Example #1
0
void UpdateRiversTask::getTilesToUpdate(TerrainInfo &terrain, ptr<TerrainQuad> q)
{
    if (q->visible == SceneManager::INVISIBLE) {
        return;
    }

    if (q->isLeaf() == false) {
        getTilesToUpdate(terrain, q->children[0]);
        getTilesToUpdate(terrain, q->children[1]);
        getTilesToUpdate(terrain, q->children[2]);
        getTilesToUpdate(terrain, q->children[3]);
        return;
    }

    vec3i v = vec3i(q->level, q->tx, q->ty);
    vec3f f = vec3f(q->ox, q->oy, q->l);
    terrain.displayedTiles.push_back(make_pair(v, f));
}
void ParticleSystem::reset(float radius)
{
	vec4f *pos = m_pos->map();
	for (size_t i = 0; i < m_size; i++) {
		vec3f generated_vec3 = vec3f(sfrand(), sfrand(), sfrand());
		generated_vec3 = normalize(generated_vec3) * radius;
		pos[i] = vec4f(generated_vec3, 1.0);
	}
	m_pos->unmap();
	

	vec4f *vel = m_vel->map();
	for (size_t i = 0; i < m_size; i++) {		
		float max_velocity = 0.02f;
		vel[i] = vec4f(sfrand()*max_velocity, sfrand()*max_velocity, sfrand()*max_velocity, 0.0f);
	}
	m_vel->unmap();
}
Example #3
0
/* draw
 *
 * Draw the model. Don't forget to apply the transformations necessary
 * for position, orientation, and scale.
 */
void objecthdl::draw(canvashdl *canvas)
{
	canvas->translate(position);
	canvas->rotate(orientation[0], vec3f(1.0, 0.0, 0.0));
	canvas->rotate(orientation[1], vec3f(0.0, 1.0, 0.0));
	canvas->rotate(orientation[2], vec3f(0.0, 0.0, 1.0));
	canvas->scale(vec3f(scale, scale, scale));

	for (int i = 0; i < rigid.size(); i++)
	{
		canvas->uniform["material"] = material[rigid[i].material];
		rigid[i].draw(canvas);
	}

	canvas->scale(vec3f(1.0/scale, 1.0/scale, 1.0/scale));
	canvas->rotate(-orientation[2], vec3f(0.0, 0.0, 1.0));
	canvas->rotate(-orientation[1], vec3f(0.0, 1.0, 0.0));
	canvas->rotate(-orientation[0], vec3f(1.0, 0.0, 0.0));
	canvas->translate(-position);
}
Example #4
0
  void Renderer::commit()
  {
    autoEpsilon = getParam1i("autoEpsilon", true);
    epsilon = getParam1f("epsilon", 1e-6f);
    spp = std::max(1, getParam1i("spp", 1));
    const int32 maxDepth = getParam1i("maxDepth", 20);
    const float minContribution = getParam1f("minContribution", 0.001f);
    errorThreshold = getParam1f("varianceThreshold", 0.f);
    maxDepthTexture = (Texture2D*)getParamObject("maxDepthTexture", nullptr);
    model = (Model*)getParamObject("model", getParamObject("world"));

    if (maxDepthTexture) {
      if (maxDepthTexture->type != OSP_TEXTURE_R32F
          || !(maxDepthTexture->flags & OSP_TEXTURE_FILTER_NEAREST)) {
        static WarnOnce warning("maxDepthTexture provided to the renderer "
                                "needs to be of type OSP_TEXTURE_R32F and have "
                                "the OSP_TEXTURE_FILTER_NEAREST flag");
      }
    }

    vec3f bgColor3 = getParam3f("bgColor", vec3f(getParam1f("bgColor", 0.f)));
    bgColor = getParam4f("bgColor", vec4f(bgColor3, 0.f));

    if (getIE()) {
      ManagedObject* camera = getParamObject("camera");
      if (model) {
        const float diameter = model->bounds.empty() ?
                               1.0f : length(model->bounds.size());
        epsilon *= diameter;
      }

      ispc::Renderer_set(getIE()
          , model ? model->getIE() : nullptr
          , camera ? camera->getIE() : nullptr
          , autoEpsilon
          , epsilon
          , spp
          , maxDepth
          , minContribution
          , (ispc::vec4f&)bgColor
          , maxDepthTexture ? maxDepthTexture->getIE() : nullptr
          );
    }
  }
Example #5
0
bool ForestOrthoLayer::doCreateTile(int level, int tx, int ty, TileStorage::Slot *data)
{
    if (Logger::DEBUG_LOGGER != NULL) {
        ostringstream oss;
        oss << "OrthoForest tile " << getProducerId() << " " << level << " " << tx << " " << ty;
        Logger::DEBUG_LOGGER->log("ORTHO", oss.str());
    }
    if (level >= displayLevel) {
        ptr<FrameBuffer> fb  = SceneManager::getCurrentFrameBuffer();

        TileCache::Tile * t = graphProducer->findTile(level, tx, ty);
        assert(t != NULL);
        ObjectTileStorage::ObjectSlot *graphData = dynamic_cast<ObjectTileStorage::ObjectSlot*>(t->getData());
        GraphPtr g = graphData->data.cast<Graph>();
        if (g != NULL) {

            vec3d q = getTileCoords(level, tx, ty);
            float scale = 2.0f * (1.0f - getTileBorder() * 2.0f / getTileSize()) / q.z;
            vec3d tileOffset = vec3d(q.x + q.z / 2.0f, q.y + q.z / 2.0f, scale);
            //offsetU->set(vec3f(q.x + q.z / 2.0f, q.y + q.z / 2.0f, scale));
            offsetU->set(vec3f(0.0, 0.0, 1.0));
            colorU->set(vec4f(color.x, color.y, color.z, color.w));

            mesh->setMode(TRIANGLES);
            mesh->clear();
            ptr<Graph::AreaIterator> ai = g->getAreas();
            while (ai->hasNext()) {
                AreaPtr a = ai->next();
                tess->beginPolygon(mesh);
                drawArea(tileOffset, a, *tess);
                tess->endPolygon();
            }
            fb->draw(layerProgram, *mesh);
        } else {
            if (Logger::DEBUG_LOGGER != NULL) {
                ostringstream oss;
                oss << "NULL Graph : " << level << " " << tx << " " << ty;
                Logger::DEBUG_LOGGER->log("GRAPH", oss.str());
            }
        }
    }
    return true;
}
Example #6
0
PositionSlider::PositionSlider(float percent) {
    this->percent = percent;

    font = fontmanager.grab("FreeSans.ttf", 16);
    font.dropShadow(true);

    int gap = display.width / 30;

    bounds.update(vec2f(gap, display.height - gap*2));
    bounds.update(vec2f(display.width - gap, display.height - gap));

    slidercol = vec3f(1.0, 1.0, 1.0);

    mouseover = -1.0;

    mouseover_elapsed = 1.0;
    fade_time = 1.0;
    alpha = 0.0;
}
Example #7
0
void ZoomCamera::logic(float dt) {
    vec3f dp = (dest - pos);

    vec3f dpt = dp * dt * speed;

    if(lockon) {
        dpt = dpt * lockon_time + dp * (1.0-lockon_time);

        if(lockon_time>0.0) {
            lockon_time = std::max(0.0f, lockon_time-dt*0.5f);
        }
    }

    if(dpt.length2() > dp.length2()) dpt = dp;

    pos += dpt;

    target = vec3f(pos.x, pos.y, 0.0);
}
void polyline_road::xml_read(xmlpp::TextReader &reader, const vec3f &scale)
{
    assert(is_opening_element(reader, "line_rep"));

    read_to_open(reader, "points");
    
    std::cout<<"abcd"<<std::endl;

    do
    {
        read_skip_comment(reader);

        if(reader.get_node_type() == xmlpp::TextReader::Text ||
           reader.get_node_type() == xmlpp::TextReader::SignificantWhitespace)
        {
	    //std::cout<<"BE CAREFUL, NEED TEST! (hwm_xml_read.cpp)"<<std::endl;
	  	    std::string res(reader.get_value());
	    std::stringstream s1(res);
	    std::string line;
	    while(getline(s1, line, '\n')) {
	      
	      std::istringstream s2(line);
	      vec3f pos;
	      s2 >> pos[0];
	      s2 >> pos[1];
	      s2 >> pos[2];
	      
	      if((std::abs(pos[0] - 0) < 1e-6 && std::abs(pos[1] - 0) < 1e-6 && std::abs(pos[2] - 0) < 1e-6))
		continue;
	      
	      points_.push_back(vec3f(pos*scale));
	      
	    }
        }
    }
    while(!is_closing_element(reader, "points"));

    if(!initialize())
        throw xml_error(reader, "Failed to initialize polyine");

    read_to_close(reader, "line_rep");
}
Example #9
0
	//----------------------------------------------------------------------
	void ReverbArea::loadReverbAreasFromXMLFile( const std::string& filePath, const std::string& file )
	{
		std::string fullFilePath = filePath + file;
		XMLParser parser( fullFilePath.c_str() );
		XMLDocument& doc = parser.getDocument();

		XMLNode* root = doc.FirstChildElement( "ReverbAreas" );
		XMLNode* reverbAreaElement = nullptr;
		for( reverbAreaElement = root->FirstChildElement( "ReverbArea" ); reverbAreaElement != nullptr; reverbAreaElement = reverbAreaElement->NextSiblingElement( "ReverbArea" ) )
		{
			parser.validateXMLAttributes( reverbAreaElement, "name,pos,minDist,maxDist", "preset" );
			std::string raName = parser.getXMLAttributeAsString( reverbAreaElement, "name", "" );
			vec3f pos = parser.getXMLAttributeAsVec3( reverbAreaElement, "pos", vec3f() );
			float minDist = parser.getXMLAttributeAsFloat( reverbAreaElement, "minDist", 0.0f );
			float maxDist = parser.getXMLAttributeAsFloat( reverbAreaElement, "maxDist", 0.1f );
			std::string preset = parser.getXMLAttributeAsString( reverbAreaElement, "preset", "MONKY_PRESET_OFF" );
			ReverbArea* ra = ReverbArea::createOrGetReverbArea( raName, getMonkyReverbPresetFromString( preset ) );
			ra->set3DAttributes( pos, minDist, maxDist );
		}
	}
Example #10
0
vec3f DirectionalLight::shadowAttenuation( const vec3f& P ) const
{
	vec3f d = getDirection(P);

	// loop to get the attenuation
	vec3f curP = P;
	isect isecP;
	vec3f ret = getColor(P);
	ray r = ray(curP, d);
	while (scene->intersect(r, isecP))
	{
		//if not transparent return black
		if (isecP.getMaterial().kt.iszero()) return vec3f(0, 0, 0);
		//use current intersection point as new light source
		curP = r.at(isecP.t);
		r = ray(curP, d);
		ret = prod(ret, isecP.getMaterial().kt);
	}
	return ret;
}
Example #11
0
GLLightScreen::GLLightScreen():lightPos(0, 0, 0)
{
	glClearColor(0, 0, 0, 1);
	P.frustum(-0.01, 0.01, -0.006, 0.006, 0.01, 1000);

	GLShaderPtr vertShader = new GLShader("D:/GitHub/GPEngine/GPGame/Shaders/GLSL/pointlight.vert", ShaderType::VERTEX_SHADER);
	GLShaderPtr fragShader = new GLShader("D:/GitHub/GPEngine/GPGame/Shaders/GLSL/pointlight.frag", ShaderType::FRAG_SHADER);

	program.attachShader(vertShader);
	program.attachShader(fragShader);
	program.link();
	posHandle = glGetAttribLocation(program, "vPos");
	normalHandle = glGetAttribLocation(program, "vNormal");
	lightPosHandle = glGetUniformLocation(program, "vLightPos");
	mvpHandle = glGetUniformLocation(program, "vMVP");
	mHandle = glGetUniformLocation(program, "vMV");
	shininessHandle = glGetUniformLocation(program, "shininess");

	createCube(vec3f(0, 0, -25), 10);
}
int main ()
{
  printf ("Results of utility_quat_to_matrix_test:\n");
  
  quatf q = to_quat (degree (90.0f), vec3f (0, 0, 1));
  
  dump ("q", q);
  dump ("to_matrix (q)", to_matrix (q));
  
  mat3f m1;
  mat4f m2;
  
  to_matrix (q, m1);
  to_matrix (q, m2);
  
  dump ("to_matrix (q, m1)", m1);
  dump ("to_matrix (q, m2)", m2);

  return 0;
}
Example #13
0
void PlanarRectangle::InitBary( const Rectangle & rect, const vec3f & integrationPoint )
{
	// copy src points here
	std::memcpy( &p0, &rect.p0, 4 * sizeof( vec3f ) );

	const vec3f bary = ( p0 + p1 + p2 + p3 ) * 0.25f;

	vec3f org = Normalize( bary - integrationPoint );

	const f32 rayLenSqr = Dot( org, org );
	const f32 rayLen = std::sqrt( rayLenSqr );
	const vec3f nrm = org / rayLen;

	// org is bary in relative coordinates
	const Plane P{ org, nrm };

	// project each point on the plane P
	vec3f *verts = &p0;
	for ( int i = 0; i < 4; ++i )
	{
		vec3f rayDir = Normalize( verts[i] - integrationPoint );

		// with 0 as origin since the vertices are in relative coordinates already
		verts[i] = P.RayIntersection( vec3f( 0 ), rayDir );
	}

	const vec3f d0 = p1 - p0;
	const vec3f d1 = p3 - p0;

	const vec3f d2 = p2 - p3;
	const vec3f d3 = p2 - p1;

	w = Len( d0 );
	h = Len( d1 );

	ex = d0 / w;
	ey = d1 / h;
	ez = nrm; // normal pointing away from origin

	area = 0.5f * ( w * h + Len( d2 ) * Len( d3 ) );
}
Example #14
0
void Logger::recordSignatureColorPostDraw(MyD3DAssets &assets, const DrawParameters &params, const GPUDrawBuffers &buffers)
{
    if (!capturingColorSignature)
    {
        return;
    }

    assets.context->readRenderTarget(postRenderImage);

    vec3f diffSum = vec3f::origin;
    int diffCount = 0;
    for (auto &p : postRenderImage)
    {
        if (p.value != preRenderImage(p.x, p.y))
        {
            diffSum += vec3f(p.value.getVec3()) / 255.0f;
            diffCount++;
        }
    }

    newSignaturesThisFrame++;
    colorMap.record(params.signature, diffCount == 0 ? vec3f::origin : diffSum / (float)diffCount, diffCount);

    if (!geoDatabase.hasSignature(params.signature))
    {
        LocalizedObject object;
        object.load(assets, params, buffers, true);
        object.center();
        if (object.data.signature != params.signature) logErrorFile << "inconsistent signatures" << endl;

        Bitmap diffImage = postRenderImage;
        for (auto &p : diffImage)
        {
            if (p.value == preRenderImage(p.x, p.y))
            {
                p.value = vec4uc(0, 0, 0, 255);
            }
        }
        geoDatabase.record(object, diffImage);
    }
}
Example #15
0
vec3f HuetoRGB(float h) {
    float r, g, b;
    h /= ( 2.0 * M_PI * (1.0 / 6.0) );
    while(h >= 6.0f) h -= 6.0f;
    int i = floor( h );
    float f = h - i;
    float q = 1 - 1 * f;
    float t = 1 - 1 * ( 1 - f );

	switch( i ) {
        case 0: r = 1; g = t; b = 0; break;
        case 1: r = q; g = 1; b = 0; break;
        case 2: r = 0; g = 1; b = t; break;
        case 3: r = 0; g = q; b = 1; break;
        case 4: r = t; g = 0; b = 1; break;
        case 5: default:
                r = 1; g = 0; b = q; break;
    }

    return vec3f(r,g,b);
}
Example #16
0
vec3f PointLight::_shadowAttenuation(const vec3f& P, const ray& r) const
{
	double distance = (position - P).length();
	vec3f d = r.getDirection();
	vec3f result = getColor(P);
	vec3f curP = r.getPosition();
	isect isecP;
	ray newr(curP, d);
	while (scene->intersect(newr, isecP))
	{
		//prevent going beyond this light
		if ((distance -= isecP.t) < RAY_EPSILON) return result;
		//if not transparent return black
		if (isecP.getMaterial().kt.iszero()) return vec3f(0, 0, 0);
		//use current intersection point as new light source
		curP = r.at(isecP.t);
		newr = ray(curP, d);
		result = prod(result, isecP.getMaterial().kt);
	}
	return result;
}
void CComponent_PlayerCollision::Shutdown(void)
{

	m_bPrevInGoo = false;
	m_bInGoo = false;
	m_pSoundComponent = nullptr;
	m_fInitiateWallSlideTimer = 0.0f;
	_isWallSliding = false;
	m_pAnimationComponent = nullptr;
	_CollidingWallRight = false;
	_CollidingWallLeft = false;
	m_WallJumpPushOutVector = vec3f(0.0f, 0.0f, 0.0f);
	m_InputMng = nullptr;
	m_pPlayerCollisionVolume = nullptr;
	m_pHealthComponent = nullptr;
	m_pInputComp = nullptr;
	this->CleanRemoveVelocity();

	CParticleManager::GetInstance()->DestroyEffect( m_pWallSlideEffect );

}
Example #18
0
void StackGraph::drawTransition(float dt) {
    Bounds2D moving_bounds;

    moving_bounds.min = selected_bounds.min * in_transition + section_bounds.min * (1.0 - in_transition);
    moving_bounds.max = selected_bounds.max * in_transition + section_bounds.max * (1.0 - in_transition);

    vec3f moving_colour = vec3f(1.0, 1.0, 1.0);
    vec3f moving_colour2 = moving_colour * 0.3;


    glBegin(GL_QUADS);
        glColor3fv(moving_colour);
        glVertex2f(moving_bounds.min.x, moving_bounds.min.y);
        glVertex2f(moving_bounds.max.x, moving_bounds.min.y);

        glColor3fv(moving_colour2);

        glVertex2f(moving_bounds.max.x, moving_bounds.max.y);
        glVertex2f(moving_bounds.min.x, moving_bounds.max.y);
    glEnd();
}
Example #19
0
void nailConstraintNode::computeWorldMatrix(const MPlug& plug, MDataBlock& data)
{
  //  std::cout << "nailConstraintNode::computeWorldMatrix" << std::endl;

    MObject thisObject(thisMObject());
    MFnDagNode fnDagNode(thisObject);

    MObject update;
    MPlug(thisObject, ca_constraint).getValue(update);
    MPlug(thisObject, ca_constraintParam).getValue(update);


    MStatus status;

    MFnTransform fnParentTransform(fnDagNode.parent(0, &status));

    MVector mtranslation = fnParentTransform.getTranslation(MSpace::kTransform, &status);

  //  MQuaternion mrotation;
  //  fnParentTransform.getRotation(mrotation, MSpace::kTransform);

    if(m_constraint) {
        vec3f world;
        m_constraint->get_world(world);
        if(world[0] != float(mtranslation.x) ||
            world[1] != float(mtranslation.y) ||
            world[2] != float(mtranslation.z)) {
           
/*            mat4x4f xform;
            m_constraint->rigid_body()->get_transform(xform);
            vec4f pivot = prod(trans(xform), vec4f(mtranslation.x, mtranslation.y, mtranslation.z, 1.0));
			std::cout << "pivot (" << pivot[0] << "," << pivot[0] << "," << pivot[0] << ")" << std::endl;
*/            
//		    std::cout << "mtranslation (" << mtranslation[0] << "," << mtranslation[0] << "," << mtranslation[0] << ")" << std::endl;
			m_constraint->set_world(vec3f((float) mtranslation[0], (float) mtranslation[1], (float) mtranslation[2]));
        }
    }

    data.setClean(plug);
}
Example #20
0
	void init(TRIANGLE * t, int n)
	{
		for(int i = 0; i < n; ++i)
		{
			vec3f v1(t[i].p[0].x,t[i].p[0].y,t[i].p[0].z);
			vec3f v2(t[i].p[1].x,t[i].p[1].y,t[i].p[1].z);
			vec3f v3(t[i].p[2].x,t[i].p[2].y,t[i].p[2].z);



			Tri tri;
			tri.i = insertPoint(v1);
			tri.j = insertPoint(v2);
			tri.k = insertPoint(v3);
			tri.norm = vec3f(t[i].norm.x,t[i].norm.y, t[i].norm.z);
			tris.push_back(tri);

		}

		std::cout << "Inserted " << vecs.size() << " unique points from " << n*3 << "original points\n";
		calcNormals();
	}
Example #21
0
void teleport(int n, game::dynent *d) { // also used by monsters
#if 0 // TODO
  int e = -1, tag = ents[n].attr1, beenhere = -1;
  for (;;) {
    e = world::findentity(TELEDEST, e+1);
    if (e==beenhere || e<0) {
      con::out("no teleport destination for tag %d", tag);
      return;
    }
    if (beenhere<0) beenhere = e;
    if (ents[e].attr2==tag) {
      d->o = vec3f(ents[e].x, ents[e].y, ents[e].z);
      d->vel = zero;
      d->ypr.x = ents[e].attr1;
      d->ypr.y = 0.f;
      entinmap(d);
      sound::playc(sound::TELEPORT);
      break;
    }
  }
#endif
}
void ParticleUpsampling::draw(void)
{
    GLuint prevFBO = 0;
    // Enum has MANY names based on extension/version
    // but they all map to 0x8CA6
    glGetIntegerv(0x8CA6, (GLint*)&prevFBO);
    CHECK_GL_ERROR();

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    matrix4f rotationMatrix, translationMatrix;
    nv::rotationY(rotationMatrix, m_transformer->getRotationVec().y);
    nv::translation(translationMatrix, 0.f, 0.f, -5.f);
    translationMatrix.set_scale(vec3f(-1.0, 1.0, -1.0));
    m_sceneRenderer->setEyeViewMatrix(translationMatrix * rotationMatrix);

    m_sceneRenderer->renderFrame();

    glBindFramebuffer(GL_FRAMEBUFFER, prevFBO);
    glViewport(0, 0, m_width, m_height);
}
Example #23
0
frame3f shape_sample_uniform(Shape* shape, const vec2f& uv) {
    if(is<Sphere>(shape)) {
        auto sphere = cast<Sphere>(shape);
        // see: http://mathworld.wolfram.com/SpherePointPicking.html
        float z = 1 - 2*uv.y;
        float rxy = sqrt(1-z*z);
        float phi = 2*pif*uv.x;
        vec3f pl = vec3f(rxy*cos(phi),rxy*sin(phi),z);
        frame3f f;
        f.o = sphere->center + pl * sphere->radius;
        f.z = normalize(pl);
        f = orthonormalize(f);
        return f;
    }
    else if(is<Quad>(shape)) {
        auto quad = cast<Quad>(shape);
        frame3f f = identity_frame3f;
        f.o = (uv.x-0.5f)*quad->width*x3f + (uv.y-0.5f)*quad->height*y3f;
        return f;
    }
    else { not_implemented_error(); return identity_frame3f; }
}
Example #24
0
float snoise3d_tricerp_file(vector3f p)
{
	#define _data(vx, vy, vz) snoise3d_data[((vx) % snoise_size.x) + ((vy) % snoise_size.y)*snoise_size.x + ((vz) % snoise_size.z)*snoise_size.x*snoise_size.y]
	
	int int_px = (int) p.x;
	int int_py = (int) p.y;
	int int_pz = (int) p.z;
	
	float v000 = _data( int_px,     int_py,     int_pz );
	float v100 = _data( int_px + 1, int_py,     int_pz );
	float v101 = _data( int_px + 1, int_py,     int_pz + 1 );
	float v001 = _data( int_px,     int_py,     int_pz + 1 );
	
	float v010 = _data( int_px,     int_py + 1, int_pz );
	float v110 = _data( int_px + 1, int_py + 1, int_pz );
	float v111 = _data( int_px + 1, int_py + 1, int_pz + 1 );
	float v011 = _data( int_px,     int_py + 1, int_pz + 1 );
	
	vector3f t = vec3f( p.x-int_px, p.y-int_py, p.z-int_pz);
	
	return tricerp(v000, v100, v101, v001, v010, v110, v111, v011, t);
}
Example #25
0
/* draw_bound
 *
 * Create a representation for the bounding box and
 * render it.
 */
void objecthdl::draw_bound(canvashdl *canvas)
{
	canvas->translate(position);
	canvas->rotate(orientation[0], vec3f(1.0, 0.0, 0.0));
	canvas->rotate(orientation[1], vec3f(0.0, 1.0, 0.0));
	canvas->rotate(orientation[2], vec3f(0.0, 0.0, 1.0));
	canvas->scale(vec3f(scale, scale, scale));
	vector<vec8f> bound_geometry;
	vector<int> bound_indices;
	bound_geometry.reserve(8);
	bound_geometry.push_back(vec8f(bound[0], bound[2], bound[4], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[1], bound[2], bound[4], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[1], bound[3], bound[4], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[0], bound[3], bound[4], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[0], bound[2], bound[5], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[1], bound[2], bound[5], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[1], bound[3], bound[5], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_geometry.push_back(vec8f(bound[0], bound[3], bound[5], 0.0, 0.0, 0.0, 0.0, 0.0));
	bound_indices.reserve(24);
	for (int i = 0; i < 4; i++)
	{
		bound_indices.push_back(i);
		bound_indices.push_back((i+1)%4);
		bound_indices.push_back(4+i);
		bound_indices.push_back(4+(i+1)%4);
		bound_indices.push_back(i);
		bound_indices.push_back(4+i);
	}
	canvas->uniform["material"] = NULL;
	canvas->draw_lines(bound_geometry, bound_indices);
	canvas->scale(vec3f(1.0/scale, 1.0/scale, 1.0/scale));
	canvas->rotate(-orientation[2], vec3f(0.0, 0.0, 1.0));
	canvas->rotate(-orientation[1], vec3f(0.0, 1.0, 0.0));
	canvas->rotate(-orientation[0], vec3f(1.0, 0.0, 0.0));
	canvas->translate(-position);
}
Example #26
0
void snoise3d_init_file(const char *filename, vector3ui snoise3d_size)
{
	IF_FAILED(filename);
	
	FILE *file = NULL;
	
	snoise_size = snoise3d_size;
	
	// существует файл с шумом ?...
	if((file = fopen(filename, "rb")) == NULL) {
		// ...файла нет, значит нужно создать
		ERROR_MSG("cannot open file %s with noise; creating it\n", filename);
		
		snoise3d_data = (float*) malloc(sizeof(float) * snoise_size.x*snoise_size.y*snoise_size.z);
		
		file = fopen(filename, "w");
		
		for(unsigned k = 0; k < snoise_size.z; k++) {
			for(unsigned j = 0; j < snoise_size.y; j++) {
				for(unsigned i = 0; i < snoise_size.x; i++) {
					snoise3d_data[i + j*snoise_size.x + k*snoise_size.x*snoise_size.y] = 
							simplex_noise_3d(vec3f(i, j ,k));
				}
			}
		}
		fwrite((void*) snoise3d_data, sizeof(float), snoise_size.x*snoise_size.y*snoise_size.z, file);
		fclose(file);
	} else {
		unsigned size = snoise3d_size.x*snoise3d_size.y*snoise3d_size.z;
		// ...файл есть, читаем данные
		snoise3d_data = (float*) malloc(sizeof(float) * size);
		unsigned read_bytes = fread((void*) snoise3d_data, sizeof(float), size, file);
		if(read_bytes*sizeof(float) != size*sizeof(float)) {
			ERROR_MSG("cannot read 3d noise data; file = %s\n", filename);
		}
		fclose(file);
	}
}
Example #27
0
RFile::RFile(const std::string & name, const vec3f & colour, const vec2f & pos, int tagid) : Pawn(name,pos,tagid) {
    hidden = true;
    size = gGourceFileDiameter;
    radius = size * 0.5;

    setGraphic(gGourceSettings.file_graphic);

    speed = 5.0;
    nametime = 4.0;
    name_interval = nametime;

    namecol     = vec3f(1.0, 1.0, 1.0);
    file_colour = colour;

    last_action = 0.0;
    expiring=false;
    removing=false;

    shadow = true;

    distance = 0;

    this->fullpath = name;
    this->name = name;

    path_hash = 0;

    setPath();

    namelist = glGenLists(1);

    font = 0;
    setSelected(false);

    dir = 0;

    if(path.size()) path_hash = stringHash(path);
}
Example #28
0
dynent *newdynent() {
  dynent *d = (dynent*) MALLOC(sizeof(dynent));
  d->o = zero;
  d->ypr = vec3f(270.f,0.f,0.f);
  d->maxspeed = 22.f;
  d->outsidemap = false;
  d->inwater = false;
  d->radius = 0.5f;
  d->o.y = d->eyeheight = 1.8f;
  d->aboveeye = 0.2f;
  d->frags = 0;
  d->plag = 0;
  d->ping = 0;
  d->lastupdate = int(lastmillis());
  d->enemy = NULL;
  d->monsterstate = 0;
  d->name[0] = d->team[0] = 0;
  d->blocked = false;
  d->lifesequence = 0;
  d->state = CS_ALIVE;
  spawnstate(d);
  return d;
}
Example #29
0
int main ()
{
  printf ("Results of node_transform_scale_test:\n");
  
  Node::Pointer node (Node::Create ());
    
  printf ("set scale vec3f result: ");
  node->SetScale (vec3f (14.4f, 17.1f, -6.66f));
  dump_scale (*node);
  printf ("\n");

  printf ("set scale (sx, sy, sz) result: ");
  node->SetScale (0.f, 27.14f, 6.12f);
  dump_scale (*node);
  printf ("\n");

  printf ("reset scale result: ");
  node->ResetScale ();
  dump_scale (*node);
  printf ("\n");  

  return 0;
}
Example #30
0
	MSMap::MSMap( const vec2f& mapOffsetFromPlayerPos, float floorTileX, float floorTileY, float mapWidth, float mapHeight, const std::string& floorTileMaterial )
		:	m_mapSize( mapWidth, floorTileY )
		,	m_screenSize( mapWidth, mapHeight )
		,	m_lastLayerSpawnedOn( 0 )
		,	m_rateToDecreaseSpawnRate( 0.5f )
		,	m_currentSpawnRate( MAX_SPAWN_RATE )
		,	m_spawnTimer( MAX_SPAWN_RATE )
		,	m_verticalOffsetBetweenLayers( 50.0f )
		,	m_playerSpawn( vec2f( mapWidth * 0.5f, mapHeight * 0.5f ) - vec2f(0.0f, 50.0f ) )
		,	m_mapOffsetFromPlayerPos( mapOffsetFromPlayerPos )

	{
		m_currentObstaclesOnMap.resize( STARTING_NUMBER_LAYERS );
		GenerateMapMesh( floorTileX, floorTileY, mapWidth, floorTileMaterial );
		m_mapYPos = ( m_screenSize.y - m_mapSize.y ) * 0.5f;


		for( int i = 0; i < NUM_PLATFORMS_TO_SPAWN; ++i )
		{
			m_platformRenderLocations.push_back( vec3f( m_mapSize.x * i, m_mapYPos ) );
		}

	}