Example #1
0
    void MainLoop()
    {
	    Layer[0] = new VRLayer(Session);

	    while (HandleMessages())
	    {
			//Need to check we're visible, before proceeding with velocity changes, 
			//otherwise it does this a lot of times, and we
			//end up miles away from our start point from the sheer number of iterations.
			ovrSessionStatus sessionStatus;
			ovr_GetSessionStatus(Session, &sessionStatus);
			if (sessionStatus.IsVisible)
			{
				// Take out manual yaw rotation (leaving button move for now)
				ActionFromInput(1, false);
				ovrTrackingState trackingState = Layer[0]->GetEyePoses();

				// Set various control methods into camera
				MainCam->Pos = XMVectorAdd(MainCam->Pos, FindVelocityFromTilt(this, Layer[0], &trackingState));

				MainCam->Pos = XMVectorSet(XMVectorGetX(MainCam->Pos),
					GetAccelJumpPosY(this, &trackingState),
					XMVectorGetZ(MainCam->Pos), 0);

				MainCam->Rot = GetAutoYawRotation(Layer[0]);

				// If tap side of Rift, then fire a bullet
				bool singleTap = WasItTapped(trackingState.HeadPose.LinearAcceleration);

				static XMVECTOR bulletPos = XMVectorZero();
				static XMVECTOR bulletVel = XMVectorZero();
				if (singleTap)
				{
					XMVECTOR eye0 = ConvertToXM(Layer[0]->EyeRenderPose[0].Position);
					XMVECTOR eye1 = ConvertToXM(Layer[0]->EyeRenderPose[1].Position);
					XMVECTOR midEyePos = XMVectorScale(XMVectorAdd(eye0, eye1), 0.5f);

					XMVECTOR totalRot = XMQuaternionMultiply(ConvertToXM(Layer[0]->EyeRenderPose[0].Orientation), MainCam->Rot);
					XMVECTOR posOfOrigin = XMVectorAdd(MainCam->Pos, XMVector3Rotate(midEyePos, MainCam->Rot));

					XMVECTOR unitDirOfMainCamera = XMVector3Rotate(XMVectorSet(0, 0, -1, 0), totalRot);

					bulletPos = XMVectorAdd(posOfOrigin, XMVectorScale(unitDirOfMainCamera, 2.0f));
					bulletVel = XMVectorScale(unitDirOfMainCamera, 0.3f);
				}

				// Move missile on, and set its position
				bulletPos = XMVectorAdd(bulletPos, bulletVel);
				XMStoreFloat3(&RoomScene->Models[1]->Pos, bulletPos);

				for (int eye = 0; eye < 2; ++eye)
				{
					Layer[0]->RenderSceneToEyeBuffer(MainCam, RoomScene, eye);
				}

				Layer[0]->PrepareLayerHeader();
				DistortAndPresent(1);
			}
	    }
    }
Example #2
0
_Use_decl_annotations_
__forceinline void __vectorcall FindBarycentricCoordinates(FXMVECTOR a, FXMVECTOR b, FXMVECTOR c, FXMVECTOR p, float* s, float* r, float* t)
{
    XMVECTOR u = b - a;
    XMVECTOR v = c - a;
    XMVECTOR w = p - a;
    XMVECTOR vCrossW = XMVector3Cross(v, w);
    XMVECTOR vCrossU = XMVector3Cross(v, u);

    // Validate r is positive (should be if p is in triangle)
    assert(XMVector2GreaterOrEqual(XMVector3Dot(vCrossW, vCrossU), XMVectorZero()));

    XMVECTOR uCrossW = XMVector3Cross(u, w);
    XMVECTOR uCrossV = XMVector3Cross(u, v);

    // Validate t is positive (should be if p is in triangle)
    assert(XMVector2GreaterOrEqual(XMVector3Dot(uCrossW, uCrossV), XMVectorZero()));

    XMVECTOR denom = XMVector3Length(uCrossV);
    XMVECTOR R = XMVector3Length(vCrossW) / denom;
    XMVECTOR T = XMVector3Length(uCrossW) / denom;

    assert(XMVector2LessOrEqual(R + T, XMVectorSet(1, 1, 1, 1)));

    *r = XMVectorGetX(R);
    *t = XMVectorGetX(T);
    *s = 1 - (*r) - (*t);
}
Example #3
0
_Use_decl_annotations_
bool __vectorcall ShapeCast(const XMFLOAT3& posA, const XMFLOAT3& moveA, SupportMapping* supA,
                            const XMFLOAT3& posB, const XMFLOAT3& moveB, SupportMapping* supB,
                            XMFLOAT3* normal, float* distance)
{
    XMVECTOR s = XMLoadFloat3(&posA);
    XMVECTOR r = XMVectorSubtract(XMLoadFloat3(&moveA), XMLoadFloat3(&moveB));

    XMVECTOR lambda = XMVectorZero();
    XMVECTOR x = s;
    XMVECTOR v = x - XMLoadFloat3(&posB);
    XMVECTOR vDotR;
    XMVECTOR p;
    XMVECTOR w;

    XMVECTOR simplexP[5] = {};
    uint32_t bits = 0;

    *distance = 0.0f;
    *normal = XMFLOAT3(0, 0, 0);

    XMVECTOR e2 = g_XMEpsilon * g_XMEpsilon;
    uint32_t iterations = 0;
    while (XMVector2Greater(XMVector3LengthSq(v), e2) && iterations++ < 1000)
    {
        v = XMVector3Normalize(v);
        p = supA->GetSupportPoint(v) + supB->GetSupportPoint(v);
        w = x - p;
        if (XMVector2Greater(XMVector3Dot(v, w), XMVectorZero()))
        {
            vDotR = XMVector3Dot(v, r);
            if (XMVector2GreaterOrEqual(vDotR, XMVectorZero()))
            {
                return false;
            }

            lambda = lambda - XMVector3Dot(v, w) / vDotR;
            if (XMVector2Greater(lambda, XMVectorSet(1, 1, 1, 1)))
            {
                return false;
            }

            x = s + lambda * r;
            XMStoreFloat3(normal, v);
        }

        AddPoint(simplexP, p, &bits);
        v = FindSupportVectorAndReduce(simplexP, x, &bits);
    }

    *distance = XMVectorGetX(lambda);

    return true;
}
Example #4
0
void World::moveEntity( WorldEntity* entity, XMVECTOR moveVec, float dist )
{
    //Try to move the entity in the world along the moveVec
    XMVECTOR pos = XMLoadFloat4( &entity->getPosition() );
    XMVECTOR wall = XMVectorZero();
    XMVECTOR vel = XMVectorScale( moveVec, dist );
    XMVECTOR desiredPos;
    XMFLOAT4 check;
    XMFLOAT4 negativeCheck;

    int checks = 0;
    int maxChecks = 10;
    float saveDist = dist;
    float distInterval = dist / static_cast<float>(maxChecks);

    XMStoreFloat4( &check, XMVector3Length(moveVec) );

    //Don't bother doing anything if there is no movement direction
    if( check.x <= 0.0f ){
        return;
    }

    //Check collision at where we plan to be
    if( checkEntityCollision( entity, pos, &wall ) ){
        XMStoreFloat4( &check, wall );
        XMStoreFloat4( &negativeCheck, vel );

        //Check the negative bit of the x and z values and see if they are equal, if they are, then stop movement
        bool negativeXWall = *(int*)(&check.x) < 0;
        bool negativeZWall = *(int*)(&check.z) < 0;

        bool negativeXVel = *(int*)(&negativeCheck.x) < 0;
        bool negativeZVel = *(int*)(&negativeCheck.z) < 0;

        //If we are not in a corner, collide with the wall, otherwise stop movement
        if(check.w <= 1.5f ||
           ( negativeXWall != negativeXVel || 
             negativeZWall != negativeZVel ) ){
            XMVECTOR invWall = XMVectorNegate( wall );
            wall = wall * XMVector3Length( moveVec * invWall );
            vel = (moveVec - wall) * dist;
        }else{
            vel = XMVectorZero();
        }
    }

    desiredPos = pos + vel;
    
    XMStoreFloat4( &entity->getPosition(), desiredPos );
}
Example #5
0
XMVECTOR MathHelper::RandHemisphereUnitVec3(XMVECTOR n)
{
	XMVECTOR One  = XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f);
	XMVECTOR Zero = XMVectorZero();

	// Keep trying until we get a point on/in the hemisphere.
	while(true)
	{
		// Generate random point in the cube [-1,1]^3.
		XMVECTOR v = XMVectorSet(MathHelper::RandF(-1.0f, 1.0f), MathHelper::RandF(-1.0f, 1.0f), MathHelper::RandF(-1.0f, 1.0f), 0.0f);

		// Ignore points outside the unit sphere in order to get an even distribution 
		// over the unit sphere.  Otherwise points will clump more on the sphere near 
		// the corners of the cube.

		if( XMVector3Greater( XMVector3LengthSq(v), One) )
			continue;

		// Ignore points in the bottom hemisphere.
		if( XMVector3Less( XMVector3Dot(n, v), Zero ) )
			continue;

		return XMVector3Normalize(v);
	}
}
Example #6
0
bool RayIntersectTriangle(	  XMVECTOR xmvOrigin
							, XMVECTOR xmvDirection
							, XMVECTOR xmvP0
							, XMVECTOR xmvP1
							, XMVECTOR xmvP2
							, float *pfU
							, float *pfV
							, float *pfRayToTriangle
)
{
	XMVECTOR xmvEdge1 = xmvP1 - xmvP0;
	XMVECTOR xmvEdge2 = xmvP2 - xmvP0;
	XMVECTOR xmvP, xmvQ;
	
	xmvP = XMVector3Cross(xmvDirection, xmvEdge2);
	
	XMVECTOR xmvA = XMVector3Dot(xmvEdge1, xmvP);

	if (XMVector3Equal(xmvA, XMVectorZero())) return(false);

	float f = 1.0f / XMVectorGetX(xmvA);

	XMVECTOR d3dxvP0ToOrigin = xmvOrigin - xmvP0;
	*pfU = f * XMVectorGetX(XMVector3Dot(d3dxvP0ToOrigin, xmvP));
	if ((*pfU < 0.0f) || (*pfU > 1.0f)) return(false);
	xmvQ = XMVector3Cross(d3dxvP0ToOrigin, xmvEdge1);

	*pfV = f * XMVectorGetX(XMVector3Dot(xmvDirection, xmvQ));
	if ((*pfV < 0.0f) || ((*pfU + *pfV) > 1.0f)) return(false);
	*pfRayToTriangle = f * XMVectorGetX(XMVector3Dot(xmvEdge2, xmvQ));
	
	return(*pfRayToTriangle >= 0.0f);
}
Example #7
0
void Ball::Update(float dt) {
  //d = v*t
  //v = a*t;
  //d = v*t*t+c
  //dp = v*dt
  //pos = pos + a

  XMVECTOR force_vec = XMVectorAdd(force,impulse);
  XMVECTOR mass_vec = XMVectorReplicate(mass);
  XMVECTOR time_vec = XMVectorReplicate(dt*0.001f);
  
  impulse = XMVectorZero();

  acceleration = XMVectorDivide(force_vec,mass_vec);
  velocity = XMVectorMultiplyAdd(acceleration,time_vec,velocity);
  position = XMVectorMultiplyAdd(velocity,time_vec,position);

 // auto coll = IntersectCircleAxisAlignedBox(this,&system->table);

  //if (coll == 0) {
    //velocity = XMVectorNegate(velocity);
  //}

  object_time += dt;
}
Example #8
0
void TextureDemo::UpdateScene(float dt)
{
    float x = m_radius * sinf(m_phi) * cosf(m_theta);
    float z = m_radius * sinf(m_phi) * sinf(m_theta);
    float y = m_radius * cosf(m_phi);

    XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
    XMVECTOR target = XMVectorZero();
    XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

    m_view = XMMatrixLookAtLH(pos, target, up);

    if (GetAsyncKeyState('1') & 0x8000)
    {
        m_currentSamplerState = m_wrapModeSampler.Get();
    }

    if (GetAsyncKeyState('2') & 0x8000)
    {
        m_currentSamplerState = m_boderColorModeSampler.Get();
    }

    if (GetAsyncKeyState('3') & 0x8000)
    {
        m_currentSamplerState = m_mirrorModeSampler.Get();
    }

    if (GetAsyncKeyState('4') & 0x8000)
    {
        m_currentSamplerState = m_clampModeSampler.Get();
    }
}
//--------------------------------------------------------------------------------------
// Calculate the separation force and add it to the total force.
// Param1: The entity will try to move away from entities that are at this distance or closer.
// Param2: The maximal size of this force.
//--------------------------------------------------------------------------------------
void EntityMovementManager::Separate(float separationRadius, float maximalForce)
{
	XMVECTOR separationVector = XMVectorZero(); // The separation force to prevent overlapping of moving entities

	// Find the moving entities that are in close proximity to this one (check both teams)

	std::multimap<float, CollidableObject*> nearbySoldiers;
	m_pEnvironment->GetNearbyObjects(m_pEntity->GetPosition(), separationRadius, GroupAllSoldiers, nearbySoldiers);

	// The entity itself will be included in the list of soldiers -> check if there are others as well
	if(nearbySoldiers.size() > 1)
	{
		for(std::multimap<float, CollidableObject*>::const_iterator it = nearbySoldiers.begin(); it !=  nearbySoldiers.end(); ++it)
		{
			if(it->second->GetId() != m_pEntity->GetId())
			{
				// Scale the force according to the proximity of the nearby entity. Thus the push from close objects will be
				// stronger than that from objects that are farther away.

				// Avoid possible division by zero
				float proximity = (it->first != 0) ? it->first : 0.01f;

				separationVector += (XMLoadFloat2(&m_pEntity->GetPosition()) - XMLoadFloat2(&it->second->GetPosition())) / proximity;
			}
		}

		// Truncate the force according to the maximally allowed separation force.
		separationVector = XMVector2Normalize(separationVector) * maximalForce;

		// Add the separation force to the accumulated steering force
		XMStoreFloat2(&m_steeringForce, XMLoadFloat2(&m_steeringForce) + separationVector);
	}
}
//--------------------------------------------------------------------------------------
// Calculate the wall avoidance force and add it to the total force. This force 
// is used to push the entity away from walls (objects) that it is getting too close to.
// Param1: Obstacles within this radius around the entity will be avoided.
// Param2: The maximal size of this force.
//--------------------------------------------------------------------------------------
void EntityMovementManager::StayAwayFromWalls(float avoidWallsRadius, float maximalForce)
{
	// Get nearby obstacles

	std::multimap<float, CollidableObject*> nearbyObjects;
	m_pEnvironment->GetNearbyObjects(m_pEntity->GetPosition(), avoidWallsRadius, GroupObstacles, nearbyObjects);

	if(!nearbyObjects.empty())
	{
		XMVECTOR avoidanceForce = XMVectorZero();

		for(std::multimap<float, CollidableObject*>::iterator it = nearbyObjects.begin(); it != nearbyObjects.end(); ++it)
		{
			// Scale the force according to the proximity of the nearby entity. Thus the push from close objects will be
			// stronger than that from objects that are farther away.
			avoidanceForce += (XMLoadFloat2(&m_pEntity->GetPosition()) - XMLoadFloat2(&(it->second->GetPosition()))) / it->first;
		}

		// Truncate the force according to the maximally allowed wall avoidance force.
		avoidanceForce = XMVector2Normalize(avoidanceForce) * maximalForce;

		// Add the collision avoidance force to the accumulated steering force
		XMStoreFloat2(&m_steeringForce, XMLoadFloat2(&m_steeringForce) + avoidanceForce);
	}
}
void TexColumnApp::UpdateScene(float dt)
{
	// Convert Spherical to Cartesian coordinates.
	float x = mRadius*sinf(mPhi)*cosf(mTheta);
	float z = mRadius*sinf(mPhi)*sinf(mTheta);
	float y = mRadius*cosf(mPhi);

	mEyePosW = XMFLOAT3(x, y, z);

	// Build the view matrix.
	XMVECTOR pos    = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up     = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, V);

	//
	// Switch the number of lights based on key presses.
	//
	if( GetAsyncKeyState('0') & 0x8000 )
		mLightCount = 0; 

	if( GetAsyncKeyState('1') & 0x8000 )
		mLightCount = 1; 

	if( GetAsyncKeyState('2') & 0x8000 )
		mLightCount = 2; 

	if( GetAsyncKeyState('3') & 0x8000 )
		mLightCount = 3; 
}
Example #12
0
SH9Color SH9Color::Zero()
{
    SH9Color sh;
    for(UINT_PTR i = 0; i < 9; ++i)
        sh.c[i] = XMVectorZero();

    return sh;
}
 //--------------------------------------------------------------------------------------
 // Name: Reset()
 // Desc: Resets the coordinate system. This method should be called if this class
 //       is to be used for a new player skeleton.
 //--------------------------------------------------------------------------------------
 VOID SpineRelativeCameraSpaceCoordinateSystem::Reset( )
 {
     m_vAverageNormalToGravity = XMVectorZero();
     m_dwLastTrackingID = 0;
     m_fAverageSpineHeadLength = 0.0f;
     m_vAverageSpine = XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f ); 
     m_vRightHandRelative = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f ); 
     m_vLeftHandRelative = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
 }
Example #14
0
XMVECTOR HydraManager::getPosition(int controllerIndex) const
{
	if (sixenseIsControllerEnabled(controllerIndex))
		return XMLoadFloat3(&XMFLOAT3(-mAcd.controllers[controllerIndex].pos[0], 
									  mAcd.controllers[controllerIndex].pos[1] + 900.0f, //Table height offset in mm
									  -mAcd.controllers[controllerIndex].pos[2])) / 1000.0f;
	
	return XMVectorZero();
}
Example #15
0
float ObjectToCamera(XMFLOAT4X4* _objMatrix, XMFLOAT3 _cameraPos)
{
	XMVECTOR obj = XMVectorZero();
	obj = XMVector3Transform(obj, XMLoadFloat4x4(_objMatrix));
	float ObjtoCameraX = XMVectorGetX(obj) - _cameraPos.x;
	float ObjtoCameraY = XMVectorGetY(obj) - _cameraPos.y;
	float ObjtoCameraZ = XMVectorGetZ(obj) - _cameraPos.z;
	return ObjtoCameraX*ObjtoCameraX + ObjtoCameraY*ObjtoCameraY + ObjtoCameraZ*ObjtoCameraZ;
}
Example #16
0
void TextureWave::UpdateScene(float dt)
{
    m_eyePos.x = m_radius * sinf(m_phi) * cosf(m_theta);
    m_eyePos.z = m_radius * sinf(m_phi) * sinf(m_theta);
    m_eyePos.y = m_radius * cosf(m_phi);

    XMVECTOR pos = DirectX::XMVectorSet(m_eyePos.x, m_eyePos.y, m_eyePos.z, 1.0f);
    XMVECTOR target = XMVectorZero();
    XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

    m_constBufferPerFrameReflect.GlobalEyePos = m_eyePos;
    m_constBufferPerFrameReflect.GlobalFogStart = 10.0f;
    m_constBufferPerFrameReflect.GlobalFogRange = 170.f;
    m_constBufferPerFrameReflect.GlobalFogColor = (XMFLOAT4&)(Colors::Silver);

    m_view = XMMatrixLookAtLH(pos, target, up);

    if (GetAsyncKeyState('1') & 0x8000)
    {
        m_currentRenderState = m_renderStateManager->GetFrameRenderState();
    }

    if (GetAsyncKeyState('2') & 0x8000)
    {
        m_currentRenderState = m_renderStateManager->GetSolidRenderState();
    }

    m_wave.Update(dt);

    D3D11_MAPPED_SUBRESOURCE waveMapedResource;
    D3DHelper::ThrowIfFailed(m_d3dContext->Map(m_waveVB.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0,
        &waveMapedResource));

    D3DHelper::CustomVertexWithTexture* v = reinterpret_cast<D3DHelper::CustomVertexWithTexture*>(waveMapedResource.pData);

    for (UINT i = 0; i < m_wave.VertexCount(); ++i)
    {
        v[i].Position = m_wave[i];
        v[i].Normal = m_wave.Normal(i);

        v[i].TexCoord.x = 0.5f + m_wave[i].x / m_wave.Width();
        v[i].TexCoord.y = 0.5f - m_wave[i].z / m_wave.Depth();
    }

    m_d3dContext->Unmap(m_waveVB.Get(), 0);

    m_waveTexOffset.y += 0.004f *dt;
    m_waveTexOffset.x += 0.02f *dt;
    auto translation = XMMatrixTranslation(m_waveTexOffset.x, m_waveTexOffset.y, 0.0f);
    auto waveScaling = XMMatrixScaling(5.0f, 5.0f, 0.0f);

    m_waveTextureTransform = translation * waveScaling;

    m_waveTextureTransform = XMMatrixTranspose(m_waveTextureTransform);
}
void MirrorApp::UpdateScene(float dt)
{
	// Convert Spherical to Cartesian coordinates.
	float x = mRadius*sinf(mPhi)*cosf(mTheta);
	float z = mRadius*sinf(mPhi)*sinf(mTheta);
	float y = mRadius*cosf(mPhi);

	mEyePosW = XMFLOAT3(x, y, z);

	// Build the view matrix.
	XMVECTOR pos    = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up     = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, V);

	//
	// Switch the render mode based in key input.
	//
	if( GetAsyncKeyState('1') & 0x8000 )
		mRenderOptions = RenderOptions::Lighting; 

	if( GetAsyncKeyState('2') & 0x8000 )
		mRenderOptions = RenderOptions::Textures; 

	if( GetAsyncKeyState('3') & 0x8000 )
		mRenderOptions = RenderOptions::TexturesAndFog; 


	//
	// Allow user to move box.
	//
	if( GetAsyncKeyState('A') & 0x8000 )
		mSkullTranslation.x -= 1.0f*dt;

	if( GetAsyncKeyState('D') & 0x8000 )
		mSkullTranslation.x += 1.0f*dt;

	if( GetAsyncKeyState('W') & 0x8000 )
		mSkullTranslation.y += 1.0f*dt;

	if( GetAsyncKeyState('S') & 0x8000 )
		mSkullTranslation.y -= 1.0f*dt;

	// Don't let user move below ground plane.
	mSkullTranslation.y = MathHelper::Max(mSkullTranslation.y, 0.0f);

	// Update the new world matrix.
	XMMATRIX skullRotate = XMMatrixRotationY(0.5f*MathHelper::Pi);
	XMMATRIX skullScale = XMMatrixScaling(0.45f, 0.45f, 0.45f);
	XMMATRIX skullOffset = XMMatrixTranslation(mSkullTranslation.x, mSkullTranslation.y, mSkullTranslation.z);
	XMStoreFloat4x4(&mSkullWorld, skullRotate*skullScale*skullOffset);
}
    SpineRelativeCameraSpaceCoordinateSystem::SpineRelativeCameraSpaceCoordinateSystem( ) : 
        m_dwLastTrackingID( 0 ),
        m_fAverageSpineHeadLength( 0.0f ),
        m_vAverageNormalToGravity( XMVectorZero() )
    {    
        m_vAverageSpine = XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f ); 
        m_vRightHandRelative = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f ); 
        m_vLeftHandRelative = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );

        // Call the updates function with default parameters
        SetUpdateRates(); 
    }
Example #19
0
mxUNDONE
#if 0
void BatchRenderer::DrawRing( const XMFLOAT3& Origin, const XMFLOAT3& MajorAxis, const XMFLOAT3& MinorAxis, const FColor& Color )
{
   static const DWORD dwRingSegments = 32;

    XMFLOAT3 verts[ dwRingSegments + 1 ];

    XMVECTOR vOrigin = XMLoadFloat3( &Origin );
    XMVECTOR vMajor = XMLoadFloat3( &MajorAxis );
    XMVECTOR vMinor = XMLoadFloat3( &MinorAxis );

    FLOAT fAngleDelta = XM_2PI / ( float )dwRingSegments;
    // Instead of calling cos/sin for each segment we calculate
    // the sign of the angle delta and then incrementally calculate sin
    // and cosine from then on.
    XMVECTOR cosDelta = XMVectorReplicate( cosf( fAngleDelta ) );
    XMVECTOR sinDelta = XMVectorReplicate( sinf( fAngleDelta ) );
    XMVECTOR incrementalSin = XMVectorZero();
    static const XMVECTOR initialCos =
    {
        1.0f, 1.0f, 1.0f, 1.0f
    };
    XMVECTOR incrementalCos = initialCos;
    for( DWORD i = 0; i < dwRingSegments; i++ )
    {
        XMVECTOR Pos;
        Pos = XMVectorMultiplyAdd( vMajor, incrementalCos, vOrigin );
        Pos = XMVectorMultiplyAdd( vMinor, incrementalSin, Pos );
        XMStoreFloat3( ( XMFLOAT3* )&verts[i], Pos );
        // Standard formula to rotate a vector.
        XMVECTOR newCos = incrementalCos * cosDelta - incrementalSin * sinDelta;
        XMVECTOR newSin = incrementalCos * sinDelta + incrementalSin * cosDelta;
        incrementalCos = newCos;
        incrementalSin = newSin;
    }
    verts[ dwRingSegments ] = verts[0];

    // Copy to vertex buffer
    assert( (dwRingSegments+1) <= MAX_VERTS );

    XMFLOAT3* pVerts = NULL;
    HRESULT hr;
    V( g_pVB->Lock( 0, 0, (void**)&pVerts, D3DLOCK_DISCARD ) )
    memcpy( pVerts, verts, sizeof(verts) );
    V( g_pVB->Unlock() )

    // Draw ring
    D3DXCOLOR clr = Color;
    g_pEffect9->SetFloatArray( g_Color, clr, 4 );
    g_pEffect9->CommitChanges();
    pd3dDevice->DrawPrimitive( D3DPT_LINESTRIP, 0, dwRingSegments );
}
void D3DTextureDemo::UpdateScene(float dt)
{
	float x = mRadius * sinf(mPhi) * cosf(mTheta);
	float z = mRadius * sinf(mPhi) * sinf(mTheta);
	float y = mRadius * cosf(mPhi);

	mEyePosW = XMFLOAT3(x, y, z);

	XMVECTOR pos    = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up     = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX view      = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, view);

	static float t_base = 0.0f;
	if ((m_Timer.TotalTime() - t_base) >= 0.25f)
	{
		t_base += 0.25f;
		DWORD i = 5 + rand() % (mWaves.RowCount()    - 10);
		DWORD j = 5 + rand() % (mWaves.ColumnCount() - 10);
		float r = MathHelper::RandF(1.0f, 2.0f);
		mWaves.Disturb(i, j, r);
	}
	mWaves.Update(dt);

	D3D11_MAPPED_SUBRESOURCE mappedData;
	HR(m_d3dImmediateContext->Map(
		mWaveVB, 
		0, 
		D3D11_MAP_WRITE_DISCARD, 
		0, 
		&mappedData),
		L"Context Map");

	Vertex* v = reinterpret_cast<Vertex*>(mappedData.pData);
	for(UINT i = 0; i < mWaves.VertexCount(); ++i)
	{
		v[i].Pos    = mWaves[i];
		v[i].Normal = mWaves.Normal(i);
		v[i].Tex.x  = 0.5f + mWaves[i].x / mWaves.Width();
		v[i].Tex.y  = 0.5f - mWaves[i].z / mWaves.Depth();
	}

	m_d3dImmediateContext->Unmap(mWaveVB, 0);

	XMMATRIX wavesScale = XMMatrixScaling(5.0f, 5.0f, 0.0f);
	mWaterTexOffset.y += 0.05f * dt;
	mWaterTexOffset.x += 0.1f  * dt;	
	XMMATRIX wavesOffset = XMMatrixTranslation(mWaterTexOffset.x, mWaterTexOffset.y, 0.0f);
	XMStoreFloat4x4(&mWaterTexTransform, wavesScale*wavesOffset);
}
Example #21
0
void Box::UpdateScene(float delta)
{
    float x = m_radius * sinf(m_phi) * cosf(m_theta);
    float z = m_radius * sinf(m_phi) * sinf(m_theta);
    float y = m_radius * cosf(m_phi);

    // build the view matrix
    XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
    XMVECTOR target = XMVectorZero();
    XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

    m_view = XMMatrixLookAtLH(pos, target, up);
}
Example #22
0
void Camera::Rotate(XMFLOAT3 axis, float degrees)
{
	if (XMVector3Equal(to(axis), XMVectorZero()) ||
		degrees == 0.0f)
		return;

	// rotate vectors
	XMFLOAT3 look_at_target = to(to(mTarget) - to(mPosition));
	XMFLOAT3 look_at_up = to(to(mUp) - to(mPosition));
	look_at_target = to(XMVector3Transform(to(look_at_target),
		XMMatrixRotationAxis(to(axis), XMConvertToRadians(degrees))));
	look_at_up = to(XMVector3Transform(to(look_at_up),
		XMMatrixRotationAxis(to(axis), XMConvertToRadians(degrees))));

	// restore vectors's end points mTarget and mUp from new rotated vectors
	mTarget = to(to(mPosition) + to(look_at_target));
	mUp = to(to(mPosition) + to(look_at_up));

	this->initViewMatrix();

	XMVECTOR w = XMVectorZero();
}
Example #23
0
void Shape::UpdateScence(float dt)
{
	float x = mRadius*sinf(mPhi)*cosf(mTheta);
	float z = mRadius*sinf(mPhi)*sinf(mTheta);
	float y = mRadius*cosf(mPhi);

	XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, V);
}
Example #24
0
Camera::Camera() :
	position_(XMVectorSet( 0.0f, 0.0f, -20.0f, 0.0f )),
	lookat_(XMVectorZero()),
	up_(XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f )),
	view_(XMMatrixIdentity()),
	projection_(XMMatrixIdentity()),
	aspectRatio_(1),
	fovY_(XM_PIDIV4),
	nearZ_(0.1f),
	farZ_(1000.0f),
	updated_(true),
	resized_(true)
{
}
Example #25
0
	void overlay::init_buffers(int window_width, int window_height)
	{
		D3D11_BUFFER_DESC vertex_desc, index_desc, const_desc;
		D3D11_SUBRESOURCE_DATA vertex_data, index_data;

		std::array<overlay::vertex_t, 6> vertices;
		std::array<uint32_t, 6> indices;

		zero_memory(vertex_desc);
		zero_memory(index_desc);
		zero_memory(const_desc);
		zero_memory(vertex_data);
		zero_memory(index_data);
		zero_memory(vertices);

		auto device = d3d_device::instance()->raw();
		auto context = d3d_device::instance()->get_context();

		for (uint32_t i = 0; i < vertex_count; i++)
			indices[i] = i;

		vertex_desc.Usage = D3D11_USAGE_DYNAMIC;
		vertex_desc.ByteWidth = sizeof(overlay::vertex_t) * vertex_count;
		vertex_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
		vertex_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		vertex_data.pSysMem = vertices.data();

		index_desc.ByteWidth = sizeof(uint32_t) * vertex_count;
		index_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
		index_data.pSysMem = indices.data();

		const_desc.ByteWidth = sizeof(overlay::matrix_t);
		const_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

		device->CreateBuffer(&vertex_desc, &vertex_data, &vertex_buffer);
		device->CreateBuffer(&index_desc, &index_data, &index_buffer);
		device->CreateBuffer(&const_desc, nullptr, &const_buffer);

		overlay::matrix_t matrix_buffer;

		cxmatrix world = XMMatrixIdentity();
		cxmatrix view = XMMatrixLookAtLH(XMVectorZero(), XMVectorSet(0.f, 0.f, 1.f, 0.f), XMVectorSet(0.f, 1.f, 0.f, 0.f));
		cxmatrix ortho = XMMatrixOrthographicLH(static_cast<float>(window_width), static_cast<float>(window_height), 0.1f, 1000.f);

		XMStoreFloat4x4(&matrix_buffer.world, XMMatrixTranspose(world));
		XMStoreFloat4x4(&matrix_buffer.view, XMMatrixTranspose(view));
		XMStoreFloat4x4(&matrix_buffer.ortho, XMMatrixTranspose(ortho));

		context->UpdateSubresource(const_buffer.Get(), 0, nullptr, &matrix_buffer, 0, 0);
	}
Example #26
0
void BoxApp::UpdateScene(float dt)
{
	// Convert Spherical to Cartesian coordinates.
	float x = mRadius*sinf(mPhi)*cosf(mTheta);
	float z = mRadius*sinf(mPhi)*sinf(mTheta);
	float y = mRadius*cosf(mPhi);

	// Build the view matrix.
	XMVECTOR pos    = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up     = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, V);
}
Example #27
0
void WavesApp::UpdateScene(float dt)
{
	// Convert Spherical to Cartesian coordinates.
	float x = m_fRadius * sinf(m_fPhi) * cosf(m_fTheta);
	float z = m_fRadius * sinf(m_fPhi) * sinf(m_fTheta);
	float y = m_fRadius*cosf(m_fPhi);

	XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&m_viewMatrix, V);


	//
	// Every quarter second, generate a random wave.
	//
	static float s_baseT = 0.0f;
	if ((mTimer.GetTotalTime() - s_baseT)>=0.25f)
	{
		s_baseT += 0.25f;
		UINT i = 5 + rand() % 190;
		UINT j = 5 + rand() % 190;

		float r = MathHelper::RandF(1.0f, 2.0f);

		m_waves.Disturb(i, j, r);//jingz 假设这个是生成浪花,数据变化时更新了什么内容呢?
	}

	m_waves.Update(dt);

	//
	// Update the wave vertex buffer with the new solution.
	//
	D3D11_MAPPED_SUBRESOURCE mappedData;
	HR(m_pD3dImmediateContext->Map(m_pWavesVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedData));

	Vertex * vertices = reinterpret_cast<Vertex *>(mappedData.pData);

	for (UINT i = 0; i < m_waves.GetVertexCount();++i)
	{
		vertices[i].Pos = m_waves[i];
		vertices[i].Color = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
	}

	m_pD3dImmediateContext->Unmap(m_pWavesVB,0);
}
Example #28
0
void BoxApp::UpdateScene(float dt)
{
    static float deltax = 0.001f;
    static float deltar = 45.0f;

	// Convert Spherical to Cartesian coordinates.
	float x = mRadius*sinf(mPhi)*cosf(mTheta);
	float z = mRadius*sinf(mPhi)*sinf(mTheta);
	float y = mRadius*cosf(mPhi);

	// Build the view matrix.
	XMVECTOR pos    =  XMVectorSet(0.0f, 0.0f, -6.0f, 1.0f);
	XMVECTOR target = XMVectorZero();
	XMVECTOR up     = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);

	XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
	XMStoreFloat4x4(&mView, V);

    
    // Move the block
    float var = figures[0]->GetPosition().y;
    if(figures[0]->GetPosition().y > 1.0f)
    {
       figures[0]->GetPosition().y = 0.98f;
       deltax = -0.001f;
    }
    else if(figures[0]->GetPosition().y < -1.0f)
    {
        figures[0]->GetPosition().y = -0.98f;
        deltax = 0.001f;
    }



    figures[0]->move(D3DXVECTOR3(0.00f, deltax, 0.0f));
    figures[1]->move(D3DXVECTOR3(0.00f, deltax, 0.0f));
    figures[2]->move(D3DXVECTOR3(0.00f, deltax, 0.0f));
    figures[3]->move(D3DXVECTOR3(0.00f, deltax, 0.0f));

    blocks[0]->ApplyTransform();


}
Example #29
0
	void LightingApp::UpdateScene(float dt)
	{
		float x = mRadius*sinf(mPhi)*cosf(mTheta);
		float z = mRadius*sinf(mPhi)*sinf(mTheta);
		float y = mRadius*cosf(mPhi);

		mEyePosW = XMFLOAT3(x, y, z);
		XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
		XMVECTOR target = XMVectorZero();
		XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
		XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
		XMStoreFloat4x4(&mView, V);

		static float t_base = 0.0f;
		if ((mTimer.TotalTime() - t_base) >= 0.25f)
		{
			t_base += 0.25f;
			DWORD i = 5 + rand() % (mWaves.RowCount() - 10);
			DWORD j = 5 + rand() % (mWaves.ColumnCount() - 10);
			float r = MathHelper::RandF(1.0f, 2.0f);

			mWaves.Disturb(i, j, r);
		}
		mWaves.Update(dt);

		D3D11_MAPPED_SUBRESOURCE mappedData;
		HR(md3dImmediateContext->Map(mWavesVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedData));
		Vertex* v = reinterpret_cast<Vertex *>(mappedData.pData);
		for (UINT i = 0; i < mWaves.VertexCount(); ++i)
		{
			v[i].Pos = mWaves[i];
			v[i].Normal = mWaves.Normal(i);
		}
		md3dImmediateContext->Unmap(mWavesVB, 0);

		mPointLight.Position.x = 70.0f*cosf(0.2f*mTimer.TotalTime());
		mPointLight.Position.z = 70.0f*sinf(0.2f*mTimer.TotalTime());
		mPointLight.Position.y = MathHelper::Max(GetHillHeight(mPointLight.Position.x, mPointLight.Position.z)
			, -3.0f) + 10.0f;

		mSpotLight.Position = mEyePosW;
		XMStoreFloat3(&mSpotLight.Direction, XMVector3Normalize(target - pos));
	}
void GCamera::Rotate(XMFLOAT3 axis, float degrees)
{
	if (XMVector3Equal(GMathFV(axis), XMVectorZero()) ||
		degrees == 0.0f)
		return;

	// rotate vectors
	XMFLOAT3 look_at_target = GMathVF(GMathFV(mTarget) - GMathFV(mPosition));
	XMFLOAT3 look_at_up = GMathVF(GMathFV(mUp) - GMathFV(mPosition));
	look_at_target = GMathVF(XMVector3Transform(GMathFV(look_at_target),
		XMMatrixRotationAxis(GMathFV(axis), XMConvertToRadians(degrees))));
	look_at_up = GMathVF(XMVector3Transform(GMathFV(look_at_up),
		XMMatrixRotationAxis(GMathFV(axis), XMConvertToRadians(degrees))));

	// restore vectors's end points mTarget and mUp from new rotated vectors
	mTarget = GMathVF(GMathFV(mPosition) + GMathFV(look_at_target));
	mUp = GMathVF(GMathFV(mPosition) + GMathFV(look_at_up));

	this->lookatViewMatrix();
}