line = inputFile->readLine();
    double tz = atof(line.c_str());
    Matrix* translate = AffineTransforms::translate(tx, ty, tz);

    //standard TRS form
    io->buildTransform(scale);  //deletes the matrix when done
    io->buildTransform(rotX);
    io->buildTransform(rotY);
    io->buildTransform(rotZ);
    io->buildTransform(translate);

    // Material
    line = inputFile->readLine();
    line = inputFile->readLine();
    double red = atof(line.c_str());
    line = inputFile->readLine();
    double green = atof(line.c_str());
    line = inputFile->readLine();
    double blue = atof(line.c_str());
    io->setColor( red, green, blue );

    // Texture
    line = inputFile->readLine();
    line = inputFile->readLine();
    char* file = (char*)line.c_str();
    line = inputFile->readLine();
    int width = atoi( line.c_str() );
    line = inputFile->readLine();
    int height = atoi( line.c_str() );
    Texture *tex = new Texture( file, width, height );
    io->setTexture( tex );

    delete inputFile;
    return io;
}
Ejemplo n.º 8
0
void Picture::render(Pixel* pix)
{
//while(true){
    // Get BasicObjects
    BasicObject* obj = readObject( OBJ_FILE );

    double z[3];
    getZValues( FOV_FILE, z );

    //WNACI
    Matrix* wnd = AffineTransforms::windowingTransform(pix->getWidth(),
        pix->getHeight());
    Matrix* aspct = AffineTransforms::aspectRatio(pix->getWidth(),
        pix->getHeight(), z[0]);    // Matrix for aspect ratio.

    Vertex* eye = new Vertex( 0,0,0 );
    Matrix* camera = buildCamera( CMRA_FILE, eye );
    Matrix* normal = AffineTransforms::perspective( z[1], z[2] );

    Matrix* tmp = aspct->multiply(camera);
    delete camera;
    delete aspct;

    Matrix* tmp2 = normal->multiply( tmp );
    delete tmp;
    delete normal;

    Matrix* wnca = wnd->multiply(tmp2);
    delete tmp2;
    delete wnd;
    // END WNACI

    // Scene creation
    Scene* scene = new Scene(wnca);

    // Set up lighting
    double shading[8];
    getShadingInfo( SHADE_FILE, shading );

    Light* light = new Light();
    Vertex* light_loc = new Vertex( shading[0], shading[1], shading[2] );
    Color* light_clr = new Color( LGHT_CLR );
    
    light->setLocation( light_loc );
    light->setColor( light_clr );
    
    Color* amb = new Color( AMB_CLR );
    
    // Add objects to the scene.
    InstanceObject* sp = buildInstanceObject( TRS_FILE, obj );
    sp->setShininess( shading[7] );

    scene->addNode( sp );

    scene->render( pix, light, eye, amb, shading[6] );

    delete eye;
    delete amb;
    delete light;
    delete scene;
//}
}
Ejemplo n.º 9
0
InstanceObject* Picture::buildInstanceObject(char* fileName, BasicObject* obj)
{
   InstanceObject* io = new InstanceObject(obj);
   FileIO* inputFile = new FileIO(fileName, 1);  //for reading

   //scale transformation
   string line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double sx = atof(line.c_str());
   line = inputFile->readLine();
   double sy = atof(line.c_str());
   line = inputFile->readLine();
   double sz = atof(line.c_str());
   Matrix* scale = AffineTransforms::scale(sx, sy, sz);

   //rotation transformations
   line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double rx = atof(line.c_str());
   Matrix* rotX = AffineTransforms::rotateX(rx);
   line = inputFile->readLine();
   double ry = atof(line.c_str());
   Matrix* rotY = AffineTransforms::rotateY(ry);
   line = inputFile->readLine();
   double rz = atof(line.c_str());
   Matrix* rotZ = AffineTransforms::rotateZ(rz);

   //translation transformation
   line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double tx = atof(line.c_str());
   line = inputFile->readLine();
   double ty = atof(line.c_str());
   line = inputFile->readLine();
   double tz = atof(line.c_str());
   Matrix* translate = AffineTransforms::translate(tx, ty, tz);

   //material
   line = inputFile->readLine();  //skip this line
   line = inputFile->readLine();
   double mr = atof(line.c_str());
   line = inputFile->readLine();
   double mg = atof(line.c_str());
   line = inputFile->readLine();
   double mb = atof(line.c_str());
   Color* mat = new Color(mr, mg, mb);
   io->setDiffuseMaterial(mat);

   //standard TRS form
   io->buildTransform(scale);  //deletes the matrix when done
   io->buildTransform(rotX);  
   io->buildTransform(rotY);  
   io->buildTransform(rotZ); 
   io->buildTransform(translate);

   //Get shininess
   FileIO* shaderFile = new FileIO("shade.txt", 1);
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();
   line = shaderFile->readLine();

   io->setShininess(atof(line.c_str()));

   delete shaderFile;
   delete inputFile;
   return io;
}
Ejemplo n.º 10
0
void Picture::render(Pixel* px)
{
	Color *ambient = new Color(1, 1, 1);
	Vertex *eye = new Vertex(0,0,0);
	Light *light = new Light();
	double attenuation = 0;
//while(true)
//{

   //char* fileName = "sphere.txt";
   //BasicObject* sphere = readObject(fileName);
   ////delete[] fileName;  //mingw appears to delete this automatically

   //fileName = "trs.txt";
   //InstanceObject* sphereInstance = buildInstanceObject(fileName, sphere);
   ////delete[] fileName;

   //obtaining the window transform
   int widthPixels = px->getWidth();  //the dimensions of the panel on which the drawing will occur
   int heightPixels = px->getHeight();

   getShaderInfo(eye, ambient, light, &attenuation);
   Scene* scene = new Scene(light, ambient);
   scene->buildTransform(getCameraTransform("camera.txt"));
   scene->buildTransform(getPerspectiveTransform("fov.txt", widthPixels, heightPixels));
   scene->buildTransform(AffineTransforms::window(widthPixels, heightPixels));

	BasicObject* cube = readObject("cube.txt");
	BasicObject* cylinder = readObject("cylinder.txt");

	InstanceObject* upperArm = new InstanceObject(cube);
	upperArm->setDiffuseMaterial(new Color(1,0,0));
	upperArm->buildTransform(AffineTransforms::scale(.2, 1, .2));
	InstanceObject* lowerArm = new InstanceObject(cube);
	lowerArm->setDiffuseMaterial(new Color(0,1,0));
	lowerArm->buildTransform(AffineTransforms::scale(.2, 2, .2));
	InstanceObject* base = new InstanceObject(cylinder); //no instance transform
	base->setDiffuseMaterial(new Color(0,0,1));

	Matrix *temp;
	TransformNode *upperArmTransform, *lowerArmTransform, *baseTransform, *robotArm1, *robotArm2;

	//upper arm transform
	temp = AffineTransforms::translate(0, 1, 0);
	temp = AffineTransforms::rotateZ(90)->multiply(temp);
	temp = AffineTransforms::translate(0, -1, 0)->multiply(temp);
	temp = AffineTransforms::translate(0, 3, 0)->multiply(temp);
	upperArmTransform = new TransformNode();
	upperArmTransform->buildTransform(temp);

	//lower arm transform
	temp = AffineTransforms::translate(0, 2, 0);
	temp = AffineTransforms::rotateZ(-20)->multiply(temp);
	temp = AffineTransforms::translate(0, -2, 0)->multiply(temp);
	temp = AffineTransforms::translate(0, 3, 0)->multiply(temp);
	lowerArmTransform = new TransformNode();
	lowerArmTransform->buildTransform(temp);

	//base transform
	temp = AffineTransforms::rotateY(30);
	temp = AffineTransforms::translate(0, -2, 0)->multiply(temp);
	baseTransform = new TransformNode();
	baseTransform->buildTransform(temp);

	//robot arm #1
	temp = AffineTransforms::scale(.2, .2, .2);
	temp = AffineTransforms::translate(0, 0, -3)->multiply(temp);
	robotArm1 = new TransformNode();
	robotArm1->buildTransform(temp);

	//robot arm #2
	temp = AffineTransforms::scale(.2, .2, .2);
	temp = AffineTransforms::rotateX(45)->multiply(temp);
	temp = AffineTransforms::translate(-3, .5, 0)->multiply(temp);
	temp = AffineTransforms::scale(.2, .2, .2)->multiply(temp);
	robotArm2 = new TransformNode();
	robotArm2->buildTransform(temp);

	//build scene
	upperArmTransform->addChild(upperArm);
	lowerArmTransform->addChild(upperArmTransform);
	lowerArmTransform->addChild(lowerArm);
	baseTransform->addChild(lowerArmTransform);
	baseTransform->addChild(base);
	robotArm1->addChild(baseTransform);
	robotArm2->addChild(baseTransform);
	scene->addTransformNode(robotArm1);
	scene->addTransformNode(robotArm2);

	scene->render(px, eye, attenuation);
	delete scene;

   /*TransformNode* tn = new TransformNode();
   tn->addChild(sphereInstance);
   scene->addTransformNode(tn);

   scene->render(px, eye, attenuation);
   delete scene;*/
//}
}
Ejemplo n.º 11
0
bool GameWorld::ContactProcessedCallback(btManifoldPoint &mp, void *body0, void *body1)
{
	auto obA = static_cast<btCollisionObject*>(body0);
	auto obB = static_cast<btCollisionObject*>(body1);

	if( !( obA->getUserPointer() && obB->getUserPointer() ) ) {
		return false;
	}

	GameObject* a = static_cast<GameObject*>(obA->getUserPointer());
	GameObject* b = static_cast<GameObject*>(obB->getUserPointer());

	bool valA = a && a->type() == GameObject::Instance;
	bool valB = b && b->type() == GameObject::Instance;

	if( ! (valA && valB) &&	(valB || valA) ) {

		// Figure out which is the dynamic instance.
		InstanceObject* dynInst = nullptr;
		const btRigidBody* instBody = nullptr, * otherBody = nullptr;

		btVector3 src, dmg;

		if( valA ) {
			dynInst = static_cast<InstanceObject*>(a);
			instBody = static_cast<const btRigidBody*>(obA);
			otherBody = static_cast<const btRigidBody*>(obB);
			src = mp.getPositionWorldOnB();
			dmg = mp.getPositionWorldOnA();
		}
		else {
			dynInst = static_cast<InstanceObject*>(b);
			instBody = static_cast<const btRigidBody*>(obB);
			otherBody = static_cast<const btRigidBody*>(obA);
			src = mp.getPositionWorldOnA();
			dmg = mp.getPositionWorldOnB();
		}

		if( dynInst->dynamics != nullptr && instBody->isStaticObject() ) {
			// Attempt to determine relative velocity.
			auto dV  = (otherBody->getLinearVelocity());
			auto impulse = dV.length()/ (otherBody->getInvMass());

			if( dynInst->dynamics->uprootForce <= impulse ) {
				dynInst->takeDamage({
										{dmg.x(), dmg.y(), dmg.z()},
										{src.x(), src.y(), src.z()},
										0.f,
										GameObject::DamageInfo::Physics,
										impulse
									});
			}
		}
	}

	// Handle vehicles
	if(a) handleVehicleResponse(a, mp, true);
	if(b) handleVehicleResponse(b, mp, false);

	return true;
}