void Clock::Start(void) { time = millis(); Serial.print("Resetando tempo:"); Serial.println(GetTimeSeconds()); }
F64 Timer::GetTimeMilliseconds() const { return GetTimeSeconds() * F64(MB_SECONDS_TO_MILLISECONDS); }
float GenDeformScale( const glm::vec3& position, const shaderInfo_t* shader ) { // The solution here is also snagged from the Q3 engine. if ( !shader ) return 0.0f; switch ( shader->deformCmd ) { case VERTEXDEFORM_CMD_WAVE: { switch ( shader->deformFn ) { case VERTEXDEFORM_FUNC_TRIANGLE: { // Distribute the "weight" of the tessellation spread across the length of the vertex position vector, where the vertex's tail is located at the world origin. float offset = shader->deformParms.data.wave.phase + ( position.x + position.y + position.z ) * shader->deformParms.data.wave.spread; return DEFORM_CALC_TABLE( deformCache.triTable, shader->deformParms.data.wave.base, offset, GetTimeSeconds(), shader->deformParms.data.wave.frequency, shader->deformParms.data.wave.amplitude ); } break; default: break; } } break; default: MLOG_WARNING( "Non-implemented vertex deform command specified." ); break; } return 0.0f; }