// Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows) // If max_len is > 1.0, then this caps the length to be no longer than max_len pixels float g3_draw_laser_rgb(vec3d* headp, float head_width, vec3d* tailp, float tail_width, int r, int g, int b, uint tmap_flags, float max_len) { if (!Lasers) { return 0.0f; } if ((!Cmdline_nohtl) && tmap_flags & TMAP_HTL_3D_UNLIT ) { // &&(gr_screen.mode==GR_OPENGL)) { return g3_draw_laser_htl(headp, head_width, tailp, tail_width, r, g, b, tmap_flags | TMAP_HTL_3D_UNLIT); } float headx, heady, headr, tailx, taily, tailr; vertex pt1, pt2; float depth; int head_on = 0; Assert(G3_count == 1); g3_rotate_vertex(&pt1, headp); g3_project_vertex(&pt1); if (pt1.flags & PF_OVERFLOW) return 0.0f; g3_rotate_vertex(&pt2, tailp); g3_project_vertex(&pt2); if (pt2.flags & PF_OVERFLOW) return 0.0f; if ((pt1.codes & pt2.codes) != 0) { // Both off the same side return 0.0f; } headx = pt1.sx; heady = pt1.sy; headr = (head_width * Matrix_scale.xyz.x * Canv_w2 * pt1.sw); tailx = pt2.sx; taily = pt2.sy; tailr = (tail_width * Matrix_scale.xyz.x * Canv_w2 * pt2.sw); float len_2d = fl_sqrt((tailx - headx) * (tailx - headx) + (taily - heady) * (taily - heady)); // Cap the length if needed. if ((max_len > 1.0f) && (len_2d > max_len)) { float ratio = max_len / len_2d; tailx = headx + (tailx - headx) * ratio; taily = heady + (taily - heady) * ratio; tailr = headr + (tailr - headr) * ratio; len_2d = fl_sqrt((tailx - headx) * (tailx - headx) + (taily - heady) * (taily - heady)); } depth = (pt1.z + pt2.z) * 0.5f; float max_r = headr; float a; if (tailr > max_r) max_r = tailr; if (max_r < 1.0f) max_r = 1.0f; float mx, my, w, h1, h2; if (len_2d < max_r) { h1 = headr + (max_r - len_2d); if (h1 > max_r) h1 = max_r; h2 = tailr + (max_r - len_2d); if (h2 > max_r) h2 = max_r; len_2d = max_r; if (fl_abs(tailx - headx) > 0.01f) { a = (float)atan2(taily - heady, tailx - headx); } else { a = 0.0f; } w = len_2d; head_on = 1; } else { a = atan2_safe(taily - heady, tailx - headx); w = len_2d; h1 = headr; h2 = tailr; head_on = 0; } mx = (tailx + headx) / 2.0f; my = (taily + heady) / 2.0f; // gr_set_color(255,0,0); // g3_draw_line( &pt1, &pt2 ); // gr_set_color( 255, 0, 0 ); // gr_pixel( fl2i(mx),fl2i(my) ); // Draw box with width 'w' and height 'h' at angle 'a' from horizontal // centered around mx, my if (h1 < 1.0f) h1 = 1.0f; if (h2 < 1.0f) h2 = 1.0f; float sa, ca; sa = (float)sin(a); ca = (float)cos(a); vertex v[4]; vertex* vertlist[4] = { &v[3], &v[2], &v[1], &v[0] }; memset(v, 0, sizeof(vertex) * 4); float sw; if (depth < 0.0f) depth = 0.0f; sw = 1.0f / depth; v[0].sx = (-w / 2.0f) * ca + (-h1 / 2.0f) * sa + mx; v[0].sy = (-w / 2.0f) * sa - (-h1 / 2.0f) * ca + my; v[0].z = pt1.z; v[0].sw = pt1.sw; v[0].u = 0.0f; v[0].v = 0.0f; v[0].r = (ubyte)r; v[0].g = (ubyte)g; v[0].b = (ubyte)b; v[0].a = 255; v[1].sx = (w / 2.0f) * ca + (-h2 / 2.0f) * sa + mx; v[1].sy = (w / 2.0f) * sa - (-h2 / 2.0f) * ca + my; v[1].z = pt2.z; v[1].sw = pt2.sw; v[1].u = 1.0f; v[1].v = 0.0f; v[1].r = (ubyte)r; v[1].g = (ubyte)g; v[1].b = (ubyte)b; v[1].a = 255; v[2].sx = (w / 2.0f) * ca + (h2 / 2.0f) * sa + mx; v[2].sy = (w / 2.0f) * sa - (h2 / 2.0f) * ca + my; v[2].z = pt2.z; v[2].sw = pt2.sw; v[2].u = 1.0f; v[2].v = 1.0f; v[2].r = (ubyte)r; v[2].g = (ubyte)g; v[2].b = (ubyte)b; v[2].a = 255; v[3].sx = (-w / 2.0f) * ca + (h1 / 2.0f) * sa + mx; v[3].sy = (-w / 2.0f) * sa - (h1 / 2.0f) * ca + my; v[3].z = pt1.z; v[3].sw = pt1.sw; v[3].u = 0.0f; v[3].v = 1.0f; v[3].r = (ubyte)r; v[3].g = (ubyte)g; v[3].b = (ubyte)b; v[3].a = 255; gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT); return depth; }
// Track is clockwise angle in (-pi,pi] wrt north, // i.e., track = pi/2 - angle() double Vect2::trk() const { return atan2_safe(x,y); }
// This assumes you have already set a color with gr_set_color or gr_set_color_fast // and a bitmap with gr_set_bitmap. If it is very far away, it draws the laser // as flat-shaded using current color, else textured using current texture. // If max_len is > 1.0, then this caps the length to be no longer than max_len pixels. float g3_draw_laser(vec3d *headp, float head_width, vec3d *tailp, float tail_width, uint tmap_flags, float max_len ) { if (!Lasers) { return 0.0f; } if ( !Cmdline_nohtl && (tmap_flags & TMAP_HTL_3D_UNLIT) ) { return g3_draw_laser_htl(headp, head_width, tailp, tail_width, 255,255,255, tmap_flags | TMAP_HTL_3D_UNLIT); } float headx, heady, headr, tailx, taily, tailr; vertex pt1, pt2; float depth; Assert( G3_count == 1 ); g3_rotate_vertex(&pt1,headp); g3_project_vertex(&pt1); if (pt1.flags & PF_OVERFLOW) return 0.0f; g3_rotate_vertex(&pt2,tailp); g3_project_vertex(&pt2); if (pt2.flags & PF_OVERFLOW) return 0.0f; if ( (pt1.codes & pt2.codes) != 0 ) { // Both off the same side return 0.0f; } headx = pt1.screen.xyw.x; heady = pt1.screen.xyw.y; headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.screen.xyw.w); tailx = pt2.screen.xyw.x; taily = pt2.screen.xyw.y; tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.screen.xyw.w); float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) ); // Cap the length if needed. if ( (max_len > 1.0f) && (len_2d > max_len) ) { float ratio = max_len / len_2d; tailx = headx + ( tailx - headx ) * ratio; taily = heady + ( taily - heady ) * ratio; tailr = headr + ( tailr - headr ) * ratio; len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) ); } depth = (pt1.world.xyz.z+pt2.world.xyz.z)*0.5f; float max_r = headr; float a; if ( tailr > max_r ) max_r = tailr; if ( max_r < 1.0f ) max_r = 1.0f; float mx, my, w, h1,h2; if ( len_2d < max_r ) { h1 = headr + (max_r-len_2d); if ( h1 > max_r ) h1 = max_r; h2 = tailr + (max_r-len_2d); if ( h2 > max_r ) h2 = max_r; len_2d = max_r; if ( fl_abs(tailx - headx) > 0.01f ) { a = (float)atan2( taily-heady, tailx-headx ); } else { a = 0.0f; } w = len_2d; } else { a = atan2_safe( taily-heady, tailx-headx ); w = len_2d; h1 = headr; h2 = tailr; } mx = (tailx+headx)/2.0f; my = (taily+heady)/2.0f; // Draw box with width 'w' and height 'h' at angle 'a' from horizontal // centered around mx, my if ( h1 < 1.0f ) h1 = 1.0f; if ( h2 < 1.0f ) h2 = 1.0f; float sa, ca; sa = (float)sin(a); ca = (float)cos(a); vertex v[4]; vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] }; memset(v,0,sizeof(vertex)*4); if ( depth < 0.0f ) depth = 0.0f; v[0].screen.xyw.x = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx; v[0].screen.xyw.y = (-w/2.0f)*sa - (-h1/2.0f)*ca + my; v[0].world.xyz.z = pt1.world.xyz.z; v[0].screen.xyw.w = pt1.screen.xyw.w; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[0].b = 191; v[1].screen.xyw.x = (w/2.0f)*ca + (-h2/2.0f)*sa + mx; v[1].screen.xyw.y = (w/2.0f)*sa - (-h2/2.0f)*ca + my; v[1].world.xyz.z = pt2.world.xyz.z; v[1].screen.xyw.w = pt2.screen.xyw.w; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[1].b = 191; v[2].screen.xyw.x = (w/2.0f)*ca + (h2/2.0f)*sa + mx; v[2].screen.xyw.y = (w/2.0f)*sa - (h2/2.0f)*ca + my; v[2].world.xyz.z = pt2.world.xyz.z; v[2].screen.xyw.w = pt2.screen.xyw.w; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[2].b = 191; v[3].screen.xyw.x = (-w/2.0f)*ca + (h1/2.0f)*sa + mx; v[3].screen.xyw.y = (-w/2.0f)*sa - (h1/2.0f)*ca + my; v[3].world.xyz.z = pt1.world.xyz.z; v[3].screen.xyw.w = pt1.screen.xyw.w; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; v[3].b = 191; gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_CORRECT); return depth; }
// Angle in (-pi,pi] double Vect2::angle() const { return atan2_safe(y,x); }