kmMat3* kmMat3LookAt(kmMat3* pOut, const kmVec3* pEye, const kmVec3* pCenter, const kmVec3* pUp) { kmVec3 f, up, s, u; kmVec3Subtract(&f, pCenter, pEye); kmVec3Normalize(&f, &f); kmVec3Assign(&up, pUp); kmVec3Normalize(&up, &up); kmVec3Cross(&s, &f, &up); kmVec3Normalize(&s, &s); kmVec3Cross(&u, &s, &f); kmVec3Normalize(&s, &s); pOut->mat[0] = s.x; pOut->mat[3] = s.y; pOut->mat[6] = s.z; pOut->mat[1] = u.x; pOut->mat[4] = u.y; pOut->mat[7] = u.z; pOut->mat[2] = -f.x; pOut->mat[5] = -f.y; pOut->mat[8] = -f.z; return pOut; }
void kmVec3OrthoNormalize(kmVec3* normal, kmVec3* tangent) { kmVec3 proj; kmVec3Normalize(normal, normal); kmVec3Scale(&proj, normal, kmVec3Dot(tangent, normal)); kmVec3Subtract(tangent, tangent, &proj); kmVec3Normalize(tangent, tangent); }
kmVec3* kmVec3ProjectOnToVec3(const kmVec3* w, const kmVec3* v, kmVec3* projection) { kmVec3 unitW, unitV; kmVec3Normalize(&unitW, w); kmVec3Normalize(&unitV, v); kmScalar cos0 = kmVec3Dot(&unitW, &unitV); kmVec3Scale(projection, &unitV, kmVec3Length(w) * cos0); return projection; }
kmBool kmRay3IntersectTriangle(const kmRay3* ray, const kmVec3* v0, const kmVec3* v1, const kmVec3* v2, kmVec3* intersection, kmVec3* normal, kmScalar* distance) { kmVec3 e1, e2, pvec, tvec, qvec, dir; kmScalar det, inv_det, u, v, t; kmVec3Normalize(&dir, &ray->dir); kmVec3Subtract(&e1, v1, v0); kmVec3Subtract(&e2, v2, v0); kmVec3Cross(&pvec, &dir, &e2); det = kmVec3Dot(&e1, &pvec); /* Backfacing, discard. */ if(det < kmEpsilon) { return KM_FALSE; } if(kmAlmostEqual(det, 0)) { return KM_FALSE; } inv_det = 1.0 / det; kmVec3Subtract(&tvec, &ray->start, v0); u = inv_det * kmVec3Dot(&tvec, &pvec); if(u < 0.0 || u > 1.0) { return KM_FALSE; } kmVec3Cross(&qvec, &tvec, &e1); v = inv_det * kmVec3Dot(&dir, &qvec); if(v < 0.0 || (u + v) > 1.0) { return KM_FALSE; } t = inv_det * kmVec3Dot(&e2, &qvec); if(t > kmEpsilon && (t*t) <= kmVec3LengthSq(&ray->dir)) { kmVec3 scaled; *distance = t; /* Distance */ kmVec3Cross(normal, &e1, &e2); /* Surface normal of collision */ kmVec3Normalize(normal, normal); kmVec3Normalize(&scaled, &dir); kmVec3Scale(&scaled, &scaled, *distance); kmVec3Add(intersection, &ray->start, &scaled); return KM_TRUE; } return KM_FALSE; }
void ViewTransform::LazyAdjust() const { if(!_dirty) return; kmVec3Subtract(&_adjustDir, &_focus, &_position); kmVec3Normalize(&_adjustDir, &_adjustDir); kmVec3Cross(&_adjustRight, &_adjustDir, &_up); kmVec3Normalize(&_adjustRight, &_adjustRight); kmVec3Cross(&_adjustUp, &_adjustRight, &_adjustDir); kmVec3Normalize(&_adjustUp, &_adjustUp); _dirty = false; }
/**< Get the axis and angle of rotation from a quaternion*/ void kmQuaternionToAxisAngle(const kmQuaternion* pIn, kmVec3* pAxis, kmScalar* pAngle) { kmScalar tempAngle; /* temp angle*/ kmScalar scale; /* temp vars*/ tempAngle = acosf(pIn->w); scale = sqrtf(kmSQR(pIn->x) + kmSQR(pIn->y) + kmSQR(pIn->z)); if (((scale > -kmEpsilon) && scale < kmEpsilon) || (scale < 2*kmPI + kmEpsilon && scale > 2*kmPI - kmEpsilon)) /* angle is 0 or 360 so just simply set axis to 0,0,1 with angle 0*/ { *pAngle = 0.0f; pAxis->x = 0.0f; pAxis->y = 0.0f; pAxis->z = 1.0f; } else { *pAngle = tempAngle * 2.0f; /* angle in radians*/ pAxis->x = pIn->x / scale; pAxis->y = pIn->y / scale; pAxis->z = pIn->z / scale; kmVec3Normalize(pAxis, pAxis); } }
/**< Get the axis and angle of rotation from a quaternion*/ void kmQuaternionToAxisAngle(const kmQuaternion* pIn, kmVec3* pAxis, kmScalar* pAngle) { kmScalar scale; /* temp vars*/ kmQuaternion tmp; if(pIn->w > 1.0) { kmQuaternionNormalize(&tmp, pIn); } else { kmQuaternionAssign(&tmp, pIn); } *pAngle = 2.0 * acosf(tmp.w); scale = sqrtf(1.0 - kmSQR(tmp.w)); if (scale < kmEpsilon) { /* angle is 0 or 360 so just simply set axis to 0,0,1 with angle 0*/ pAxis->x = 0.0f; pAxis->y = 0.0f; pAxis->z = 1.0f; } else { pAxis->x = tmp.x / scale; pAxis->y = tmp.y / scale; pAxis->z = tmp.z / scale; kmVec3Normalize(pAxis, pAxis); } }
kmBool kmRay3IntersectAABB3(const kmRay3* ray, const kmAABB3* aabb, kmVec3* intersection, kmScalar* distance) { //http://gamedev.stackexchange.com/a/18459/15125 kmVec3 rdir, dirfrac, diff; kmVec3Normalize(&rdir, &ray->dir); kmVec3Fill(&dirfrac, 1.0 / rdir.x, 1.0 / rdir.y, 1.0 / rdir.z); kmScalar t1 = (aabb->min.x - ray->start.x) * dirfrac.x; kmScalar t2 = (aabb->max.x - ray->start.x) * dirfrac.x; kmScalar t3 = (aabb->min.y - ray->start.y) * dirfrac.y; kmScalar t4 = (aabb->max.y - ray->start.y) * dirfrac.y; kmScalar t5 = (aabb->min.z - ray->start.z) * dirfrac.z; kmScalar t6 = (aabb->max.z - ray->start.z) * dirfrac.z; kmScalar tmin = kmMax(kmMax(kmMin(t1, t2), kmMin(t3, t4)), kmMin(t5, t6)); kmScalar tmax = kmMin(kmMin(kmMax(t1, t2), kmMax(t3, t4)), kmMax(t5, t6)); // if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behind us if(tmax < 0) { return KM_FALSE; } // if tmin > tmax, ray doesn't intersect AABB if (tmin > tmax) { return KM_FALSE; } if(distance) *distance = tmin; if(intersection) { kmVec3Scale(&diff, &rdir, tmin); kmVec3Add(intersection, &ray->start, &diff); } return KM_TRUE; }
kmPlane* kmPlaneNormalize(kmPlane* pOut, const kmPlane* pP) { kmVec3 n; kmScalar l = 0; if (!pP->a && !pP->b && !pP->c) { pOut->a = pP->a; pOut->b = pP->b; pOut->c = pP->c; pOut->d = pP->d; return pOut; } n.x = pP->a; n.y = pP->b; n.z = pP->c; l = 1.0f / kmVec3Length(&n); /*Get 1/length*/ kmVec3Normalize(&n, &n); /*Normalize the vector and assign to pOut*/ pOut->a = n.x; pOut->b = n.y; pOut->c = n.z; pOut->d = pP->d * l; /*Scale the D value and assign to pOut*/ return pOut; }
/* Added by tlensing (http://icedcoffee-framework.org)*/ kmVec3* kmPlaneIntersectLine(kmVec3* pOut, const kmPlane* pP, const kmVec3* pV1, const kmVec3* pV2) { /* n = (Planea, Planeb, Planec) d = V − U Out = U − d⋅(Pd + n⋅U)⁄(d⋅n) [iff d⋅n ≠ 0] */ kmVec3 d; /* direction from V1 to V2*/ kmScalar nt; kmScalar dt; kmScalar t; kmVec3 n; /* plane normal*/ kmVec3Subtract(&d, pV2, pV1); /* Get the direction vector*/ n.x = pP->a; n.y = pP->b; n.z = pP->c; kmVec3Normalize(&n, &n); nt = -(n.x * pV1->x + n.y * pV1->y + n.z * pV1->z + pP->d); dt = (n.x * d.x + n.y * d.y + n.z * d.z); if (fabs(dt) < kmEpsilon) { pOut = NULL; return pOut; /* line parallel or contained*/ } t = nt/dt; pOut->x = pV1->x + d.x * t; pOut->y = pV1->y + d.y * t; pOut->z = pV1->z + d.z * t; return pOut; }
/** * Creates a plane from 3 points. The result is stored in pOut. * pOut is returned. */ kmPlane* const kmPlaneFromPoints(kmPlane* pOut, const kmVec3* p1, const kmVec3* p2, const kmVec3* p3) { /* v = (B − A) × (C − A) n = 1⁄|v| v Outa = nx Outb = ny Outc = nz Outd = −n⋅A */ kmVec3 n, v1, v2; kmVec3Subtract(&v1, p2, p1); //Create the vectors for the 2 sides of the triangle kmVec3Subtract(&v2, p3, p1); kmVec3Cross(&n, &v1, &v2); //Use the cross product to get the normal kmVec3Normalize(&n, &n); //Normalize it and assign to pOut->m_N pOut->a = n.x; pOut->b = n.y; pOut->c = n.z; pOut->d = kmVec3Dot(kmVec3Scale(&n, &n, -1.0), p1); return pOut; }
kmVec3* kmVec3ProjectOnToVec3(const kmVec3* pIn, const kmVec3* other, kmVec3* projection) { kmScalar scale = kmVec3Length(pIn) * kmVec3Dot(pIn, other); kmVec3Normalize(projection, other); kmVec3Scale(projection, projection, scale); return projection; }
/** * Build a rotation matrix from an axis and an angle. Result is stored in pOut. * pOut is returned. */ kmMat4* const kmMat4RotationAxisAngle(kmMat4* pOut, const kmVec3* axis, kmScalar radians) { float rcos = cosf(radians); float rsin = sinf(radians); kmVec3 normalizedAxis; kmVec3Normalize(&normalizedAxis, axis); pOut->mat[0] = rcos + normalizedAxis.x * normalizedAxis.x * (1 - rcos); pOut->mat[1] = normalizedAxis.z * rsin + normalizedAxis.y * normalizedAxis.x * (1 - rcos); pOut->mat[2] = -normalizedAxis.y * rsin + normalizedAxis.z * normalizedAxis.x * (1 - rcos); pOut->mat[3] = 0.0f; pOut->mat[4] = -normalizedAxis.z * rsin + normalizedAxis.x * normalizedAxis.y * (1 - rcos); pOut->mat[5] = rcos + normalizedAxis.y * normalizedAxis.y * (1 - rcos); pOut->mat[6] = normalizedAxis.x * rsin + normalizedAxis.z * normalizedAxis.y * (1 - rcos); pOut->mat[7] = 0.0f; pOut->mat[8] = normalizedAxis.y * rsin + normalizedAxis.x * normalizedAxis.z * (1 - rcos); pOut->mat[9] = -normalizedAxis.x * rsin + normalizedAxis.y * normalizedAxis.z * (1 - rcos); pOut->mat[10] = rcos + normalizedAxis.z * normalizedAxis.z * (1 - rcos); pOut->mat[11] = 0.0f; pOut->mat[12] = 0.0f; pOut->mat[13] = 0.0f; pOut->mat[14] = 0.0f; pOut->mat[15] = 1.0f; return pOut; }
kmVec3* kmMat3GetForwardVec3(kmVec3* pOut, const kmMat3* pIn) { pOut->x = pIn->mat[6]; pOut->y = pIn->mat[7]; pOut->z = pIn->mat[8]; kmVec3Normalize(pOut, pOut); return pOut; }
kmVec3* kmVec3ProjectOnToPlane(kmVec3* pOut, const kmVec3* point, const struct kmPlane* plane) { kmVec3 N; kmVec3Fill(&N, plane->a, plane->b, plane->c); kmVec3Normalize(&N, &N); kmScalar distance = -kmVec3Dot(&N, point); kmVec3Scale(&N, &N, distance); kmVec3Add(pOut, point, &N); return pOut; }
kmVec3* kmMat3GetRightVec3(kmVec3* pOut, const kmMat3* pIn) { pOut->x = pIn->mat[0]; pOut->y = pIn->mat[1]; pOut->z = pIn->mat[2]; kmVec3Normalize(pOut, pOut); return pOut; }
kmVec3* kmMat3GetUpVec3(kmVec3* pOut, const kmMat3* pIn) { pOut->x = pIn->mat[3]; pOut->y = pIn->mat[4]; pOut->z = pIn->mat[5]; kmVec3Normalize(pOut, pOut); return pOut; }
/** * Extract the forward vector from a 4x4 matrix. The result is * stored in pOut. Returns pOut. */ kmVec3* const kmMat4GetForwardVec3(kmVec3* pOut, const kmMat4* pIn) { pOut->x = pIn->mat[8]; pOut->y = pIn->mat[9]; pOut->z = pIn->mat[10]; kmVec3Normalize(pOut, pOut); return pOut; }
kmQuaternion* kmQuaCreateFromAxisAngle(kmQuaternion* pOut, const kmVec3* axis, float angle) { float halfAngle = angle * 0.5f; float sinHalfAngle = sinf(halfAngle); kmVec3 normal = *axis; kmVec3Normalize(&normal, &normal); pOut->x = normal.x * sinHalfAngle; pOut->y = normal.y * sinHalfAngle; pOut->z = normal.z * sinHalfAngle; pOut->w = cosf(halfAngle); return pOut; }
kmScalar kmQuatToAxisAngle(struct kmVec3* pOut, const kmQuaternion* pIn) { kmQuaternion q; kmQuaternionNormalize(&q, pIn); if (pOut) { pOut->x = q.x; pOut->y = q.y; pOut->z = q.z; kmVec3Normalize(pOut, pOut); } return 2.0f * acos(q.w);; }
/** * Builds a translation matrix in the same way as gluLookAt() * the resulting matrix is stored in pOut. pOut is returned. */ kmMat4* const kmMat4LookAt(kmMat4* pOut, const kmVec3* pEye, const kmVec3* pCenter, const kmVec3* pUp) { kmVec3 f, up, s, u; kmMat4 translate; kmVec3Subtract(&f, pCenter, pEye); kmVec3Normalize(&f, &f); kmVec3Assign(&up, pUp); kmVec3Normalize(&up, &up); kmVec3Cross(&s, &f, &up); kmVec3Normalize(&s, &s); kmVec3Cross(&u, &s, &f); kmVec3Normalize(&s, &s); kmMat4Identity(pOut); pOut->mat[0] = s.x; pOut->mat[4] = s.y; pOut->mat[8] = s.z; pOut->mat[1] = u.x; pOut->mat[5] = u.y; pOut->mat[9] = u.z; pOut->mat[2] = -f.x; pOut->mat[6] = -f.y; pOut->mat[10] = -f.z; kmMat4Translation(&translate, -pEye->x, -pEye->y, -pEye->z); kmMat4Multiply(pOut, pOut, &translate); return pOut; }
/** * Builds a translation matrix in the same way as gluLookAt() * the resulting matrix is stored in pOut. pOut is returned. */ kmMat4* kmMat4LookAt(kmMat4* pOut, const kmVec3* pEye, const kmVec3* pCenter, const kmVec3* pUp) { kmVec3 f; kmVec3 s; kmVec3 u; kmVec3Subtract(&f, pCenter, pEye); kmVec3Normalize(&f, &f); kmVec3Cross(&s, &f, pUp); kmVec3Normalize(&s, &s); kmVec3Cross(&u, &s, &f); pOut->mat[0] = s.x; pOut->mat[1] = u.x; pOut->mat[2] = -f.x; pOut->mat[3] = 0.0; pOut->mat[4] = s.y; pOut->mat[5] = u.y; pOut->mat[6] = -f.y; pOut->mat[7] = 0.0; pOut->mat[8] = s.z; pOut->mat[9] = u.z; pOut->mat[10] = -f.z; pOut->mat[11] = 0.0; pOut->mat[12] = -kmVec3Dot(&s, pEye); pOut->mat[13] = -kmVec3Dot(&u, pEye); pOut->mat[14] = kmVec3Dot(&f, pEye); pOut->mat[15] = 1.0; return pOut; }
/* Calculate view matrix */ static void dlCameraCalculateViewMatrix( dlCamera *object ) { kmVec3 tgtv, upvector; kmScalar dp; CALL("%p", object); kmVec3Subtract( &tgtv, &object->target, &object->translation ); kmVec3Normalize( &tgtv, &tgtv ); kmVec3Normalize( &upvector, &object->upVector ); dp = kmVec3Dot( &tgtv, &upvector ); if( dp == 1.f ) { upvector.x += 0.5f; } kmMat4LookAt( &object->view, &object->translation, &object->target, &upvector ); /* Frustum recalculation here */ kmMat4Multiply( &object->matrix, &object->projection, &object->view ); }
void resetExposion(struct pointCloud_t* pntC) { pntC->tick=0; for (int i=0; i<pntC->totalPoints; i++) { kmVec3 v; kmVec3Fill(&v,rand_range(-1,2),rand_range(-1,2),rand_range(-1,2)); kmVec3Normalize(&v,&v); pntC->vel[i*3]=v.x; pntC->vel[i*3+1]=v.y; pntC->vel[i*3+2]=v.z; pntC->pos[i*3]=0; pntC->pos[i*3+1]=0; pntC->pos[i*3+2]=0; } }
kmPlane* const kmPlaneNormalize(kmPlane* pOut, const kmPlane* pP) { kmVec3 n; kmScalar l = 0; n.x = pP->a; n.y = pP->b; n.z = pP->c; l = 1.0f / kmVec3Length(&n); //Get 1/length kmVec3Normalize(&n, &n); //Normalize the vector and assign to pOut pOut->a = n.x; pOut->b = n.y; pOut->c = n.z; pOut->d = pP->d * l; //Scale the D value and assign to pOut return pOut; }
// Build a rotation matrix from an axis and an angle, stores the result in pOut and returns the result. kmMat4* kmMat4RotationAxisAngle(kmMat4* pOut, const kmVec3* axis, kmScalar radians) { /* | | | C + XX(1 - C) -ZS + XY(1-C) YS + ZX(1-C) 0 | | | M = | ZS + XY(1-C) C + YY(1 - C) -XS + YZ(1-C) 0 | | | | -YS + ZX(1-C) XS + YZ(1-C) C + ZZ(1 - C) 0 | | | | 0 0 0 1 | where X, Y, Z define axis of rotation and C = cos(A), S = sin(A) for A = angle of rotation */ kmScalar ca = cosf(radians); kmScalar sa = sinf(radians); kmVec3 rax; kmVec3Normalize(&rax, axis); pOut->mat[0] = ca + rax.x * rax.x * (1 - ca); pOut->mat[1] = rax.z * sa + rax.y * rax.x * (1 - ca); pOut->mat[2] = -rax.y * sa + rax.z * rax.x * (1 - ca); pOut->mat[3] = 0.0f; pOut->mat[4] = -rax.z * sa + rax.x * rax.y * (1 - ca); pOut->mat[5] = ca + rax.y * rax.y * (1 - ca); pOut->mat[6] = rax.x * sa + rax.z * rax.y * (1 - ca); pOut->mat[7] = 0.0f; pOut->mat[8] = rax.y * sa + rax.x * rax.z * (1 - ca); pOut->mat[9] = -rax.x * sa + rax.y * rax.z * (1 - ca); pOut->mat[10] = ca + rax.z * rax.z * (1 - ca); pOut->mat[11] = 0.0f; pOut->mat[12] = 0.0f; pOut->mat[13] = 0.0f; pOut->mat[14] = 0.0f; pOut->mat[15] = 1.0f; return pOut; }
Frustum::IntersectResult Frustum::intersectAABB(const AABB& aabb) const { IntersectResult result = IntersectResult::INSIDE; int indexFirst = static_cast<int>(FrustumPlane::FRUSTUM_NEAR); int indexNumber = static_cast<int>(FrustumPlane::FRUSTUM_NUMBER); for(int planeIndex = indexFirst; planeIndex < indexNumber; ++planeIndex) { kmPlane plane = _frustumPlanes[static_cast<FrustumPlane>(planeIndex)]; kmVec3 normal = {plane.a, plane.b, plane.c}; kmVec3Normalize(&normal, &normal); kmVec3 positivePoint = aabb.getPositivePoint(normal); kmVec3 negativePoint = aabb.getNegativePoint(normal); if(kmPlaneDotCoord(&plane, &positivePoint) < 0) return IntersectResult::OUTSIDE; if(kmPlaneDotCoord(&plane, &negativePoint) < 0) result = IntersectResult::INTERSECT; } return result; }
int main() { lightDir.x=0.5; lightDir.y=.7; lightDir.z=-0.5; kmVec3Normalize(&lightDir,&lightDir); // creates a window and GLES context // create a window and GLES context if (!glfwInit()) exit(EXIT_FAILURE); window = glfwCreateWindow(width, height, "I N V A D E R S ! ! !", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwSetWindowSizeCallback(window,window_size_callback); glfwMakeContextCurrent(window); // all the shaders have at least texture unit 0 active so // activate it now and leave it active glActiveTexture(GL_TEXTURE0); // The obj shapes and their textures are loaded cubeTex = loadPNG("resources/textures/dice.png"); loadObj(&cubeObj, "resources/models/cube.gbo", "resources/shaders/textured.vert", "resources/shaders/textured.frag"); shipTex = loadPNG("resources/textures/shipv2.png"); loadObjCopyShader(&shipObj,"resources/models/ship.gbo",&cubeObj); alienTex = loadPNG("resources/textures/alien.png"); loadObjCopyShader(&alienObj, "resources/models/alien.gbo", &cubeObj); shotTex = loadPNG("resources/textures/shot.png"); loadObjCopyShader(&shotObj, "resources/models/shot.gbo", &cubeObj); expTex = loadPNG("resources/textures/explosion.png"); playerPos.x = 0; playerPos.y = 0; playerPos.z = 0; kmMat4Identity(&view); pEye.x = 0; pEye.y = 2; pEye.z = 4; pCenter.x = 0; pCenter.y = 0; pCenter.z = -5; pUp.x = 0; pUp.y = 1; pUp.z = 0; kmMat4LookAt(&view, &pEye, &pCenter, &pUp); // projection matrix, as distance increases // the way the model is drawn is effected kmMat4Identity(&projection); kmMat4PerspectiveProjection(&projection, 45, (float)width/ height, 0.1, 1000); glViewport(0, 0, width,height); // these two matrices are pre combined for use with each model render kmMat4Assign(&vp, &projection); kmMat4Multiply(&vp, &vp, &view); // initialises glprint's matrix shader and texture initGlPrint(width,height); font1=createFont("resources/textures/font.png",0,256,16,16,16); font2=createFont("resources/textures/bigfont.png",32,512,9.5,32,48); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // only used by glprintf glEnable(GL_DEPTH_TEST); int num_frames = 0; bool quit = false; resetAliens(); for (int n = 0; n < MAX_PLAYER_SHOTS; n++) { playerShots[n].alive = false; } initPointClouds("resources/shaders/particle.vert", "resources/shaders/particle.frag",(float)width/24.0); for (int n = 0; n < MAX_ALIENS; n++) { aliens[n].explosion=createPointCloud(40); resetExposion(aliens[n].explosion); // sets initials positions } glClearColor(0, .5, 1, 1); while (!quit) { // the main loop clock_gettime(0,&ts); // note the time BEFORE we start to render the current frame glfwPollEvents(); if (glfwGetKey(window,GLFW_KEY_ESCAPE)==GLFW_PRESS || glfwWindowShouldClose(window)) quit = true; float rad; // radians rotation based on frame counter glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); frame++; rad = frame * (0.0175f * 2); //kmMat4Identity(&model); kmMat4Translation(&model, playerPos.x, playerPos.y, playerPos.z); playerCroll += (PIDcal(playerRoll, playerCroll, &playerPre_error, &playerIntegral) / 2); // kmMat4RotationPitchYawRoll(&model, 0, 3.1416, playerCroll * 3); // kmMat4RotationYawPitchRoll(&rot,0,3.1416,-playerCroll*3); kmMat4Multiply(&model, &model, &rot); kmMat4Assign(&mvp, &vp); kmMat4Multiply(&mvp, &mvp, &model); kmMat4Assign(&mv, &view); kmMat4Multiply(&mv, &mv, &model); glBindTexture(GL_TEXTURE_2D, shipTex); drawObj(&shipObj, &mvp, &mv, lightDir, viewDir); glPrintf(50 + sinf(rad) * 16, 240 + cosf(rad) * 16, font2,"frame=%i", frame); kmVec3 tmp; playerFireCount--; if (glfwGetKey(window,GLFW_KEY_LEFT_CONTROL)==GLFW_PRESS && playerFireCount < 0) { struct playerShot_t *freeShot; freeShot = getFreeShot(); if (freeShot != 0) { playerFireCount = 15; freeShot->alive = true; kmVec3Assign(&freeShot->pos, &playerPos); } } for (int n = 0; n < MAX_PLAYER_SHOTS; n++) { if (playerShots[n].alive) { playerShots[n].pos.z -= .08; if (playerShots[n].pos.z < -10) playerShots[n].alive = false; //kmMat4Identity(&model); kmMat4Translation(&model, playerShots[n].pos.x, playerShots[n].pos.y, playerShots[n].pos.z); //kmMat4RotationPitchYawRoll(&model, rad * 4, 0, // -rad * 4); kmMat4RotationYawPitchRoll(&rot,rad*4,0,-rad*4); kmMat4Multiply(&model,&model,&rot); kmMat4Assign(&mvp, &vp); kmMat4Multiply(&mvp, &mvp, &model); kmMat4Assign(&mv, &view); kmMat4Multiply(&mv, &mv, &model); glBindTexture(GL_TEXTURE_2D, shotTex); drawObj(&shotObj, &mvp, &mv, lightDir, viewDir); } } playerRoll = 0; if (glfwGetKey(window,GLFW_KEY_LEFT)==GLFW_PRESS && playerPos.x > -10) { playerPos.x -= 0.1; playerRoll = .2; } if (glfwGetKey(window,GLFW_KEY_RIGHT)==GLFW_PRESS && playerPos.x < 10) { playerPos.x += 0.1; playerRoll = -.2; } pEye.x = playerPos.x * 1.25; pCenter.x = playerPos.x; pCenter.y = playerPos.y + 1; pCenter.z = playerPos.z; int deadAliens; deadAliens = 0; for (int n = 0; n < MAX_ALIENS; n++) { if (aliens[n].alive == true) { //kmMat4Identity(&model); kmMat4Translation(&model, aliens[n].pos.x, aliens[n].pos.y, aliens[n].pos.z); //kmMat4RotationPitchYawRoll(&model, -.4, 0, 0); kmMat4RotationYawPitchRoll(&rot,.2,0,0); kmMat4Multiply(&model,&model,&rot); kmMat4Assign(&mvp, &vp); kmMat4Multiply(&mvp, &mvp, &model); kmMat4Assign(&mv, &view); kmMat4Multiply(&mv, &mv, &model); glBindTexture(GL_TEXTURE_2D, alienTex); drawObj(&alienObj, &mvp, &mv, lightDir, viewDir); kmVec3 d; for (int i = 0; i < MAX_PLAYER_SHOTS; i++) { kmVec3Subtract(&d, &aliens[n].pos, &playerShots[i].pos); if (kmVec3Length(&d) < .7 && playerShots[i].alive) { aliens[n].alive = false; playerShots[i].alive = false; aliens[n].exploding = true; resetExposion(aliens[n].explosion); } } } if (aliens[n].alive != true && aliens[n].exploding != true) { deadAliens++; } } if (deadAliens == MAX_ALIENS) { resetAliens(); } // draw explosions after ALL aliens for (int n = 0; n < MAX_ALIENS; n++) { if (aliens[n].exploding==true) { kmMat4Identity(&model); kmMat4Translation(&model, aliens[n].pos.x, aliens[n].pos.y, aliens[n].pos.z); kmMat4Assign(&mvp, &vp); kmMat4Multiply(&mvp, &mvp, &model); glBindTexture(GL_TEXTURE_2D, expTex); drawPointCloud(aliens[n].explosion, &mvp); aliens[n].explosion->tick=aliens[n].explosion->tick+0.05; if (aliens[n].explosion->tick>1.25) { aliens[n].exploding=false; } else { // update the explosion for (int i=0; i<aliens[n].explosion->totalPoints; i++) { float t; t=aliens[n].explosion->tick; if (i>aliens[n].explosion->totalPoints/2) t=t/2.0; aliens[n].explosion->pos[i*3]=aliens[n].explosion->vel[i*3] * t; aliens[n].explosion->pos[i*3+1]=aliens[n].explosion->vel[i*3+1] * t; aliens[n].explosion->pos[i*3+2]=aliens[n].explosion->vel[i*3+2] * t; } } } } // move camera kmMat4LookAt(&view, &pEye, &pCenter, &pUp); kmMat4Assign(&vp, &projection); kmMat4Multiply(&vp, &vp, &view); kmVec3Subtract(&viewDir,&pEye,&pCenter); kmVec3Normalize(&viewDir,&viewDir); // dump values glPrintf(100, 280, font1,"eye %3.2f %3.2f %3.2f ", pEye.x, pEye.y, pEye.z); glPrintf(100, 296, font1,"centre %3.2f %3.2f %3.2f ", pCenter.x, pCenter.y, pCenter.z); glPrintf(100, 340, font1,"frame %i %i ", frame, frame % 20); glfwSwapBuffers(window); ts.tv_nsec+=20000000; // 1000000000 / 50 = 50hz less time to render the frame //thrd_sleep(&ts,NULL); // tinycthread usleep(20000); // while I work out why tinycthread that was working isnt.... :/ } glfwDestroyWindow(window); glfwTerminate(); return 0; }
void Frustum::setupProjectionPerspective(const ViewTransform& view, float left, float right, float top, float bottom, float nearPlane, float farPlane) { kmVec3 cc = view.getPosition(); kmVec3 cDir = view.getDirection(); kmVec3 cRight = view.getRight(); kmVec3 cUp = view.getUp(); kmVec3Normalize(&cDir, &cDir); kmVec3Normalize(&cRight, &cRight); kmVec3Normalize(&cUp, &cUp); kmVec3 nearCenter; kmVec3 farCenter; kmVec3Scale(&nearCenter, &cDir, nearPlane); kmVec3Add(&nearCenter, &nearCenter, &cc); kmVec3Scale(&farCenter, &cDir, farPlane); kmVec3Add(&farCenter, &farCenter, &cc); //near { kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_NEAR], &nearCenter, &cDir); } //far { kmVec3 normal; kmVec3Scale(&normal, &cDir, -1); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_FAR], &farCenter, &normal); } //left { kmVec3 point; kmVec3Scale(&point, &cRight, left); kmVec3Add(&point, &point, &nearCenter); kmVec3 normal; kmVec3Subtract(&normal, &point, &cc); kmVec3Cross(&normal, &normal, &cUp); kmVec3Normalize(&normal, &normal); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_LEFT], &point, &normal); } //right { kmVec3 point; kmVec3Scale(&point, &cRight, right); kmVec3Add(&point, &point, &nearCenter); kmVec3 normal; kmVec3Subtract(&normal, &point, &cc); kmVec3Cross(&normal, &cUp, &normal); kmVec3Normalize(&normal, &normal); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_RIGHT], &point, &normal); } //bottom { kmVec3 point; kmVec3Scale(&point, &cUp, bottom); kmVec3Add(&point, &point, &nearCenter); kmVec3 normal; kmVec3Subtract(&normal, &point, &cc); kmVec3Cross(&normal, &cRight, &normal); kmVec3Normalize(&normal, &normal); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_BOTTOM], &point, &normal); } //top { kmVec3 point; kmVec3Scale(&point, &cUp, top); kmVec3Add(&point, &point, &nearCenter); kmVec3 normal; kmVec3Subtract(&normal, &point, &cc); kmVec3Cross(&normal, &normal, &cRight); kmVec3Normalize(&normal, &normal); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_TOP], &point, &normal); } }
void Frustum::setupProjectionOrthogonal(const cocos2d::ViewTransform &view, float width, float height, float nearPlane, float farPlane) { kmVec3 cc = view.getPosition(); kmVec3 cDir = view.getDirection(); kmVec3 cRight = view.getRight(); kmVec3 cUp = view.getUp(); kmVec3Normalize(&cDir, &cDir); kmVec3Normalize(&cRight, &cRight); kmVec3Normalize(&cUp, &cUp); //near { kmVec3 point; kmVec3 normal; normal = cDir; kmVec3Scale(&point, &cDir, nearPlane); kmVec3Add(&point, &point, &cc); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_NEAR], &point, &normal); } //far { kmVec3 point; kmVec3 normal; kmVec3Scale(&normal, &cDir, -1); kmVec3Scale(&point, &cDir, farPlane); kmVec3Add(&point, &point, &cc); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_FAR], &point, &normal); } //left { kmVec3 point; kmVec3 normal; normal = cRight; kmVec3Scale(&point, &cRight, -width * 0.5); kmVec3Add(&point, &point, &cc); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_LEFT], &point, &normal); } //right { kmVec3 point; kmVec3 normal; kmVec3Scale(&normal, &cRight, -1); kmVec3Scale(&point, &cRight, width * 0.5); kmVec3Add(&point, &point, &cc); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_RIGHT], &point, &normal); } //bottom { kmVec3 point; kmVec3 normal; normal = cUp; kmVec3Scale(&point, &cUp, -height * 0.5); kmVec3Add(&point, &point, &cc); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_BOTTOM], &point, &normal); } //top { kmVec3 point; kmVec3 normal; kmVec3Scale(&normal, &cUp, -1); kmVec3Scale(&point, &cUp, height * 0.5); kmVec3Add(&point, &point, &cc); kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_TOP], &point, &normal); } }