Example #1
0
void CTinyCadView::SetScrollCentre(CDPoint c)
{
	CRect rect;
	CDPoint p;

	GetClientRect(rect);
	p = GetTransform().DeScale(GetCurrentDocument()->m_snap, CPoint(rect.right / 2, rect.bottom / 2));
	SetScroll(GetTransform().GetOrigin().x + c.x - p.x, GetTransform().GetOrigin().y + c.y - p.y);
}
Example #2
0
void CTinyCadView::SetScrollPoint(CDPoint c, CPoint p)
{
	CRect rect;
	CDPoint p2;

	GetClientRect(rect);
	//p2=GetTransform().DeScale(GetCurrentDocument()->m_snap,p - GetTransform().GetPixelOffset());
	p2 = GetTransform().DeScale(p - GetTransform().GetPixelOffset());
	SetScroll(GetTransform().GetOrigin().x + c.x - p2.x, GetTransform().GetOrigin().y + c.y - p2.y);
}
Example #3
0
void VelocityRotator::Update(float dt)
{
	if (body != nullptr)
	{
		XMFLOAT3 rot = GetTransform().GetRotation();
		XMFLOAT4 velo = body->GetVelocity();
		rot.z -= velo.x * speedScale * dt;
		rot.x += velo.z * speedScale * dt;
		GetTransform().SetRotation(rot);
	}
}
Example #4
0
void FixedCamera::Initialize()
{
	//Camera Component
	m_pCamera = new CameraComponent();
	AddComponent(m_pCamera);

	GetTransform()->Translate(2.5, -2, -2.5f);

	GetTransform()->RotateEuler(0, glm::radians(45.f), 0);
	GetTransform()->RotateEuler(glm::radians(20.f), 0, glm::radians(20.f));
}
Example #5
0
Matrix4f Camera::GetViewProjection() const
{
	//This comes from the conjugate rotation because the world should appear to rotate
	//opposite to the camera's rotation.
	Matrix4f cameraRotation = GetTransform().GetTransformedRot().Conjugate().ToRotationMatrix();
	
	//Similarly, the translation is inverted because the world appears to move opposite
	//to the camera's movement.
	Matrix4f cameraTranslation = Matrix4f().InitTranslation(GetTransform().GetTransformedPos() * -1);
	
	return m_projection * cameraRotation * cameraTranslation;
}
Example #6
0
// The scroll bar functions:
// These control the horizontal and vertical scrolling of the window
// (uses OnSize to track the window's size to stop the user being able to place text off the max size)
void CTinyCadView::SetScroll(double NewX, double NewY, bool first)
{
	CRect rect;
	int px, py;

	// How big is the current window?
	GetClientRect(rect);

	// Convert region into internal co-ords
	px = static_cast<int> (GetTransform().doubleDeScale(rect.right));
	py = static_cast<int> (GetTransform().doubleDeScale(rect.bottom));

	// Allow a 10% overlap
	CDPoint xlap = GetCurrentDocument()->GetDetails().GetOverlap();
	int Xlap = static_cast<int> (xlap.x);
	int Ylap = static_cast<int> (xlap.y);

	// Now does this fit?
	if (px + NewX > GetCurrentDocument()->GetDetails().GetPageBoundsAsPoint().x + Xlap) NewX = GetCurrentDocument()->GetDetails().GetPageBoundsAsPoint().x + Xlap - px;
	if (py + NewY > GetCurrentDocument()->GetDetails().GetPageBoundsAsPoint().y + Ylap) NewY = GetCurrentDocument()->GetDetails().GetPageBoundsAsPoint().y + Ylap - py;
	if (NewX < -Xlap) NewX = -Xlap;
	if (NewY < -Ylap) NewY = -Ylap;

	if (first || GetTransform().GetOrigin() != CDPoint(NewX, NewY) || m_old_zoom_factor != GetTransform().GetZoomFactor())
	{
		GetTransform().SetOriginX(NewX);
		GetTransform().SetOriginY(NewY);

		SCROLLINFO si;
		si.cbSize = sizeof(SCROLLINFO);
		si.nMin = 0;
		si.nMax = GetCurrentDocument()->GetDetails().GetPageBoundsAsPoint().x + Xlap * 2;
		si.nPage = static_cast<int> (GetTransform().doubleDeScale(rect.Width()));
		si.nPos = static_cast<int> (GetTransform().GetOrigin().x) + Xlap;
		si.fMask = SIF_PAGE | SIF_POS | SIF_RANGE | SIF_DISABLENOSCROLL;
		SetScrollInfo(SB_HORZ, &si, TRUE);

		si.cbSize = sizeof(SCROLLINFO);
		si.nMin = 0;
		si.nMax = GetCurrentDocument()->GetDetails().GetPageBoundsAsPoint().y + Ylap * 2;
		si.nPage = static_cast<int> (GetTransform().doubleDeScale(rect.Height()));
		si.nPos = static_cast<int> (GetTransform().GetOrigin().y) + Ylap;
		si.fMask = SIF_PAGE | SIF_POS | SIF_RANGE | SIF_DISABLENOSCROLL;
		SetScrollInfo(SB_VERT, &si, TRUE);

		if (hRuler != NULL) hRuler->RedrawWindow();
		if (vRuler != NULL) vRuler->RedrawWindow();
		Invalidate();
	}

	m_old_zoom_factor = GetTransform().GetZoomFactor();
}
Example #7
0
void FreeLook::ProcessInput(const Input& input, float delta)
{
	if (input.GetKeyUp(Input::KEY_LEFT))
	{
		GetTransform()->Rotate(PxQuat(ToRadians(-90.0f), PxVec3(0, 1, 0)));
	}

	if (input.GetKeyUp(Input::KEY_RIGHT))
	{
		GetTransform()->Rotate(PxQuat(ToRadians(90.0f), PxVec3(0, 1, 0)));
	}

}
void TransformNDOF::GetJacobian(const scalarArray &q, se3Array &J)
{
	SE3 T = GetTransform(q);
	scalarArray dq(m_iDOF);
	for ( int i = 0; i < m_iDOF; i++ ) dq[i] = q[i];

	for ( int i = 0; i < m_iDOF; i++ )
	{
		dq[i] += m_rEPS;
		J[i] = (SCALAR_1 / m_rEPS) * Linearize(T % GetTransform(dq));
		dq[i] -= m_rEPS;
	}
}
void ABaseCharacter::CheckAttackOverlap(){

	//Overlapping actors for each box spawned will be stored here
	TArray<struct FOverlapResult> OutActorOverlaps;

	//Hit other actors only once
	TArray<AActor*> ProcessedActors;


	//The initial rotation of our box is the same as our character rotation
	FQuat Rotation = GetTransform().GetRotation();
	FVector Start = GetTransform().GetLocation() + Rotation.Rotator().Vector() * 100.0f;

	FCollisionShape CollisionHitShape;
	FCollisionQueryParams CollisionParams;

	//We do not want the character to hit itself, don't store this character in the array, to ignore it's collision
	CollisionParams.AddIgnoredActor(this);

	//Set the channels that will respond to the collision
	FCollisionObjectQueryParams CollisionObjectTypes;
	CollisionObjectTypes.AddObjectTypesToQuery(ECollisionChannel::ECC_PhysicsBody);
	CollisionObjectTypes.AddObjectTypesToQuery(ECollisionChannel::ECC_Pawn);
	//CollisionObjectTypes.AddObjectTypesToQuery(ECollisionChannel::ECC_WorldStatic); // uncomment to enable bashing objects

	//Create the box and get the overlapping actors
	CollisionHitShape = FCollisionShape::MakeBox(AttackBox);
	GetWorld()->OverlapMulti(OutActorOverlaps, Start, Rotation, CollisionHitShape, CollisionParams, CollisionObjectTypes);


	AActor* ActorToProcess;
	//Process all hit actors
	for (int i = 0; i < OutActorOverlaps.Num(); ++i)
	{
		ActorToProcess = OutActorOverlaps[i].GetActor();
		//We process each actor only once per Attack execution
		if (ActorToProcess && !ProcessedActors.Contains(ActorToProcess))
		{

			//Add this actor to the array because we are spawning one box per tick and we don't want to hit the same actor twice during the same attack animation
			ProcessedActors.AddUnique(ActorToProcess);

			if ( dynamic_cast<APatrollingEnemyCharacter*>(ActorToProcess) ){
				APatrollingEnemyCharacter* ennemy = (APatrollingEnemyCharacter*)ActorToProcess;
				ennemy->OnHit(this);
			}
		}
	}
}
Example #10
0
void ABomb::SimulateExplosionFX_Implementation()
{
	if (ExplosionFX)
	{
		UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionFX, GetTransform(), true);
	}
}
Example #11
0
//TODO: need refine!!!
void ctLineBorders::Draw()
{
    //if(!rectDotIndexes) return;
    //glDisable(GL_DEPTH_TEST);
    GetOpenGLContext()->functions()->glBindBuffer(GL_ARRAY_BUFFER, meshVBO);

    if (posAtribLoc != -1)
    {
        GetOpenGLContext()->functions()->glVertexAttribPointer(posAtribLoc, 3, GL_FLOAT, GL_FALSE,
            (3 * sizeof(GLfloat)), (const GLvoid*)0);
        GetOpenGLContext()->functions()->glEnableVertexAttribArray(posAtribLoc);
    }
    else
    {qDebug()<<"isShit pos!!!";}

    m_currentShader->bind();

    m_currentShader->setUniformValue(matrixUniform, GetProjectionMatrix().GetMatrix());
    m_currentShader->setUniformValue(materialUniform, GetMaterial()->GetRGBA());
    m_currentShader->setUniformValue(transformMatrixUniform, GetTransform()->GetGlobalTransformMatrix().GetMatrix());

    glDrawElements(GL_LINE_LOOP, m_dots.count(), GL_UNSIGNED_SHORT, planeIndexes);

    GetOpenGLContext()->functions()->glBindBuffer(GL_ARRAY_BUFFER, 0);
    m_currentShader->release();
}
Example #12
0
void
GeometryGroup::Draw (cairo_t *cr)
{
	Transform *transform = GetTransform ();
	cairo_matrix_t saved;
	cairo_get_matrix (cr, &saved);

	if (transform) {
		cairo_matrix_t matrix;
		transform->GetTransform (&matrix);
		cairo_transform (cr, &matrix);
	}
	
	GeometryCollection *children = GetChildren ();
	Geometry *geometry;

	// GeometryGroup is used for Clip (as a Geometry) so Fill (normally setting the fill rule) is never called
	cairo_set_fill_rule (cr, convert_fill_rule (GetFillRule ()));
	
	int children_count = children->GetCount ();
	for (int i = 0; i < children_count; i++) {
		geometry = children->GetValueAt (i)->AsGeometry ();
		
		geometry->Draw (cr);
	}
	
	cairo_set_matrix (cr, &saved);
}
Example #13
0
void Iglo::Initialize(const GameContext& gameContext)
{
	UNREFERENCED_PARAMETER(gameContext);

	// ADD MODEL
	auto physX = PhysxManager::GetInstance()->GetPhysics();

	auto igloModelComponent = new ModelComponent(L"./Resources/Meshes/Iglo.ovm");

	auto igloMaterial = new DiffuseMaterial();
	igloMaterial->SetDiffuseTexture(L"./Resources/Textures/Iglo.jpg");
	gameContext.pMaterialManager->AddMaterial(igloMaterial, 1);

	igloModelComponent->SetMaterial(1);

	AddComponent(igloModelComponent);

	auto rigidbody = new RigidBodyComponent();
	rigidbody->SetKinematic(true);
	AddComponent(rigidbody);

	auto defaultMaterial = physX->createMaterial(0.5f, 0.5f, 0.1f);
	auto igloMesh = ContentManager::Load<PxTriangleMesh>(L"./Resources/Meshes/Iglo.ovpt");
	shared_ptr<PxGeometry> igloGeo(new PxTriangleMeshGeometry(igloMesh));
	auto IgloCollider = new ColliderComponent(igloGeo, *defaultMaterial);

	AddComponent(IgloCollider);

	GetTransform()->Translate(m_Position);
}
Example #14
0
File: Cube.cpp Project: H56/Snowman
void Cube::Render(LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwAttribId) {
    // Set texture
    if (!m_pTexture) {
        m_pTexture = LoadTexture(pd3dDevice, "snow.bmp");
    }
    std::map<int, DWORD> mDwRenderState;
    pd3dDevice->SetTransform(D3DTS_WORLD, GetTransform());
    if (m_bBlending) {
        DWORD dwState;
        pd3dDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &dwState);
        mDwRenderState[D3DRS_SRCBLEND] = dwState;
        pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

        pd3dDevice->GetRenderState(D3DRS_SRCBLEND, &dwState);
        mDwRenderState[D3DRS_SRCBLEND] = dwState;
        pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);

        pd3dDevice->GetRenderState(D3DRS_DESTBLEND, &dwState);
        mDwRenderState[D3DRS_DESTBLEND] = dwState;
        pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    } /*else {
        pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
        pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
    }  */  
    pd3dDevice->SetMaterial(&m_d3dMaterial);
    pd3dDevice->SetTexture(0, m_pTexture);
    m_pMesh->DrawSubset(dwAttribId);

    if (m_bBlending) {
        for (auto &it : mDwRenderState) {
            pd3dDevice->SetRenderState((D3DRENDERSTATETYPE)it.first, it.second);
        }
    }
}
Example #15
0
	void AudioListener::OnTick()
	{
		if (!m_audio)
			return;

		m_audio->SetListenerTransform(GetTransform());
	}
Example #16
0
	void Camera::UpdateMatrix()
	{
		int width = Screen::GetWidth();
		int height = Screen::GetHeight();
		auto transform = GetTransform();

		m_view_matrix = Matrix4x4::LookTo(
			transform->GetPosition(),
			transform->GetForward(),
			transform->GetUp());
		
		if(!m_orthographic)
		{
			m_projection_matrix = Matrix4x4::Perspective(m_field_of_view, width / (float) height, m_near_clip_plane, m_far_clip_plane);
		}
		else
		{
			float top = m_orthographic_size;
			float bottom = -m_orthographic_size;
			float plane_h = m_orthographic_size * 2;
			float plane_w = plane_h * (width * m_rect.width) / (height * m_rect.height);
			m_projection_matrix = Matrix4x4::Ortho(-plane_w/2, plane_w/2, bottom, top, m_near_clip_plane, m_far_clip_plane);
		}

		m_view_projection_matrix = m_projection_matrix * m_view_matrix;
	}
void CInstanceMesh::Render()
{
  if ( !mStaticMesh || !GetActive() )
    return;

  Math::Mat44f lTransform = GetTransform();
  mCenter = lTransform* mStaticMesh->GetAABB().GetCenter();

  if( mIsDynamic )
  {    
      mPhysicActor->GetMat44( lTransform );
      Math::Vect3f lUp( 0.0f, -mStaticMesh->GetAABB().GetCenter().y, 0.0f );

      Math::Mat44f lCenterTransform;
      lCenterTransform.SetIdentity();

      lCenterTransform.Translate( lUp );
      lTransform = lTransform * lCenterTransform;
  }

  CFrustum lCameraFrustum = CameraMInstance->GetCurrentCamera()->GetFrustum();
  CGraphicsManager* lGM = GraphicsInstance;
  if ( lCameraFrustum.SphereVisible( D3DXVECTOR3( mCenter.u ), mRadius ) )
  {
    lGM ->SetTransform( lTransform );
    mStaticMesh->Render( lGM  );
    lGM ->SetTransform( Math::Mat44f() );
  }
}
Example #18
0
void Camera::OneFrame(float delta) {

	InputSystem &is = *Engine::GetSingleton()->GetInputSystem();
	int delta_x = is.GetMouseXMove();
	int delta_y = is.GetMouseYMove();
		
	GetTransform()->Rotate(delta_x/1000.0f,  -delta_y/1000.0f, 0.0f);
	
	if(mouse_reset) {
		float mouse_x_p = is.GetMouseXPercent(), mouse_y_p = is.GetMouseYPercent();
		if(mouse_x_p<0.4f || mouse_x_p>0.6f || mouse_y_p<0.4f || mouse_y_p>0.6f ) {
			is.SetMousePositionPercent(0.5f, 0.5f);
		}
	}


	if(is.IsKeyDown(InputSystem::K_W)) {
		TranslateForward(20.0f*delta);
	} else if(is.IsKeyDown(InputSystem::K_S)) {
		TranslateForward(-20.0f*delta);
	}
	if(is.IsKeyDown(InputSystem::K_D)) {
		TranslateRight(20.0f*delta);
	} else if(is.IsKeyDown(InputSystem::K_A)) {
		TranslateRight(-20.0f*delta);
	}
}
void AMobileEnemy::BeginPlay() {
  Super::BeginPlay();
  m_totalDistance = RightDistance + LeftDistance;
  m_currentDistance = LeftDistance;
  m_actualJumpSpeed = 0.0f;
  m_capsuleHeight = CapsuleComponent->GetScaledCapsuleHalfHeight();
  m_capsuleRadious = CapsuleComponent->GetScaledCapsuleRadius();
  m_capsuleHeightPadding = m_capsuleHeight * PADDING_ENEMY_COLLISION_PERCENT;
  m_capsuleRadiousPadding = m_capsuleRadious * 0.55f;
  m_lastPosition = GetActorLocation();
  m_nextPosition = m_lastPosition;
  m_rightVector = GetActorRightVector();
  {
    FVector right = GetActorRightVector();
    right = right;
    m_rightPosition = (m_lastPosition + RightDistance * right) * right;
    m_leftPosition = (m_lastPosition + LeftDistance * -right) * right;
  }
  m_isMoving = !HasTrigger;
  m_initialMovement = m_isMoving;
  m_initialStatus = GetTransform();
  if (Fly)
    m_enableGravity = false;
  RegisterDelegate();
}
void ABrainNormalInteractiveObject::BeginPlay()
{
	Super::BeginPlay();

	int8 flags = (_canBeRotate ? EAction::ROTATE : 0)
		| (_canBeTranslate ? EAction::TRANSLATE : 0)
		| (_canBeScale ? EAction::SCALE : 0)
		| (_canBeShear ? EAction::SHEAR : 0);
	_actions = FObjectAction(flags);

	// Init Rotate
	_currentRotation = GetActorRotation();
	_targetRotation = GetActorRotation();

	// Init Translate
	_currentTranslation = GetActorLocation();
	_targetTranslation = GetActorLocation();

	// Init Scale
	_targetScale = _initScale;
	_currentScale = _initScale;

	// Init Shear
	_currentShearFirstAxis = 0;
	_currentShearSecondAxis = 0;
	_targetShearFirstAxis = 0;
	_targetShearSecondAxis = 0;

	_cachedTransform = GetTransform();

	if (this->GetClass()->ImplementsInterface(UBrainSaveInterface::StaticClass()))
		Load();
}
Example #21
0
void Blast::OnTriggerStay(EDGameCore::ICollider* thisCollider, EDGameCore::ICollider* otherCollider, const EDCollision::Contact& contact)
{
	if( otherCollider->GetAttachedRigidBody() != 0 )
	{
		EDCollision::Contact contact2 = contact;
		
		Float3 delta = otherCollider->GetTransform()->GetWorldMatrix().WAxis - GetTransform()->GetWorldMatrix().WAxis;

		if( DotProduct( delta, contact.Normal ) < 0.0f )
			contact2.negate();

		float mag = delta.magnitude();

		if( mag == 0.0f )
		{
			delta = Float3(0.0f, 1.0f, 0.0f);
			mag = 1.0f;
		}
		else
			delta *= (1.0f / mag);

		delta *= 15000.0f / (mag*mag);
		delta *= (1.0f / EDGameCore::Game::GetDeltaTime());

		otherCollider->GetAttachedRigidBody()->ApplyForceAtPoint( delta, contact2.Point[0] );
	}
}
/*! Subdivides the mesh uniformly one step
*/
void LoopSubdivisionMesh::Subdivide()
{
  // Create new mesh and copy all the attributes
  HalfEdgeMesh subDivMesh;
  subDivMesh.SetTransform(GetTransform());
  subDivMesh.SetName(GetName());
  subDivMesh.SetColorMap(GetColorMap());
  subDivMesh.SetWireframe(GetWireframe());
  subDivMesh.SetShowNormals(GetShowNormals());
  subDivMesh.SetOpacity(GetOpacity());
  if (IsHovering()) subDivMesh.Hover();
  if (IsSelected()) subDivMesh.Select();
  subDivMesh.mMinCMap = mMinCMap;
  subDivMesh.mMaxCMap = mMaxCMap;
  subDivMesh.mAutoMinMax = mAutoMinMax;


  // loop over each face and create 4 new ones
  for (unsigned int i=0; i<mFaces.size(); i++){
    // subdivide face
    std::vector< std::vector<Vector3<float> > > faces = Subdivide(i);

    // add new faces to subDivMesh
    for(unsigned int j=0; j<faces.size(); j++){
      subDivMesh.AddFace(faces.at(j));
    }
  }

  // Assigns the new mesh
  *this = LoopSubdivisionMesh(subDivMesh, ++mNumSubDivs);
  Update();
}
Example #23
0
S2Matrix4x4 Camera::GetViewMatrix() const {
	const Transform &trans = *GetTransform();

	//Use spherical coordinate for forward vector.
	const S2Vector3 & rotate = trans.GetRotate();
	float theta = rotate[0], phi = rotate[1];
	phi = phi > 1.57f ? 1.57f : phi;
	phi = phi < -1.57f ? -1.57f : phi;

	S2Vector3 zaxis(sin(theta)*cos(phi), sin(phi), cos(theta)*cos(phi));
	S2Vector3 xaxis = S2Vector3(0.0f, 1.0f, 0.0f).Cross(zaxis);
	xaxis.Normalize();
	S2Vector3 yaxis = zaxis.Cross(xaxis);

	S2Vector3 position = trans.GetTranslate();
	float p_dot_x = position.Dot(xaxis);
	float p_dot_y = position.Dot(yaxis);
	float p_dot_z = position.Dot(zaxis);
	
	return S2Matrix4x4(
		xaxis[0],  				xaxis[1], 				xaxis[2],			-p_dot_x,
		yaxis[0],				yaxis[1], 				yaxis[2],			-p_dot_y,
		zaxis[0], 				zaxis[1], 				zaxis[2],			-p_dot_z,
		0.0f,						0.0f,						0.0f,					1.0f
	);
}
Example #24
0
void Terrain::Render(LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwAttribId) {
    if (!m_pTexture) {
        LoadTexture();
    }

    pd3dDevice->SetTransform(D3DTS_WORLD, GetTransform());

    m_pd3dDevice->SetTexture(0, m_pTexture);
    m_pd3dDevice->SetMaterial(&m_d3dMaterial);


    m_pd3dDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(Vertex));
    m_pd3dDevice->SetFVF(Vertex::FVF_Flags | D3DFVF_NORMAL);
    m_pd3dDevice->SetIndices(m_pIndexBuffer);

    // m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    // m_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
    m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, 0, m_uNumVertices, 0, 
                                       m_uNumIndices - 2);

    // m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
    // m_pd3dDevice->SetTexture(0, 0);

    if (m_bRenderFrame)
    {
        m_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
        m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0,
                                           m_uNumVertices, 0, m_uNumIndices - 2);
        m_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    }
}
Example #25
0
void mtsOSGBody::Body::UpdateTransform(){

  if( GetPosition.IsValid() ){

    // Get the position of the camera
    prmPositionCartesianGet prmRt;
    GetPosition( prmRt );

    bool valid = false;
    prmRt.GetValid( valid );

    // Set the transformation
    if( valid )
      { SetTransform( prmRt.Position() ); }
    
  }

  // Update the transformation
  osaOSGBody::UpdateTransform();

  {
    prmPositionCartesianSet prmRt;

    prmRt.SetGoal( GetTransform() );
    bool valid = true;
    prmRt.SetValid( valid );
    SetPosition( prmRt );
  }

}
void Character::InitTeamPosition()
{
	switch ( m_Team )
	{
	case TeamColor::RED:
		GetTransform()->SetPosition( RED_TEAM_POSITION + PLAYER_POSITIONS[m_CharacterId] );
		GetTransform()->SetRotation( RED_TEAM_ROTATION );
		break;
	case TeamColor::BLUE:
		GetTransform()->SetPosition( BLUE_TEAM_POSITION + PLAYER_POSITIONS[m_CharacterId] );
		GetTransform()->SetRotation( BLUE_TEAM_ROTATION );
		break;
	default:
		break;
	}
}
Example #27
0
void HorizontalLayout::Draw(DrawingContext & drawingContext)
{
    UpdateLayout();
    POMDOG_ASSERT(!needToUpdateLayout);

    auto transform = GetTransform() * drawingContext.Top();

#if 0
    renderCommand.SetInvoker([transform, this](PrimitiveBatch& primitiveBatch) {
        const Color backgroundColor = {45, 45, 48, 225};
        const Color borderColor = {40, 40, 40, 255};
        const Color highlightColor = {106, 106, 106, 255};

        const auto width = static_cast<float>(GetWidth());
        const auto height = static_cast<float>(GetHeight());

        primitiveBatch.DrawRectangle(transform, Vector2::Zero, width, height, backgroundColor);

        primitiveBatch.DrawLine(transform, Vector2{0.0f, 0.0f}, Vector2{width, 0.0f}, borderColor, 1.0f);
        primitiveBatch.DrawLine(transform, Vector2{0.0f, 0.0f}, Vector2{0.0f, height}, borderColor, 1.0f);
        primitiveBatch.DrawLine(transform, Vector2{0.0f, height}, Vector2{width, height}, borderColor, 1.0f);
        primitiveBatch.DrawLine(transform, Vector2{width, 0.0f}, Vector2{width, height}, borderColor, 1.0f);
    });
    drawingContext.PushCommand(renderCommand);
#endif

    drawingContext.Push(transform);

    for (auto & child : children) {
        POMDOG_ASSERT(child);
        child->Draw(drawingContext);
    }

    drawingContext.Pop();
}
void EdgeActor::DrawEdge()
{
    TRACE_ENTER();
    if(geode && geode->getDrawable(0))
        geode->removeDrawable(geode->getDrawable(0));

    osg::Geometry *g = new osg::Geometry;
    osg::Vec3Array *v = new osg::Vec3Array;

    // Get the position (translation) of the Edge Actor relative to the origin.
    dtCore::Transform edgeActorTrans;
    GetTransform(edgeActorTrans);
    osg::Vec3 edgeActorPos = edgeActorTrans.GetTranslation();

    v->push_back(headPos-edgeActorPos);
    v->push_back(tailPos-edgeActorPos);
    osg::DrawArrays *da = new osg::DrawArrays(osg::PrimitiveSet::LINES,0,v->size());
    g->setVertexArray(v);
    g->addPrimitiveSet(da);
    geode->addDrawable(g);
    geode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); 

    GetMatrixNode()->addChild(geode);
    TRACE_EXIT();
}
Example #29
0
void CScriptPlayerActor::Render(const CStateManager& mgr) const {
  bool phazonSuit = x2e8_suitRes.GetCharacterNodeId() == 3;
  if (phazonSuit) {
    // Draw into alpha buffer
    CModelFlags flags = xb4_drawFlags;
    flags.x4_color = zeus::skWhite;
    flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly;
    CModelData::EWhichModel which = CModelData::GetRenderingModel(mgr);
    x64_modelData->Render(which, x34_transform, x90_actorLights.get(), flags);
  }

  CPhysicsActor::Render(mgr);

  if (x314_beamModelData && !x314_beamModelData->IsNull() && x64_modelData && !x64_modelData->IsNull()) {
    zeus::CTransform modelXf = GetTransform() * x64_modelData->GetScaledLocatorTransform("GUN_LCTR");
    CModelFlags flags(5, 0, 3, zeus::skWhite);
    flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly;
    x314_beamModelData->Render(mgr, modelXf, x90_actorLights.get(), flags);
    flags.m_extendedShader = EExtendedShader::Lighting;
    flags.x4_color = zeus::CColor{1.f, xb4_drawFlags.x4_color.a()};
    x314_beamModelData->Render(mgr, modelXf, x90_actorLights.get(), flags);
  }

  if (phazonSuit) {
    zeus::CVector3f vecFromCam =
        GetBoundingBox().center() - mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTranslation();
    float radius = zeus::clamp(0.25f, (6.f - vecFromCam.magnitude()) / 6.f, 2.f);
    float offsetX = std::sin(x34c_phazonOffsetAngle);
    float offsetY = std::sin(x34c_phazonOffsetAngle) * 0.5f;
    g_Renderer->DrawPhazonSuitIndirectEffect(zeus::CColor(0.1f, 1.f), x338_phazonIndirectTexture, zeus::skWhite,
                                             radius, 0.05f, offsetX, offsetY);
  }
}
void ParticleScene::Initialize(const GameContext& gameContext)
{
	UNREFERENCED_PARAMETER(gameContext);

	m_pRootObject = new GameObject();
	AddChild(m_pRootObject);

	auto particleObj = new GameObject();
	auto particleEmitter = new ParticleEmitterComponent(L"./Resources/Textures/Smoke.png", 60);
	particleEmitter->SetVelocity(XMFLOAT3(0, 6.0f, 0));
	particleEmitter->SetMinSize(1.0f);
	particleEmitter->SetMaxSize(2.0f);
	particleEmitter->SetMinEnergy(1.0f);
	particleEmitter->SetMaxEnergy(2.0f);
	particleEmitter->SetMinSizeGrow(3.5f);
	particleEmitter->SetMaxSizeGrow(5.5f);
	particleEmitter->SetMinEmitterRange(0.2f);
	particleEmitter->SetMaxEmitterRange(0.5f);
	particleEmitter->SetColor(XMFLOAT4(1.f, 1.f, 1.f, 0.6f));
	particleObj->AddComponent(particleEmitter);
	m_pRootObject->AddChild(particleObj);

	auto mat = new ColorMaterial();
	gameContext.pMaterialManager->AddMaterial(mat, 103);

	auto modelObj = new GameObject();
	auto model = new ModelComponent(L"./Resources/Meshes/Teapot.ovm");
	model->SetMaterial(103);
	modelObj->AddComponent(model);
	m_pRootObject->AddChild(modelObj);
	modelObj->GetTransform()->Scale(0.2f, 0.2f, 0.2f);
}