Example #1
0
//----------------------------------------------------------------------------
Camera::Camera(const Vector3F& location, const Vector3F& direction,
	const Vector3F& up, Bool isPerspective)
	:
	mIsPerspective(isPerspective)
{
	Init();
	Vector3F right = direction.Cross(up);
	SetFrame(location, direction, up, right);
}
Example #2
0
//----------------------------------------------------------------------------
void Player::UpdateGun(Double deltaTime)
{
	Float width = Application::GetApplication()->GetWidthF();
	Float height = Application::GetApplication()->GetHeightF();
	Vector2F cursorPosition(mLookAt.X()*2/width, mLookAt.Y()*2/height);

	Matrix4F projectionMatrix = mspCamera->GetProjectionMatrix();
	Vector3F pickDirection(-cursorPosition.X() / projectionMatrix(0, 0),
		cursorPosition.Y() / projectionMatrix(1, 1), 1);

	Vector3F tempUp(0, 1, 0);
	Vector3F right = pickDirection.Cross(tempUp);
	Vector3F up = right.Cross(pickDirection);
	pickDirection.Normalize();
	right.Normalize();
	up.Normalize();
	Matrix3F mat(-right, up, pickDirection, true);

	// to reduce the Wiimote's tilt jitter we average the last few sampled
	// tilt values
	Float tilt = 0;
	if (mRolls.GetQuantity() > 0)
	{
		for (UInt i = 0; i < mRolls.GetQuantity(); i++)
		{
			tilt += mRolls[i];
		}

		tilt /= mRolls.GetQuantity();
	}

	Matrix3F roll(Vector3F(0, 0, 1), tilt);
	mpGun->Local.SetRotate(mat * roll);

	UpdateShot(deltaTime, cursorPosition);
}
Example #3
0
//----------------------------------------------------------------------------
void Camera::LookAt(const Vector3F& rLocation, const Vector3F& rLookAt,
	const Vector3F& rUp)
{
	const Vector3F direction = rLookAt - rLocation;
	SetFrame(rLocation, direction, rUp, direction.Cross(rUp));
}
Example #4
0
//----------------------------------------------------------------------------
Bool Player::Update(Double appTime)
{
	Float deltaTime = static_cast<Float>(appTime - mLastApplicationTime);
	if (mLastApplicationTime == -MathD::MAX_REAL)
	{
		deltaTime = 0.0F;
	}

	mLastApplicationTime = appTime;

	ProcessInput();

	// Apply accumulators
	if (mpPhysicsWorld)
	{
		mMove *= static_cast<Float>(mpPhysicsWorld->GetFixedTimeStep());
	}

	mPitch += (mPitchIncrement * deltaTime);
	mPitch = MathF::Clamp(-mMaximumVerticalAngle, mPitch, mMaximumVerticalAngle);
	mYaw += mYawIncrement * deltaTime;
	if (mYaw > MathF::TWO_PI) 
	{
		mYaw = mYaw - MathF::TWO_PI;
	}
	else if (mYaw < -MathF::TWO_PI)
	{
		mYaw = MathF::TWO_PI - mYaw;
	}

	// Calculate rotation matrices
	Matrix3F rotationX(Vector3F::UNIT_X, mPitch);
	Matrix3F rotationY(Vector3F::UNIT_Y, mYaw);
	Matrix3F rotationYX = rotationY * rotationX;

	// Calculate up, gunDirection and lookup
	Vector3F eyeDirection = rotationYX.GetColumn(2);
	Vector3F up = rotationYX.GetColumn(1);
	mForward = rotationY.GetColumn(2);
	mRight = eyeDirection.Cross(up);

	// update player node
	mpNode->Local.SetTranslate(GetPosition());
	mpNode->Local.SetRotate(rotationYX);

	// update camera
	mspCamera->SetFrame(GetPosition(), eyeDirection, up, mRight);

	UpdateGun(deltaTime);

	// move physics entity
	if (mJump)
	{
		mspCharacter->GetCharacter()->jump();
		mJump = false;
	}

	mspCharacter->GetCharacter()->setWalkDirection(PhysicsWorld::Convert(mMove));

	// Reset accumulators
	mMove = Vector3F::ZERO;
	mPitchIncrement = 0;
	mYawIncrement = 0;

	return true;
}
Example #5
0
//----------------------------------------------------------------------------
void Node::WarmUpRendering(Renderer* pRenderer)
{
#ifndef WIRE_WII // Wii does not need to warm up by submitting draw calls
	WIRE_ASSERT(pRenderer);
	UpdateGS(0, true, false);

	Vector3F cameraLocation = WorldBound->GetCenter();
	cameraLocation.Z() += WorldBound->GetRadius();
	Vector3F viewDirection = -Vector3F::UNIT_Z;
	Vector3F up = Vector3F::UNIT_Y;
	Vector3F right = viewDirection.Cross(up);
	CameraPtr spCamera = WIRE_NEW Camera;
	spCamera->SetFrame(cameraLocation, viewDirection, up, right);

	Float fieldOfView = 60.0F;
	Float aspectRatio = 2;
	Float nearPlane = 0.1F;
	Float farPlane = WorldBound->GetRadius() * 2.0F;
	spCamera->SetFrustum(fieldOfView, aspectRatio, nearPlane, farPlane);

	CullerSorting culler;
	culler.SetCamera(spCamera);
	culler.ComputeVisibleSet(this);

	pRenderer->PreDraw(spCamera);

	// draw scene to warm up batching buffers
	pRenderer->Draw(culler.GetVisibleSets());

	// collect and draw all materials separately so none will be missed
	// by CULL_ALWAYS or Switch/LOD nodes.
	THashSet<Material*> materials;
	TStack<Node*> scene(1000);
	scene.Push(this);
	while (!scene.IsEmpty())
	{
		Node* pNode = NULL;
		scene.Pop(pNode);
		RenderObject* pRenderObject = pNode->GetRenderObject();
		if (pRenderObject && pRenderObject->GetMaterial())
		{
			materials.Insert(pRenderObject->GetMaterial());
		}

		for (UInt i = 0; i < pNode->GetQuantity(); i++)
		{
			Node* pChild = DynamicCast<Node>(pNode->GetChild(i)); 
			if (pChild)
			{
				scene.Push(pChild);
			}
		}
	}

	RenderObjectPtr spCube = StandardMesh::CreateCube24(4, pRenderer->
		GetMaxTextureStages(), true);
	THashSet<Material*>::Iterator it(&materials);
	Transformation transformation;
	transformation.SetTranslate(cameraLocation - Vector3F(0, 0, 3));
	for (Material** pMaterial = it.GetFirst(); pMaterial; pMaterial = 
		it.GetNext())
	{
		spCube->SetMaterial(*pMaterial);
		pRenderer->Draw(spCube, transformation);
	}

	pRenderer->PostDraw();
#endif
}