/* Unit clock inter frame events handle function. * ARGUMENTS: * - self-pointer to unit object: * vg4UNIT_CLOCK *Uni; * - animation context: * vg4ANIM *Ani; * RETURNS: None. */ static VOID VG4_UnitResponse( vg4UNIT_CLOCK *Uni, vg4ANIM *Ani ) { DBL r; if (Ani->Keys[VK_SPACE]) VG4_AnimAddUnit(VG4_UnitCreateBall()); if (Ani->Keys['C']) VG4_AnimAddUnit(VG4_UnitCreateCube()); if (Ani->KeysClick[VK_RETURN] && Ani->Keys[VK_MENU]) VG4_AnimFlipFullScreen(); if (Ani->KeysClick[VK_ESCAPE]) VG4_AnimDoExit(); if (Ani->KeysClick['P']) Ani->IsPause = !Ani->IsPause; /* Uni->Pos.Y += Ani->JY * Ani->GlobalDeltaTime; */ Uni->Pos = VecMulMatr43(Uni->Pos, MatrRotateX(59 * Ani->JY * Ani->GlobalDeltaTime)); Uni->Pos = VecMulMatr43(Uni->Pos, MatrRotateY(59 * Ani->JX * Ani->GlobalDeltaTime)); if (Ani->Keys[VK_LBUTTON]) { Uni->Pos = VecMulMatr43(Uni->Pos, MatrRotateY(59 * Ani->Mdx * Ani->GlobalDeltaTime)); Uni->Pos = VecMulMatr43(Uni->Pos, MatrRotateX(59 * Ani->Mdy * Ani->GlobalDeltaTime)); } Uni->Pos = VecMulMatr43(Uni->Pos, MatrRotateY(59 * Ani->Keys[VK_RIGHT] * Ani->GlobalDeltaTime)); Uni->Pos = VecMulMatr43(Uni->Pos, MatrRotateY(-59 * Ani->Keys[VK_LEFT] * Ani->GlobalDeltaTime)); r = VecLen(Uni->Pos); Uni->Pos = VecMulNum(Uni->Pos, (r + Ani->Mdz * Ani->DeltaTime * 0.1) / r); VG4_RndMatrView = MatrView(Uni->Pos, VecSet(0, 0, 0), VecSet(0, 1, 0)); } /* End of 'VG4_UnitResponse' function */
/* Функция построения объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * as3UNIT_MODEL *Uni; * - указатель на контекст анимации: * as3ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID AS3_AnimUnitRender( as3UNIT_MODEL *Uni, as3ANIM *Ani ) { INT i, j; AS3_RndMatrView = MatrView(VecSet(8, 8, 8), VecSet(0, 0, 0), VecSet(0, 1, 0)); if (Ani->KeysClick['W']) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (Ani->KeysClick['Q']) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_DEPTH_TEST); for (i = -2; i < 2; i++) for (j = -2; j < 2; j++) { AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrTranslate(Ani->JX * 228, Ani->JY * 228, 0), MatrScale(0.1, 0.1, 0.1)), MatrRotateY(30 * Ani->Time + Ani->JR * 180)), MatrTranslate(j * 2.5, 0, i * 2.5 + 228 * Ani->JZ)); glColor3d(i & 1, j & 1, 1 - ((i & 1) + (j & 1)) / 2); AS3_RndGObjDraw(&Uni->Model); } } /* End of 'AS3_AnimUnitRender' function */
/* Функция построения объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * vg4UNIT_CTRL *Uni; * - указатель на контекст анимации: * vg4ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID VG4_AnimUnitRender( vg4UNIT_CTRL *Uni, vg4ANIM *Ani ) { HFONT hFntOld = SelectObject(Ani->hDC, Uni->hFnt); static DBL count = 30; static CHAR Buf[1000]; count += Ani->GlobalDeltaTime; if (count > 1) { count = 0; sprintf(Buf, "FPS: %.3f", Ani->FPS); SetWindowText(Ani->hWnd, Buf); } /* вертолет */ VG4_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotateX(-Ani->JY * 30), MatrRotateZ(Ani->JX * 59)), MatrRotateY(Uni->Head)), MatrTranslate(Uni->Pos.X, Uni->Pos.Y, Uni->Pos.Z)); VG4_GeomDraw(&Uni->Helic); /* оси */ VG4_RndMatrWorld = MatrIdentity(); VG4_GeomDraw(&Uni->Axes); //VG4_RndMatrWorld = MatrTranslate(Uni->At.X, Uni->At.Y, Uni->At.Z); //VG4_PrimDraw(&Uni->Sph); } /* End of 'VG4_AnimUnitRender' function */
/* Begin of 'WinMain' function */ INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, CHAR *CmdLine, INT ShowCmd ) { MATR m = {{ {2, 0, 0, 0}, {1, 2, 0, 0}, {1, 1, 2, 0}, {1, 1, 1, 2} }}; DBL g; m = MatrIdentity(); m = MatrTranslate(VecSet(1, 2, 3)); m = MatrScale(VecSet(1, 2, 3)); m = MatrRotateX(30); m = MatrRotateY(30); m = MatrRotateZ(30); m = MatrRotate(30, VecSet(1, 2, 3)); m = MatrMulMatr(MatrRotateX(90), MatrScale(VecSet(2, 2, 2))); m = MatrInverse(m); g = MatrDeterm(m); m = MatrTranspose(m); return 0; }/* Begin of 'WinMain' function */
/* Функция построения объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * AO5UNIT_MODEL *Uni; * - указатель на контекст анимации: * AO5ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID AO5_AnimUnitRender( ao5UNIT_MODEL *Uni, ao5ANIM *Ani ) { INT i, j; static BOOL ok = TRUE; AO5_RndMatrView = MatrView(VecSet(0, 5, 10), VecSet(0, 0, 0), VecSet(0, 1, 0)); if (Ani->KeysClick['W']) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (Ani->KeysClick['Q']) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_DEPTH_TEST); if (ok) AO5_RndMatrWorld = MatrMulMatr(MatrRotateY(30 * Ani->Time + 180), MatrTranslate(0, -1.5, 0)); else AO5_RndMatrWorld = MatrMulMatr(MatrRotateX(90), MatrRotateZ(90)); if(Ani->KeysClick['Z']) ok = !ok; for (i = 0; i < 1; i++) for (j = 0; j < 1; j++) { glColor3d(i & 1, j & 1, 1 - ((i & 1) + (j & 1)) / 2); AO5_GeomDraw(&Uni->Model); } //MatrMulMatr(MatrRotateZ(30 * sin(Ani->Time * 3.0)), MatrRotateY(30 * Ani->Time)); //AO5_GeomDraw(&Uni->Geom); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId); //AO5_PrimDraw(&Uni->Pr); } /* End of 'AO5_AnimUnitRender' function */
/* Unit render function. * ARGUMENTS: * - self-pointer to unit object: * ra3UNIT_LUIGI *Uni; * - animation context: * ra3ANIM *Ani; * RETURNS: None. */ static VOID RA3_UnitRender( ra3UNIT_LUIGI *Uni, ra3ANIM *Ani ) { RA3_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(1, 1, 1)), MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift), MatrTranslate(VecAddVec(Uni->Pos, VecMulNum(VecSet(Ani->JX *2, Ani->JY * 2, Ani->JZ * 2), 3))))); RA3_RndObjDraw(&Uni->Luigi); } /* End of 'RA3_UnitRender' function */
/* Unit render function. * ARGUMENTS: * - self-pointer to unit object: * ra3UNIT_CUBE *Uni; * - animation context: * ra3ANIM *Ani; * RETURNS: None. */ static VOID RA3_UnitRender( ra3UNIT_CUBE *Uni, ra3ANIM *Ani ) { RA3_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(0.1, 0.1, 0.1)), MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift), MatrTranslate(VecAddVec(Uni->Pos, VecMulNum(VecSet(Ani->JX, Ani->JY, Ani->JZ), 3))))); RA3_RndPrimDraw(&Cube); } /* End of 'RA3_UnitRender' function */
/* Unit render function. * ARGUMENTS: * - self-pointer to unit object: * VK3UNIT_CUBE *Uni; * - animation context: * VK3ANIM *Ani; * RETURNS: None. */ static VOID VK3_UnitRender( vk3UNIT_CUBE *Uni, vk3Anim *Ani ) { VK3_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(0.1F, 0.1F, 0.1F)), MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift), MatrTranslate(VecAddVec(Uni->Pos, VecMulNum(VecSet(Ani->JX, Ani->JY, Ani->JZ), 3))))); VK3_RndPrimDraw(&Uni->Pr); } /* End of ‘VK3_UnitRender' function */
static VOID MP2_UnitResponse( mp2CONTROL *Uni, mp2ANIM *Ani ) { DBL r; VEC Dir = VecNormalize(VecSubVec(View, Uni->Pos)), Right = VecNormalize(VecCrossVec(Dir, VecSet(0, 1, 0))); if (Ani->Keys['T']) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); if (Ani->Keys['Y']) glPolygonMode(GL_FRONT, GL_LINE); if (Ani->Keys['U']) glPolygonMode(GL_BACK, GL_LINE); /*if (Ani->Keys[VK_SPACE]) MP2_AnimAddUnit(MP2_UnitCreateBall()); */ if (Ani->KeysClick['C']) MP2_AnimAddUnit(MP2_UnitCreateCube(/*Rnd1() * 4, Rnd1() * 4, Rnd1() * 4*/0, 0, 0)); if (Ani->KeysClick['V']) MP2_AnimAddUnit(MP2_UnitCreateSTATICMODEL(/*Rnd1() * 4, Rnd1() * 4, Rnd1() * 4*/0, 0, 0)); if (Ani->KeysClick[VK_RETURN] && Ani->Keys[VK_MENU]) MP2_FlipFullScreen(MP2_Anim.hWnd); /*if (Ani->KeysClick[VK_ESCAPE]) MP2_AnimDoExit();*/ if (Ani->KeysClick['P']) Ani->IsPause = !Ani->IsPause; /* Uni->Pos.Y += Ani->JY * Ani->GlobalDeltaTime; */ Uni->Pos = PointTransform(Uni->Pos, MatrRotate((50 * Ani->JY * Ani->GlobalDeltaTime), Right)); Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(10 * Ani->JX * Ani->GlobalDeltaTime)); if (Ani->Keys[VK_LBUTTON]) { Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(10 * Ani->Mdx * Ani->GlobalDeltaTime)); Uni->Pos = PointTransform(Uni->Pos, MatrRotateX(10 * Ani->Mdy * Ani->GlobalDeltaTime)); } View.X += Ani->JZ / 10; View.Z += Ani->JR / 10; Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(10 * Ani->Keys[VK_RIGHT] * Ani->GlobalDeltaTime)); Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(-10 * Ani->Keys[VK_LEFT] * Ani->GlobalDeltaTime)); r = VecLen(Uni->Pos); Uni->Pos = VecMulNum(Uni->Pos, (r + (-Ani->Mdz) * Ani->DeltaTime * 1.0) / r); MP2_RndMatrView = MatrView(VecAddVec(Uni->Pos, View), View, VecSet(0, 1, 0)); }
/* Функция обновления межкадровых параметров объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * ao5UNIT_CTRL *Uni; * - указатель на контекст анимации: * ao5ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID AO5_AnimUnitResponse( ao5UNIT_CTRL *Uni, ao5ANIM *Ani ) { VEC Move, Dir, At; if (Ani->Keys[VK_ESCAPE]) AO5_AnimDoExit(); if (Ani->KeysClick['F']) AO5_AnimFlipFullScreen(); if (Ani->KeysClick['P']) AO5_AnimSetPause(!Ani->IsPause); /* позиционирование корабля */ //Uni->Omega = -3000 * Ani->JX * Ani->DeltaTime; //Uni->Head += -3 * 30 * Ani->JR * Ani->DeltaTime; Dir = VectorTransform(VecSet(0, 0, 1), MatrRotateY(Uni->Head)); //Uni->V += -3 * Ani->JY * Ani->DeltaTime; //Uni->V *= max(1 - Ani->GlobalDeltaTime, 0); if(Ani->Keys['D']) Uni->Head -= 1; if(Ani->Keys['A']) Uni->Head += 1; if(Ani->Keys['W']) Uni->V = -5; else if(Ani->Keys['S']) Uni->V = 5; else Uni->V = 0; Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(Dir, Uni->V * Ani->DeltaTime)); Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(VectorTransform(Dir, MatrRotateY(-90)), Uni->V)); //Uni->Pos.Y += 30 * (Ani->JButs[1] - Ani->JButs[2]) * Ani->DeltaTime; Uni->At = VecSubVec(Uni->Pos, VecMulNum(Dir, 100)); Uni->At.Y += 10; Move = VecSubVec(Uni->At, Uni->CPos); Uni->CPos = VecAddVec(Uni->CPos, VecMulNum(Move, Ani->DeltaTime)); AO5_RndMatrView = MatrView(Uni->CPos, Uni->Pos, VecSet(0, 1, 0)); AO5_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrRotateY(Uni->Head), MatrTranslate(Uni->Pos.X, Uni->Pos.Y, Uni->Pos.Z)), MatrScale(0.1, 0.1, 0.1)); } /* End of 'AO5_AnimUnitResponse' function */
/* Camera rotation by camera-axes-Up function. * ARGUMENTS: * - Angle: * DBL Angle; * RETURNS: None. */ VOID II2_RndCameraRotateUp( ii2CAMERA *Cam, DBL Angle ) { MATR RotMat; Cam->Dir = VecSubVec(Cam->At, Cam->Loc); Cam->Right = VecCrossVec(VecNormalize(Cam->Dir), Cam->Up); II2_RndCameraNormalize(Cam); RotMat = II2_RndCameraGetMatrix(Cam); RotMat = MatrMulMatr(MatrRotateY(Angle), RotMat); Cam->At = VecAddVec(Cam->Loc, VecSet(RotMat.A[0][0], RotMat.A[0][1], RotMat.A[0][2])); } /* End of 'II2_RndCameraRotateUp' funciton */
/* Функция построения объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * ak1UNIT_BALL *Uni; * - указатель на контекст анимации: * ak1ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID AK1_AnimCowRender( ak1UNIT_COW *Uni, ak1ANIM *Ani ) { int i, l = -1; DBL X1 = Ani->PosX; AK1_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrRotateX(Ani->AngleX), MatrRotateY(Ani->AngleY)), MatrScale(10, 10, 10)); AK1_RndMatrView = MatrView(VecSet(8, 8, 8), VecSet(0, 0, 0), VecSet(0, 1, 0)); SetDCPenColor(Ani->hDC, RGB(255, 255, 255)); // AK1_RndGObjDraw(&Uni->Model); for (i = 0; i < 3; i++) { Ani->PosX = X1 + (i + l) * 600; AK1_RndGObjDraw(&Uni->Model); } Ani->PosX = X1; } /* End of 'ak1_AnimUnitRender' function */
/* Camera rotation by camera-axes-Up function. * ARGUMENTS: * - Angle: * DBL Angle; * RETURNS: None. */ VOID RK2_RndCameraRotateUp( rk2CAMERA *Cam, DBL Angle ) { rk2MATR4x4 RotMat; Cam->Dir = VecSubVec(Cam->At, Cam->Loc); Cam->Right = VecCrossVec(VecNormalize(Cam->Dir), Cam->Up); RK2_RndCameraNormalize(Cam); RotMat = RK2_RndCameraGetMatrix(Cam); RotMat = MatrMultMatr(MatrRotateY(MatrDefault(), Angle), RotMat); RK2_RndCameraSet(Cam, Cam->Loc, /* Location */ VecSumVec(Cam->Loc, VecSet(RotMat.A[0][0], RotMat.A[0][1], RotMat.A[0][2])), /* At */ Cam->Up); /* Up */ } /* End of 'RK2_RndCameraRotateUp' funciton */
static VOID CubeUnitRender( as4UNIT_CUBE *Unit, as4ANIM *Ani ) { VEC p = {1, 0, 0}; /*POINT pt;*/ /*AS4_RndMatrView = MatrViewLookAt(VecSet(5, 5, 5), VecSet(0, 0, 0), VecSet(0, 1, 0)); AS4_RndMatrWorld = MatrRotateY(Ani->Time * 30);*/ AS4_RndMatrView = MatrViewLookAt(VecTransform(VecSet(0, 0, 15), MatrRotateX(0)), VecSet(0, 0, 0), VecSet(0, 1, 0)); AS4_RndMatrWorld = MatrRotateY(-cl.x / 3.0); AS4_RndMatrWorld = MatrMulMatr(AS4_RndMatrWorld, MatrRotateX(-cl.y / 3.0)); AS4_RndMatrWorld = MatrMulMatr(AS4_RndMatrWorld, MatrScale(3.5 - AS4_Anim.JPOV / 8.0, 3.5 - AS4_Anim.JPOV / 8.0, 3.5 - AS4_Anim.JPOV / 8.0)); SelectObject(Ani->hDC, GetStockObject(NULL_PEN)); SetDCBrushColor(Ani->hDC, RGB(0, 0, 0)); AS4_RndGObjDraw(&Unit->Cow, Ani->hDC); } /* End of 'CubeUnitRender' function */
/* Draw object functioln. * ARGUMENTS: * - context of the window: * HDC hDC; * - the size of the window: * INT W, H; * RETURNS: None. */ VOID ObjDraw( HDC hDC, INT X, INT Y, DWORD Color, PK2ANIM *Ani ) { INT i; DBL x = sin(30); srand(30); for (i = 0; i < ObjNumOfV; i++) { if (!Ani->IsPause) ObjV[i] = VecMulMatr3(ObjV[i], MatrMulMatr(MatrRotateY(sin(Ani->Time * 0.5)), MatrRotateX(sin(Ani->Time * 3)))); else ObjV[i] = VecMulMatr3(ObjV[i], MatrIdentity()); SetDCBrushColor(hDC, Color); Ellipse(hDC,X + ObjV[i].X - 4, Y - ObjV[i].Y - 4, X + ObjV[i].X + 4, Y - ObjV[i].Y + 4); } } /* End of 'ObjDraw' function */
/* Функция построения объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * vg4UNIT_MODEL *Uni; * - указатель на контекст анимации: * vg4ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID VG4_AnimUnitRender( vg4UNIT_MODEL *Uni, vg4ANIM *Ani ) { INT i; VG4_RndMatrView = MatrView(VecSet(8, 8, 8), VecSet(0, 0, 0), VecSet(0, 1, 0)); for (i = 0; i < 8; i++) { VG4_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrTranslate(Ani->JX * 59, Ani->JY * 88, 0), MatrScale(0.1, 0.1, 0.1)), MatrRotateY(30 * Ani->Time + Ani->JR * 180)), MatrTranslate((i - 2) * 2, 0, 100 * Ani->JZ)); VG4_RndGObjDraw(&Uni->Model); } } /* End of 'VG4_AnimUnitRender' function */
/* Функция построения объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * as3UNIT_MODEL *Uni; * - указатель на контекст анимации: * as3ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID AS3_AnimUnitRender(as3UNIT_MODEL *Uni, as3ANIM *Ani) { static INT i = 0, j = 0, k = 0; if (Ani->JR > 0) k += 105; if (Ani->JR < -0.0002) k -= 105; if (Ani->JZ > 0) i += 105; if (Ani->JZ < -0.0002) i -= 105; if (Ani->JY > 0) j += 1000; AS3_RndMatrView = MatrView(VecSet(600 + k, 600 + k, 600 + k), VecSet(i, 0, i), VecSet(0, 1, 0)); if (Ani->KeysClick['W']) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (Ani->KeysClick['Q']) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); if (Ani->KeysClick['S']) j = 1; glEnable(GL_DEPTH_TEST); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(0.00001141552511 * 365 * j * Ani->Time, 0, 1, 0), //Земля MatrScale(100, 100, 100)), MatrTranslate(0, -50, 1200)), MatrRotateY(0.00001141552511 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId); AS3_GeomDraw(&Uni->Geom[0]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(0, 0, 1, 0), //Солнце MatrScale(800, 800, 800)), MatrTranslate(0, 0, 0)), MatrRotateY(0)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId1); AS3_GeomDraw(&Uni->Geom[1]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(0.6 * 0.0004 * j * Ani->Time, 0, 1, 0), //Меркурий MatrScale(30, 30, 30)), MatrTranslate(0, 0, 800)), MatrRotateY(0.0004 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId2); AS3_GeomDraw(&Uni->Geom[2]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(-1.1 * 0.0001 * j * Ani->Time, 0, 1, 0), //Венера MatrScale(100, 100, 100)), MatrTranslate(0, 0, 1000)), MatrRotateY(0.0001 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId3); AS3_GeomDraw(&Uni->Geom[3]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(669 * 0.000006 * j * Ani->Time, 0, 1, 0), //Марс MatrScale(90, 90, 90)), MatrTranslate(0, 0, 1500)), MatrRotateY(0.000006 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId4); AS3_GeomDraw(&Uni->Geom[4]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(10683 * 0.0000009 * j * Ani->Time, 0, 1, 0), //Юпитер MatrScale(500, 500, 500)), MatrTranslate(0, 0, 1800)), MatrRotateY(0.0000009 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId5); AS3_GeomDraw(&Uni->Geom[5]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(21170 * 0.0000004 * j * Ani->Time, 0, 1, 0), //Сатурн MatrScale(400, 400, 400)), MatrTranslate(0, 0, 2500)), MatrRotateY(0.0000004 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId6); AS3_GeomDraw(&Uni->Geom[6]); /* AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(100 * Ani->Time, 0, 1, 0), //0.004050925925925926 MatrScale(10, 8, 10)), MatrTranslate(0, 0, 2500)), MatrRotateX(-90)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId61); AS3_GeomDraw(&Uni->Geom[7]); */ AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(43800 * 0.0000001 * j * Ani->Time, 0, 1, 0), //Уран MatrScale(350, 350, 350)), MatrTranslate(0, 0, 3000)), MatrRotateY(0.0000001 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId7); AS3_GeomDraw(&Uni->Geom[8]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(86036 * 0.00000007 * j * Ani->Time, 0, 1, 0), //Нептун MatrScale(350, 350, 350)), MatrTranslate(0, 0, 3500)), MatrRotateY(0.00000007 * j * Ani->Time)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId8); AS3_GeomDraw(&Uni->Geom[9]); AS3_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrMulMatr( MatrRotate(0, 0, 1, 0), // nebo MatrScale(20000, 20000, 20000)), MatrTranslate(0, 0, 0)), MatrRotateY(0)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Uni->TextId9); AS3_GeomDraw(&Uni->Geom[10]); } /* End of 'AS3_AnimUnitRender' function */
/* ‘ункци¤ построени¤ объекта анимации. * ј–√”ћ≈Ќ“џ: * - указатель на "себ¤" - сам объект анимации: * ok2UNIT_CUBE *Unit; * - указатель на контекст анимации: * ok2ANIM *Ani; * ¬ќ«¬–јўј≈ћќ≈ «Ќј„≈Ќ»≈: Ќет. */ static VOID CubeUnitRender( ok2UNIT_CUBE *Unit, ok2ANIM *Ani ) { /* INT i, s = 5, N = 0; VEC p = {1, 0, 0}; static FLT Delta = 0.1; MATR WVP; Delta += Ani->JZ * Ani->GlobalDeltaTime; //Ani->MatrWorld = MatrRotateY(30); //Ani->MatrView = MatrLookAt(VecSet(15, 15, 15), VecSet(0, 0, 0), VecSet(0, 1, 0)); Ani->MatrView = MatrLookAt(PointTransform(VecSet(20, 20, Ani->JX * Delta + 20), MatrRotateX(80 * Ani->JY)), VecSet(0, 0, 0), VecSet(0, 1, 0)); Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrRotateX(Ani->DeltaTime * 80)); for (i = 0; i < 12; i++) { Ani->MatrWorld = MatrMulMatr(MatrTranslate(0.0, 5.0, 0.0), Ani->MatrWorld); Ani->MatrWorld = MatrMulMatr(MatrRotate(30, 1.0, 0.0, 1.0), Ani->MatrWorld); WVP = MatrMulMatr(Ani->MatrWorld, MatrMulMatr(Ani->MatrView, Ani->MatrProjection)); glLoadMatrixf(WVP.A[0]); OK2_RndGObjDraw(&Unit->Cow, Ani->hDC); } //OK2_RndGObjDraw(&Unit->Cow, Ani->hDC); */ INT i; MATR WVP; static DBL time; /* оси и позици¤ наблюдател¤ */ Ani->MatrWorld = MatrIdenity(); Ani->MatrView = MatrLookAt( PointTransform(PointTransform(VecSet(25, 25, 25), MatrRotateY(Ani->JR * 180)), MatrRotateZ(Ani->JY * 180)), VecSet(0, 0, 0), VecSet(0, 1, 0)); WVP = MatrMulMatr(OK2_Anim.MatrWorld, MatrMulMatr(OK2_Anim.MatrView, OK2_Anim.MatrProjection)); glLoadMatrixf(WVP.A[0]); glLineWidth(3); glBegin(GL_LINES); glColor3d(1, 0.5, 0.5); glVertex3d(-3, 0, 0); glVertex4d(1, 0, 0, 0); glColor3d(0.5, 1, 0.5); glVertex3d(0, -3, 0); glVertex4d(0, 1, 0, 0); glColor3d(0.5, 0.5, 1); glVertex3d(0, 0, -3); glVertex4d(0, 0, 1, 0); glEnd(); glColorMask(1, 1, 1, 0); for (i = -3; i < 30; i++) { glBegin(GL_TRIANGLE_STRIP); glVertex3d(-0.1, -0.1, i); glVertex3d(-0.1, 0.1, i); glVertex3d( 0.1, -0.1, i); glVertex3d( 0.1, 0.1, i); glEnd(); } /* –исуем примитивы */ time += Ani->GlobalDeltaTime; if (time > 1) { time = 0; OK2_ShadProgClose(OK2_ShaderProg); OK2_ShaderProg = OK2_ShadProgInit("a.vert", "a.frag"); } glLineWidth(1); if (Ani->Keys['Q']) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Ani->MatrWorld = MatrTranslate(0, 0, 0.30 * sin(Ani->Time)); Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrRotateY(30.0 * Ani->Time)); /* for (i = 0; i < 12; i++) { Ani->MatrWorld = MatrMulMatr(MatrRotate(30.0, 0.0, 1.0, 0.0), Ani->MatrWorld); Ani->MatrWorld = MatrMulMatr(MatrTranslate(1.0, 0.0, 0.0), Ani->MatrWorld); OK2_GeomDraw(&Unit->Geom); } */ /* for (i = 0; i < 6; i++) DrawUnitInPosition(&Unit->Geom[i], Ani, Unit->Scale`[i], 10.0, 30.0); */ Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrScale(0.001, 0.001, 0.001)); for (i = 0; i < 12; i++) { Ani->MatrWorld = MatrMulMatr(MatrRotate(30.0, 0.0, 1.0, 0.0), Ani->MatrWorld); Ani->MatrWorld = MatrMulMatr(MatrTranslate(20000.0, 0.0, 0.0), Ani->MatrWorld); //Ani->MatrWorld = MatrMulMatr(MatrRotate(30.0, 0.0, 1.0, 0.0), Ani->MatrWorld); OK2_GeomDraw(&Unit->Geom[3]); Ani->MatrWorld = MatrMulMatr(MatrTranslate(-20000.0, 0.0, 0.0), Ani->MatrWorld); } //Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrScale(50, 50, 50)); } /* End of 'OK2_AnimUnitRender' function */
/* Функция обновления межкадровых параметров объекта анимации. * АРГУМЕНТЫ: * - указатель на "себя" - сам объект анимации: * vg4UNIT_CTRL *Uni; * - указатель на контекст анимации: * vg4ANIM *Ani; * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет. */ static VOID VG4_AnimUnitResponse( vg4UNIT_CTRL *Uni, vg4ANIM *Ani ) { VEC Dir, Move; static FLT y = -0.067452297, z = 2.6340842; static DBL time = 5; time += VG4_Anim.GlobalDeltaTime; if (time > 5) { time = 0; VG4_ShaderFree(Uni->Axes.ProgId); VG4_ShaderFree(Uni->Helic.ProgId); Uni->Helic.ProgId = VG4_ShaderLoad("HELIC"); Uni->Axes.ProgId = VG4_ShaderLoad("AXIS"); Uni->Sph.ProgId = Uni->Axes.ProgId; } /* позиционирование вертолета */ Uni->Omega = -3000 * Ani->JR * Ani->DeltaTime; Uni->Head += -3 * 30 * Ani->JR * Ani->DeltaTime; Dir = VecMulMatr3(VecSet(0, 0, 1), MatrRotateY(Uni->Head)); Uni->V += -30 * Ani->JY * Ani->DeltaTime; Uni->V *= max(1 - Ani->GlobalDeltaTime, 0); Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(Dir, Uni->V * Ani->DeltaTime)); Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(VecMulMatr3(Dir, MatrRotateY(-90)), 30 * Ani->JX * Ani->DeltaTime)); Uni->Pos.Y += 30 * (Ani->JButs[1] - Ani->JButs[2]) * Ani->DeltaTime; /* точка "интереса" */ Uni->At = VecSubVec(Uni->Pos, VecMulNum(Dir, 9)); Uni->At.Y += 5.30; Move = VecSubVec(Uni->At, Uni->CPos); Uni->CPos = VecAddVec(Uni->CPos, VecMulNum(Move, Ani->DeltaTime)); VG4_RndMatrView = MatrView(Uni->CPos, Uni->Pos, VecSet(0, 1, 0)); if (Ani->KeysClick['W']) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (Ani->KeysClick['Q']) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); if (Ani->Keys[VK_ESCAPE]) VG4_AnimDoExit(); if (Ani->KeysClick['F']) VG4_AnimFlipFullScreen(); if (Ani->KeysClick['P']) VG4_AnimSetPause(!Ani->IsPause); /* анимация вертолета */ Uni->Helic.Prims[2].M = MatrRotateY(999 * Ani->Time); Uni->Helic.Prims[4].M = MatrMulMatr(MatrMulMatr(MatrTranslate(0, y, z), MatrRotateX(888 * Ani->Time)), MatrTranslate(0, -y, -z)); y += Ani->Keys[VK_ADD] * Ani->GlobalDeltaTime * 0.1 - Ani->Keys[VK_SUBTRACT] * Ani->GlobalDeltaTime * 0.1; z += Ani->Keys['A'] * Ani->GlobalDeltaTime * 0.1 - Ani->Keys['Z'] * Ani->GlobalDeltaTime * 0.1; } /* End of 'VG4_AnimUnitResponse' function */
mtl.Ka = VecSet(0.1, 0.1, 0.1); mtl.Kd = VecSet(1, 1, 1); mtl.Ks = VecSet(0, 0, 0); mtl.Phong = 30; mtl.Trans = 1; mtl.TexNo = 0; mtl.MapD[0] = 0; strcpy(mtl.MapD, "map2-hf.bmp"); strcpy(mtl.Name, "Height Field Material"); prim.Mtl = VG4_GeomAddMaterial(&Unit->Obj, &mtl); VG4_GeomAddPrim(&Unit->Obj, &prim); . . . Ani->MatrWorld = MatrIdentity(); Ani->MatrView = MatrViewLookAt( VecMulMatr(VecMulMatr(VecSet(25, 25, 25), MatrRotateY(Ani->JR * 180)), MatrRotateZ(Ani->JY * 180)), VecSet(0, 0, 0), VecSet(0, 1, 0)); WVP = MatrMulMatr(VG4_Anim.MatrWorld, MatrMulMatr(VG4_Anim.MatrView, VG4_Anim.MatrProjection)); glLoadMatrixf(WVP.A[0]); . . . Ani->MatrWorld = MatrMulMatr(MatrRotateX(-0), MatrTranslate(0, 0, 0.30 * sin(Ani->Time))); VG4_GeomDraw(&Unit->Obj);