Example #1
0
void RUser::applyForceAction(RAction* action) {
    RFile* f = action->target;

    vec2f f_pos = f->getAbsolutePos();
    vec2f dir = f_pos - pos;
    float dist = dir.length();

    float desired_dist = gGourceActionDist;

    //resolve overlap
    if(dist < 0.001) {
        accel += vec2f( (rand() % 100) - 50, (rand() % 100) - 50).normal();
        return;
    }

    //repelling force
    if(dist < desired_dist) {
        accel -= (desired_dist - dist) * dir.normal();
        return;
    }

    if(dist > gGourceBeamDist) {
        accel += (dist-gGourceBeamDist) * dir.normal();
    }
}
Example #2
0
void RDirNode::updateFilesVBO(quadbuf& buffer, float dt) const{

    if(in_frustum) {

        for(std::list<RFile*>::const_iterator it = files.begin(); it!=files.end(); it++) {
            RFile* f = *it;

            if(f->isHidden()) continue;

            vec3 col   = f->getColour();
            float alpha = f->getAlpha();

            buffer.add(f->graphic->textureid, f->getAbsolutePos() - f->dims*0.5f, f->dims, vec4(col.x, col.y, col.z, alpha));
        }
    }

    for(std::list<RDirNode*>::const_iterator it = children.begin(); it != children.end(); it++) {
        RDirNode* node = (*it);
        node->updateFilesVBO(buffer,dt);
    }
}