Esempio n. 1
0
/* normalise vector */
void vector_norm(Vec *v1, Vec *v2)
{
	if (v_len(v1) > 0)
		vector_div_sca(v1, v_len(v1), v2);
	else
		v_zero(v2);
}
Esempio n. 2
0
/* normalise vector */
void v_norm(Vec *v2, Vec *v1)
{
	if (v_len(v1) > 0)
		v_div_sca(v2, v1, v_len(v1));
	else
		v_zero(v2);
}
Esempio n. 3
0
/*
 * Integrate the rotation of the given basis E under angular velocity W
 * through time DT.
 */
void sol_rotate(float e[3][3], const float w[3], float dt)
{
    if (v_len(w) > 0.0f)
    {
        float a[3], M[16], f[3][3];

        /* Compute the rotation matrix. */

        v_nrm(a, w);
        m_rot(M, a, v_len(w) * dt);

        /* Apply it to the basis. */

        m_vxfm(f[0], M, e[0]);
        m_vxfm(f[1], M, e[1]);
        m_vxfm(f[2], M, e[2]);

        /* Re-orthonormalize the basis. */

        v_crs(e[2], f[0], f[1]);
        v_crs(e[1], f[2], f[0]);
        v_crs(e[0], f[1], f[2]);

        v_nrm(e[0], e[0]);
        v_nrm(e[1], e[1]);
        v_nrm(e[2], e[2]);
    }
}
Esempio n. 4
0
struct b_goal *sol_goal_test(struct s_vary *vary, float *p, int ui)
{
    const float *ball_p = vary->uv[ui].p;
    const float  ball_r = vary->uv[ui].r;
    int zi;

    for (zi = 0; zi < vary->base->zc; zi++)
    {
        struct b_goal *zp = vary->base->zv + zi;
        float r[3];

        r[0] = ball_p[0] - zp->p[0];
        r[1] = ball_p[2] - zp->p[2];
        r[2] = 0;

        if (v_len(r) + ball_r < zp->r &&
                ball_p[1] > zp->p[1] &&
                ball_p[1] < zp->p[1] + GOAL_HEIGHT / 2)
        {
            p[0] = zp->p[0];
            p[1] = zp->p[1];
            p[2] = zp->p[2];

            return zp;
        }
    }
    return NULL;
}
Esempio n. 5
0
/* vector angle */
float v_ang(Vec *v1, Vec *v2)
{
	float cos_angle;
	/* float c_angle, s_angle, sin_angle; */
    /* Vec v3; */
    /* cosinus of vector angle from dot product */
    /* cos angle = v1 * v2 / ||v1|| * ||v2|| */
    /* angle = acos (cos angle) */
    cos_angle = v_dot_pro(v1, v2) / (v_len(v1) * v_len(v2));
    /*c_angle = acos(cos_angle);*/
    /* sinus of vector angle from cross product */
    /* sin angle = length (v1 x v2) / (length (v1) * length (v2))
    v_cro_pro(&v3, v1, v2);
    sin_angle = v_len(&v3) / (v_len(v1) * v_len(v2));
    s_angle = asin(sin_angle);*/

    return (AN * acos(cos_angle));
}
Esempio n. 6
0
/*
 * Test for a ball entering a teleporter.
 */
int sol_jump_test(struct s_vary *vary, float *p, int ui)
{
    const float *ball_p = vary->uv[ui].p;
    const float  ball_r = vary->uv[ui].r;
    int ji, touch = 0;

    for (ji = 0; ji < vary->base->jc; ji++)
    {
        struct b_jump *jp = vary->base->jv + ji;
        float d, r[3];

        r[0] = ball_p[0] - jp->p[0];
        r[1] = ball_p[2] - jp->p[2];
        r[2] = 0;

        /* Distance of the far side from the edge of the halo. */

        d = v_len(r) + ball_r - jp->r;

        /*
         * The "touch"  distance, which  must be cleared  before being
         * able to trigger a  teleporter, is the ball's radius.  (This
         * is different from switches.)
         */

        if (d <= ball_r &&
                ball_p[1] > jp->p[1] &&
                ball_p[1] < jp->p[1] + JUMP_HEIGHT / 2)
        {
            touch = 1;

            if (d <= 0.0f)
            {
                p[0] = jp->q[0] + (ball_p[0] - jp->p[0]);
                p[1] = jp->q[1] + (ball_p[1] - jp->p[1]);
                p[2] = jp->q[2] + (ball_p[2] - jp->p[2]);

                return JUMP_INSIDE;
            }
        }
    }
    return touch ? JUMP_TOUCH : JUMP_OUTSIDE;
}
Esempio n. 7
0
int sol_item_test(struct s_vary *vary, float *p, float item_r)
{
    const float *ball_p = vary->uv->p;
    const float  ball_r = vary->uv->r;
    int hi;

    for (hi = 0; hi < vary->hc; hi++)
    {
        struct v_item *hp = vary->hv + hi;
        float r[3];

        v_sub(r, ball_p, hp->p);

        if (hp->t != ITEM_NONE && v_len(r) < ball_r + item_r)
        {
            p[0] = hp->p[0];
            p[1] = hp->p[1];
            p[2] = hp->p[2];

            return hi;
        }
    }
    return -1;
}
Esempio n. 8
0
void game_draw(int pose, float t)
{
    const float light_p[4] = { 8.f, 32.f, 8.f, 0.f };

    struct s_draw *fp = &file.draw;
    struct s_rend rend;

    float fov = FOV;

    if (!state)
        return;

    fp->shadow_ui = ball;

    game_shadow_conf(1);
    sol_draw_enable(&rend);

    if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);

    video_push_persp(fov, 0.1f, FAR_DIST);
    glPushMatrix();
    {
        float T[16], M[16], v[3], rx, ry;

        m_view(T, view_c, view_p, view_e[1]);
        m_xps(M, T);

        v_sub(v, view_c, view_p);

        rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
        ry = V_DEG(fatan2f(+v[0], -v[2]));

        glTranslatef(0.f, 0.f, -v_len(v));
        glMultMatrixf(M);
        glTranslatef(-view_c[0], -view_c[1], -view_c[2]);

        /* Center the skybox about the position of the camera. */

        glPushMatrix();
        {
            glTranslatef(view_p[0], view_p[1], view_p[2]);
            back_draw(&rend, 0);
        }
        glPopMatrix();

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, light_p);

        /* Draw the floor. */

        sol_draw(fp, &rend, 0, 1);

        /* Draw the game elements. */

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        if (pose == 0)
        {
            game_draw_balls(&rend, fp->vary, T, t);
            game_draw_vect(&rend, fp->vary);
        }

        glDisable(GL_LIGHTING);
        glDepthMask(GL_FALSE);
        {
            game_draw_goals(&rend, fp->base);
            game_draw_jumps(&rend, fp->base);
            game_draw_swchs(&rend, fp->vary);
        }
        glDepthMask(GL_TRUE);
        glEnable(GL_LIGHTING);
    }
    glPopMatrix();
    video_pop_matrix();

    sol_draw_disable(&rend);
    game_shadow_conf(0);
}
Esempio n. 9
0
/*
 * Test for a ball entering a switch.
 */
int sol_swch_test(struct s_vary *vary, int ui)
{
    const float *ball_p = vary->uv[ui].p;
    const float  ball_r = vary->uv[ui].r;

    union cmd cmd;

    int xi, rc = SWCH_OUTSIDE;

    for (xi = 0; xi < vary->xc; xi++)
    {
        struct v_swch *xp = vary->xv + xi;

        /* FIXME enter/exit events don't work for timed switches */

        if (xp->base->t == 0 || xp->f == xp->base->f)
        {
            float d, r[3];

            r[0] = ball_p[0] - xp->base->p[0];
            r[1] = ball_p[2] - xp->base->p[2];
            r[2] = 0;

            /* Distance of the far side from the edge of the halo. */

            d = v_len(r) + ball_r - xp->base->r;

            /*
             * The  "touch"  distance, which  must  be cleared  before
             * being able to trigger a switch, is the ball's diameter.
             * (This is different from teleporters.)
             */

            if (d <= ball_r * 2 &&
                    ball_p[1] > xp->base->p[1] &&
                    ball_p[1] < xp->base->p[1] + SWCH_HEIGHT / 2)
            {
                if (!xp->e && d <= 0.0f)
                {
                    /* The ball enters. */

                    if (xp->base->tm == 0)
                    {
                        xp->e = 1;

                        cmd.type = CMD_SWCH_ENTER;
                        cmd.swchenter.xi = xi;
                        sol_cmd_enq(&cmd);
                    }

                    /* Toggle the state, update the path. */

                    xp->f = xp->f ? 0 : 1;

                    cmd.type = CMD_SWCH_TOGGLE;
                    cmd.swchtoggle.xi = xi;
                    sol_cmd_enq(&cmd);

                    sol_path_loop(vary, xp->base->pi, xp->f);

                    /* It toggled to non-default state, start the timer. */

                    if (xp->f != xp->base->f)
                    {
                        xp->t = 0.0f;
                        xp->tm = 0;
                    }

                    /* If visible, set the result. */

                    if (!xp->base->i)
                        rc = SWCH_INSIDE;
                }
            }

            /* The ball exits. */

            else if (xp->e)
            {
                xp->e = 0;

                cmd.type = CMD_SWCH_EXIT;
                cmd.swchexit.xi = xi;
                sol_cmd_enq(&cmd);
            }
        }
    }
    return rc;
}
Esempio n. 10
0
File: game.c Progetto: rlk/neverball
void game_draw(int pose, float t)
{
    const float light_p[4] = { 8.f, 32.f, 8.f, 0.f };

    struct s_draw *fp = &file.draw;
    struct s_rend rend;

    float fov = FOV;

    if (!state)
        return;

    fp->shadow_ui = ball;

    game_shadow_conf(1);
    sol_draw_enable(&rend);

    if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);

    video_push_persp(fov, 0.1f, FAR_DIST);
    glPushMatrix();
    {
        float T[16], M[16], v[3], c[3];

        /* In VR, move the view center up to keep the viewer level. */

        v_cpy(c, view_c);

        if (hmd_stat())
            c[1] += view_dy;

        video_calc_view(T, c, view_p, view_e[1]);
        m_xps(M, T);

        v_sub(v, c, view_p);

        glTranslatef(0.f, 0.f, -v_len(v));
        glMultMatrixf(M);
        glTranslatef(-c[0], -c[1], -c[2]);

        /* Center the skybox about the position of the camera. */

        glPushMatrix();
        {
            glTranslatef(view_p[0], view_p[1], view_p[2]);
            back_draw(&rend);
        }
        glPopMatrix();

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, light_p);

        /* Draw the floor. */

        sol_draw(fp, &rend, 0, 1);

        /* Draw the game elements. */

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        if (pose == 0)
        {
            game_draw_balls(&rend, fp->vary, T, t);
            game_draw_vect(&rend, fp->vary);
        }

        glDisable(GL_LIGHTING);
        glDepthMask(GL_FALSE);
        {
            game_draw_flags(&rend, fp->base);
            game_draw_beams(&rend, fp->base, fp->vary);
        }
        glDepthMask(GL_TRUE);
        glEnable(GL_LIGHTING);
    }
    glPopMatrix();
    video_pop_matrix();

    sol_draw_disable(&rend);
    game_shadow_conf(0);
}
Esempio n. 11
0
void game_draw(struct game_draw *gd, int pose, float t)
{
    float fov = (float) config_get_d(CONFIG_VIEW_FOV);

    if (gd->jump_b) fov *= 2.f * fabsf(gd->jump_dt - 0.5f);

    if (gd->state)
    {
        const struct game_view *view = &gd->view;
        struct s_rend rend;

        gd->draw.shadow_ui = 0;

        game_shadow_conf(pose, 1);
        sol_draw_enable(&rend);

        video_push_persp(fov, 0.1f, FAR_DIST);
        glPushMatrix();
        {
            float T[16], U[16], M[16], v[3];

            /* Compute direct and reflected view bases. */

            v[0] = +view->p[0];
            v[1] = -view->p[1];
            v[2] = +view->p[2];

            video_calc_view(T, view->c, view->p, view->e[1]);
            video_calc_view(U, view->c, v,       view->e[1]);

            m_xps(M, T);

            /* Apply the current view. */

            v_sub(v, view->c, view->p);

            glTranslatef(0.f, 0.f, -v_len(v));
            glMultMatrixf(M);
            glTranslatef(-view->c[0], -view->c[1], -view->c[2]);

            /* Draw the background. */

            game_draw_back(&rend, gd, pose, +1, t);

            /* Draw the reflection. */

            if (gd->draw.reflective && config_get_d(CONFIG_REFLECTION))
            {
                glEnable(GL_STENCIL_TEST);
                {
                    /* Draw the mirrors only into the stencil buffer. */

                    glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
                    glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
                    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                    glDepthMask(GL_FALSE);

                    game_refl_all(&rend, gd);

                    glDepthMask(GL_TRUE);
                    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                    glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
                    glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);

                    /* Draw the scene reflected into color and depth buffers. */

                    glFrontFace(GL_CW);
                    glPushMatrix();
                    {
                        glScalef(+1.0f, -1.0f, +1.0f);

                        game_draw_light(gd, -1);

                        game_draw_back(&rend, gd, pose,    -1, t);
                        game_draw_fore(&rend, gd, pose, U, -1, t);
                    }
                    glPopMatrix();
                    glFrontFace(GL_CCW);

                    glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
                }
                glDisable(GL_STENCIL_TEST);
            }

            /* Ready the lights for foreground rendering. */

            game_draw_light(gd, 1);

            /* When reflection is disabled, mirrors must be rendered opaque  */
            /* to prevent the background from showing.                       */

            if (gd->draw.reflective && !config_get_d(CONFIG_REFLECTION))
            {
                sol_color_mtrl(&rend, 1);
                {
                    glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
                    game_refl_all(&rend, gd);
                    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
                }
                sol_color_mtrl(&rend, 0);
            }

            /* Draw the mirrors and the rest of the foreground. */

            game_refl_all (&rend, gd);
            game_draw_fore(&rend, gd, pose, T, +1, t);
        }
        glPopMatrix();
        video_pop_matrix();

        /* Draw the fade overlay. */

        sol_fade(&gd->draw, &rend, gd->fade_k);

        sol_draw_disable(&rend);
        game_shadow_conf(pose, 0);
    }
}
Esempio n. 12
0
int mergevertices(Mvert *data, int vc, int *indices, int fc) {
  int killed=0;
  int x;
  float ea=0.0;
  int ec=0;
  
  //  calc edge average
  for (x=0; x<fc; x++) {
  	int v1, v2, v3;
  	int d;

  	v1=getroot(data, indices[x*3+0], &d);
  	v2=getroot(data, indices[x*3+1], &d);
  	v3=getroot(data, indices[x*3+2], &d);
  	
   	if (v1==v2 || v2==v3 || v3==v1) {
  	  // degenerate
  	} else {
    	ea+=v_len(data[v1].pos, data[v2].pos);
  	  ea+=v_len(data[v2].pos, data[v3].pos);
  	  ea+=v_len(data[v3].pos, data[v1].pos);  		
  		ec+=3;
  	} 	
  }
  ea/=(float)ec;
  ea*=0.75; // kludge
  
  // merge
  for (x=0; x<fc; x++) {
  	int v1, v2, v3;
    int d;
    
  	v1=getroot(data, indices[x*3+0], &d);
  	v2=getroot(data, indices[x*3+1], &d);
  	v3=getroot(data, indices[x*3+2], &d);
 
#ifdef DEBUG_LODDER
    if (v1<0 || v1>=vc) glueErrorf("getroot fail v1: %i", v1);
    if (v2<0 || v2>=vc) glueErrorf("getroot fail v2: %i", v2);
    if (v3<0 || v3>=vc) glueErrorf("getroot fail v3: %i", v3);
#endif
  	
  	if (v1==v2 || v2==v3 || v3==v1) {
  	  // degenerate
  	} else {
    	float e1=v_len(data[v1].pos, data[v2].pos);
  	  float e2=v_len(data[v2].pos, data[v3].pos);
  	  float e3=v_len(data[v3].pos, data[v1].pos);

      // if one of the edges is shorter than avg*kludge, kill the shortest
      if (e1<ea || e2<ea || e3<ea) {
    		if (e1<e2 && e1<e3) {
      		data[v2].parent = v1;			
      		killed++;
  		  } else if (e2<e1 && e2<e3) {
  		    data[v3].parent = v2;  			
    		  killed++;
		    } else { // if (e3<e1 && e3<e2) {
    		  data[v1].parent = v3;		
    		  killed++;
  	    }
  	  }
  	}		
  }
  return killed;
}
Esempio n. 13
0
/* Third version of draw triangle uses a z_buffer
	And we're using flat shading 
	clear_z_buffer needs to be run in the main loop before every frame. */
void draw_triangle3(int *a,int *b,int *c,vect_t pos,vect_t rot,rgb color){
	int x0,y0,x1,y1,x2,y2;
	// this is is the format that the triangles should be passed to us already 
	vect_t x={a[0],a[1],a[2]+Z};
	vect_t y={b[0],b[1],b[2]+Z};
	vect_t z={c[0],c[1],c[2]+Z};

// Lighting	
	vect_t n=v_norm(v_cross(x,y));
//	vect_t l=v_sub(cam.pos,x);
	vect_t l=cam.pos;
	double lum=1.0;

//	if( lum < 0 ) return 0; 
	rgb colors[3];



	point p[3];

	x=v_rot(x,rot);
	y=v_rot(y,rot);
	z=v_rot(z,rot);
// should we do the translation here as well does this make sense?  
	x=v_add(x,pos);
	y=v_add(y,pos);
	z=v_add(z,pos);

	double lums[3];
	lums[0]=v_dot(l,x)/(v_len(l)*v_len(x));
	lums[1]=v_dot(l,y)/(v_len(l)*v_len(y));
	lums[2]=v_dot(l,z)/(v_len(l)*v_len(z));

#if 1
	for(int i=0;i<3;i++){
	#if 0 
		lum=lums[i];
		if( lum < 0 ) lum=0;
	#else 
		lum=1.0;
	#endif 

		colors[i].r=clip(color.r*lum);
		colors[i].g=clip(color.g*lum);
		colors[i].b=clip(color.b*lum);
	}
#else 
	for(int i=0;i<3;i++){
		colors[i].r=color.r;
		colors[i].g=color.g;
		colors[i].b=color.b;
	}
#endif 


	int q,w,e;
	q=project_coord(x,&p[0].x,&p[0].y);
	w=project_coord(y,&p[1].x,&p[1].y);
	e=project_coord(z,&p[2].x,&p[2].y);

	if(outside_of_screen(p)){
		return;
	}

	rgb ca[3];
	ca[0]=ca[1]=ca[2]=color;	

	vect_t v3[3];
	v3[0]=x; v3[1]=y; v3[2]=z;

	double distances[3];
	
	// introduce max distance of 5000 
	distances[0]=clipfloat(v_len(v_sub(x,cam.pos)),0,MAX_DIST)/MAX_DIST;	
	distances[1]=clipfloat(v_len(v_sub(y,cam.pos)),0,MAX_DIST)/MAX_DIST;	
	distances[2]=clipfloat(v_len(v_sub(z,cam.pos)),0,MAX_DIST)/MAX_DIST;	

/*	
	distances[0]=v_len(v_sub(z,cam.pos));	
	distances[1]=v_len(v_sub(y,cam.pos));	
	distances[2]=v_len(v_sub(x,cam.pos));	
		*/


	draw_triangle_gradient_new(p,v3,distances,colors);	
#if 0
	draw_line_color(p[0].x,p[0].y,p[1].x,p[1].y,black);
	draw_line_color(p[1].x,p[1].y,p[2].x,p[2].y,black);
	draw_line_color(p[1].x,p[1].y,p[0].x,p[0].y,black);
#endif 
}
Esempio n. 14
0
void multiple_common_substring(
    const std::vector<std::string> &strs,
    std::vector<std::string> &align)
{
    if (strs.size() == 1)
    {
        align.push_back(strs[0]);
        align.push_back(std::string(strs[0].length(), ' '));
        return;
    }
    //
    std::vector<char> seq;
    std::vector<id_type> ids;
    std::vector<word_t> offs;
    for (id_type id = 0; id != strs.size(); ++id)
    {
        offs.push_back(seq.size());
        std::copy(strs[id].begin(), strs[id].end(), std::back_inserter(seq));
        seq.push_back('\0');
        seq.push_back(id);
        ids.insert(ids.end(), strs[id].length() + 2, id);
    }
    offs.push_back(seq.size());
    //
    const word_t K = strs.size();
    //
    suffix_t suf(&seq[0], seq.size());
    for (word_t i = 0; i != seq.size() - 1; ++i)
        suf.push_back();
    //
    std::vector<word_t> h(suf.size() * 2);
    //
    {
        patl::lca_oracle<suffix_t> lca(suf);
        //
        std::vector<const_vertex> last_vtx(K);
        //
        for (suffix_t::const_iterator it = suf.begin(); it != suf.end(); ++it)
        {
            const word_t k = ids[*it - suf.keys()];
            const const_vertex &vtx = static_cast<const const_vertex&>(it);
            if (last_vtx[k].compact())
                ++h[suf.vertex_index_of(lca(last_vtx[k], vtx))];
            last_vtx[k] = vtx;
        }
    }
    //
#ifdef MULTI_ALIGN_DEBUG
    {
        std::ofstream fout("malign_suf.dot");
        patricia_dot_base<suffix_t> pdb(&ids, &h);
        patl::patricia_dot_creator<
            suffix_t,
            std::ofstream, patricia_dot_base<suffix_t> > dotcr(fout, pdb);
        dotcr.create(suf.root());
    }
#endif
    //
    std::vector<const_vertex> v(K + 1);
    std::vector<word_t> v_len(K + 1);
    //
    std::vector<word_t> s, u;
    const const_vertex root = suf.root();
    const suffix_t::const_postorder_iterator
        pit_beg = root.postorder_begin(),
        pit_end = root.postorder_end();
    for (suffix_t::const_postorder_iterator pit = pit_beg; pit != pit_end; ++pit)
    {
        if (pit->get_qtag())
        {
            s.push_back(1);
            u.push_back(0);
        }
        else
        {
            const word_t
                s_v = s.back() + s[s.size() - 2],
                u_v = u.back() + u[u.size() - 2] + h[suf.vertex_index_of(*pit)],
                c_v = s_v - u_v,
                idx = suf.index_of(*pit),
                len = patl::impl::get_min(
                    pit->next_skip() / 8,
                    patl::impl::max0(strs[ids[idx]].length() - (idx - offs[ids[idx]])));
            if (len > v_len[c_v])
            {
                v[c_v] = *pit;
                v_len[c_v] = len;
            }
            s.pop_back();
            s.back() = s_v;
            u.pop_back();
            u.back() = u_v;
        }
    }
    //
    for (word_t k = K - 1; k != 1; --k)
    {
        if (v_len[k] < v_len[k + 1])
        {
            v[k] = v[k + 1];
            v_len[k] = v_len[k + 1];
        }
    }
    // multiple common substrings
#ifdef MULTI_ALIGN_DEBUG
    printf("---\n");
    for (word_t k = 2; k != v.size(); ++k)
    {
        if (v[k].compact())
            printf("%u\t%u\t%s\n", k, v_len[k], std::string(v[k].key(), v_len[k]).c_str());
    }
#endif
    // эвристический выбор подход¤щего k
    word_t k_cur = v.size() - 1;
    for (; k_cur != 1 && v_len[k_cur] < 2; --k_cur) ;
    if (k_cur == 1)
    {
        for (k_cur = v.size() - 1; k_cur != 1 && !v_len[k_cur]; --k_cur) ;
        if (k_cur == 1)
        {
            word_t max_len = 0;
            for (id_type i = 0; i != strs.size(); ++i)
            {
                if (strs[i].length() > max_len)
                    max_len = strs[i].length();
            }
            for (id_type i = 0; i != strs.size(); ++i)
            {
                align.push_back(strs[i]);
                std::string &ref = align.back();
                while (ref.length() != max_len)
                    ref.push_back(' ');
            }
            align.push_back(std::string(max_len, ' '));
            return;
        }
    }
    //
    // std::pair<номер строки, смещение в строке>
    typedef std::map<id_type, word_t> motif_map;
    motif_map motifs; // номера строк с повтор¤ющимс¤ мотивом
    {
        const suffix_t::const_iterator it_end = v[k_cur].end();
        for (suffix_t::const_iterator it = v[k_cur].begin(); it != it_end; ++it)
        {
            const id_type id = ids[*it - suf.keys()];
            const word_t off = *it - suf.keys() - offs[id];
            motifs[id] = off;
        }
    }
    const word_t motif_len = v_len[k_cur];
    const std::string
        motif(v[k_cur].key(), motif_len),
        padding(motif_len, ' ');
    align.clear();
    for (id_type i = 0; i != K; ++i)
        align.push_back(motifs.find(i) != motifs.end() ? motif : padding);
    align.push_back(std::string(motif_len, '^'));
    word_t
        sum_left = 0,
        sum_right = 0;
    for (motif_map::const_iterator it = motifs.begin(); it != motifs.end(); ++it)
    {
        if (it->second)
            ++sum_left;
        if (strs[it->first].length() - it->second - motif_len)
            ++sum_right;
    }
    // left side
    if (sum_left)
    {
        std::vector<id_type> left_ids;
        std::vector<std::string> left_strs;
        for (id_type i = 0; i != K; ++i)
        {
            const motif_map::const_iterator it = motifs.find(i);
            if (it != motifs.end())
            {
                if (it->second)
                {
                    left_ids.push_back(it->first);
                    left_strs.push_back(strs[it->first].substr(0, it->second));
                }
            }
            else
            {
                left_ids.push_back(i);
                left_strs.push_back(strs[i]);
            }
        }
        std::vector<std::string> left_align;
        multiple_common_substring(left_strs, left_align);
        const word_t left_len = left_align[0].length();
        const std::string left_pad(left_len, ' ');
        for (id_type i = 0, j = 0; i != K; ++i)
        {
            align[i].insert(0, j != left_ids.size() && left_ids[j] == i
                ? left_align[j++]
                : left_pad);
        }
        align.back().insert(0, left_align.back());
    }
    // right side
    if (sum_right)
    {
        std::vector<id_type> right_ids;
        std::vector<std::string> right_strs;
        for (id_type i = 0; i != K; ++i)
        {
            const motif_map::const_iterator it = motifs.find(i);
            if (it != motifs.end())
            {
                if (strs[it->first].length() - it->second - motif_len)
                {
                    right_ids.push_back(it->first);
                    right_strs.push_back(strs[it->first].substr(it->second + motif_len));
                }
            }
            else if (!sum_left)
            {
                right_ids.push_back(i);
                right_strs.push_back(strs[i]);
            }
        }
        std::vector<std::string> right_align;
        multiple_common_substring(right_strs, right_align);
        const word_t right_len = right_align[0].length();
        const std::string right_pad(right_len, ' ');
        for (id_type i = 0, j = 0; i != K; ++i)
        {
            align[i].append(j != right_ids.size() && right_ids[j] == i
                ? right_align[j++]
                : right_pad);
        }
        align.back().append(right_align.back());
    }
    // neither left nor right
    if (!sum_left && !sum_right && K - k_cur)
    {
        std::vector<id_type> neither_ids;
        std::vector<std::string> neither_strs;
        for (id_type i = 0; i != K; ++i)
        {
            const motif_map::const_iterator it = motifs.find(i);
            if (it == motifs.end())
            {
                neither_ids.push_back(i);
                neither_strs.push_back(strs[i]);
            }
        }
        std::vector<std::string> neither_align;
        multiple_common_substring(neither_strs, neither_align);
        const word_t neither_len = neither_align[0].length();
        const std::string neither_pad(neither_len, ' ');
        for (id_type i = 0, j = 0; i != K; ++i)
        {
            align[i].append(j != neither_ids.size() && neither_ids[j] == i
                ? neither_align[j++]
                : neither_pad);
        }
        align.back().append(neither_align.back());
    }
}
Esempio n. 15
0
void game_draw(int pose, float t)
{
    static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
    static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
    static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    static const float h[1] = { 0.0f };

    const float light_p[4] = { 8.f, 32.f, 8.f, 1.f };

    const struct s_file *fp = &file;

    float fov = FOV;

    if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);

    video_push_persp(fov, 0.1f, FAR_DIST);
    glPushAttrib(GL_LIGHTING_BIT);
    glPushMatrix();
    {
        float T[16], M[16], v[3], rx, ry;

        m_view(T, view_c, view_p, view_e[1]);
        m_xps(M, T);

        v_sub(v, view_c, view_p);

        rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
        ry = V_DEG(fatan2f(+v[0], -v[2]));

        glTranslatef(0.f, 0.f, -v_len(v));
        glMultMatrixf(M);
        glTranslatef(-view_c[0], -view_c[1], -view_c[2]);

        /* Center the skybox about the position of the camera. */

        glPushMatrix();
        {
            glTranslatef(view_p[0], view_p[1], view_p[2]);
            back_draw(0);
        }
        glPopMatrix();

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, light_p);

        /* Draw the floor. */

        sol_draw(fp, 0, 1);

        if (config_get_d(CONFIG_SHADOW) && !pose)
        {
            shad_draw_set(fp->uv[ball].p, fp->uv[ball].r);
            sol_shad(fp);
            shad_draw_clr();
        }

        /* Draw the game elements. */

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        if (pose == 0)
        {
            game_draw_balls(fp, T, t);
            game_draw_vect(fp);
        }

        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,   a);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,  s);
        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,  e);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);

        game_draw_goals(fp);

        glEnable(GL_COLOR_MATERIAL);
        glDisable(GL_LIGHTING);
        glDisable(GL_TEXTURE_2D);
        glDepthMask(GL_FALSE);
        {
            game_draw_jumps(fp);
            game_draw_swchs(fp);
        }
        glDepthMask(GL_TRUE);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glDisable(GL_COLOR_MATERIAL);
    }
    glPopMatrix();
    glPopAttrib();
    video_pop_matrix();
}
Esempio n. 16
0
float sol_step(struct s_vary *vary, const float *g, float dt, int ui, int *m)
{
    float P[3], V[3], v[3], r[3], a[3], d, e, nt, b = 0.0f, tt = dt, t;
    int c;

    union cmd cmd;

    if (ui < vary->uc)
    {
        struct v_ball *up = vary->uv + ui;

        /* If the ball is in contact with a surface, apply friction. */

        v_cpy(a, up->v);
        v_cpy(v, up->v);
        v_cpy(up->v, g);

        if (m && sol_test_file(tt, P, V, up, vary) < 0.0005f)
        {
            v_cpy(up->v, v);
            v_sub(r, P, up->p);

            t = v_len(r) * v_len(g);
            if (t == 0.f)
            {
              t = SMALL;
            }
            
            if ((d = v_dot(r, g) / t) > 0.999f)
            {
                if ((e = (v_len(up->v) - dt)) > 0.0f)
                {
                    /* Scale the linear velocity. */

                    v_nrm(up->v, up->v);
                    v_scl(up->v, up->v, e);

                    /* Scale the angular velocity. */

                    v_sub(v, V, up->v);
                    v_crs(up->w, v, r);
                    v_scl(up->w, up->w, -1.0f / (up->r * up->r));
                }
                else
                {
                    /* Friction has brought the ball to a stop. */

                    up->v[0] = 0.0f;
                    up->v[1] = 0.0f;
                    up->v[2] = 0.0f;

                    (*m)++;
                }
            }
            else v_mad(up->v, v, g, tt);
        }
        else v_mad(up->v, v, g, tt);

        /* Test for collision. */

        for (c = 16; c > 0 && tt > 0; c--)
        {
            float st;
            int mi, ms;

            /* HACK: avoid stepping across path changes. */

            st = tt;

            for (mi = 0; mi < vary->mc; mi++)
            {
                struct v_move *mp = vary->mv + mi;
                struct v_path *pp = vary->pv + mp->pi;

                if (!pp->f)
                    continue;

                if (mp->tm + ms_peek(st) > pp->base->tm)
                    st = MS_TO_TIME(pp->base->tm - mp->tm);
            }

            /* Miss collisions if we reach the iteration limit. */

            if (c > 1)
                nt = sol_test_file(st, P, V, up, vary);
            else
                nt = tt;

            cmd.type       = CMD_STEP_SIMULATION;
            cmd.stepsim.dt = nt;
            sol_cmd_enq(&cmd);

            ms = ms_step(nt);

            sol_move_step(vary, nt, ms);
            sol_swch_step(vary, nt, ms);
            sol_ball_step(vary, nt);

            if (nt < st)
                if (b < (d = sol_bounce(up, P, V, nt)))
                    b = d;

            tt -= nt;
        }

        v_sub(a, up->v, a);

        sol_pendulum(up, a, g, dt);
    }

    return b;
}
Esempio n. 17
0
void game_draw(int pose, float st)
{
    float fov = view_fov;

    if (jump_b) fov *= 2.f * fabsf(jump_dt - 0.5);

    if (game_state)
    {
        config_push_persp(fov, 0.1f, FAR_DIST);
        glPushMatrix();
        {
            float v[3], rx, ry;
            float pup[3];
            float pdn[3];

            v_cpy(pup, view_p);
            v_cpy(pdn, view_p);
            pdn[1] = -pdn[1];

            /* Compute and apply the view. */

            v_sub(v, view_c, view_p);

            rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
            ry = V_DEG(fatan2f(+v[0], -v[2])) + st;

            glTranslatef(0.f, 0.f, -v_len(v));
            glRotatef(rx, 1.f, 0.f, 0.f);
            glRotatef(ry, 0.f, 1.f, 0.f);
            glTranslatef(-view_c[0], -view_c[1], -view_c[2]);

#ifndef DREAMCAST_KGL_NOT_IMPLEMENT
            if (config_get_d(CONFIG_REFLECTION))
            {
                /* Draw the mirror only into the stencil buffer. */

                glDisable(GL_DEPTH_TEST);
                glEnable(GL_STENCIL_TEST);
                glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
                glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
                glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

                game_refl_all(0);

                /* Draw the scene reflected into color and depth buffers. */

                glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
                glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
                glEnable(GL_DEPTH_TEST);

                glFrontFace(GL_CW);
                glPushMatrix();
                {
                    glScalef(+1.f, -1.f, +1.f);

                    game_draw_light();
                    game_draw_back(pose,         -1, pdn);
                    game_draw_fore(pose, rx, ry, -1, pdn);
                }
                glPopMatrix();
                glFrontFace(GL_CCW);

                glDisable(GL_STENCIL_TEST);
            }
#endif

            /* Draw the scene normally. */
            game_draw_light();
            game_refl_all(pose ? 0 : config_get_d(CONFIG_SHADOW));
            game_draw_back(pose,         +1, pup);
            game_draw_fore(pose, rx, ry, +1, pup);
        }
        glPopMatrix();
        config_pop_matrix();

        /* Draw the fade overlay. */

        fade_draw(fade_k);
    }
}
Esempio n. 18
-1
static void game_update_view(float dt)
{
    float dc = view.dc * (jump_b > 0 ? 2.0f * fabsf(jump_dt - 0.5f) : 1.0f);
    float da = input_get_r() * dt * 90.0f;
    float k;

    float M[16], v[3], Y[3] = { 0.0f, 1.0f, 0.0f };
    float view_v[3];

    float spd = (float) cam_speed(input_get_c()) / 1000.0f;

    /* Track manual rotation time. */

    if (da == 0.0f)
    {
        if (view_time < 0.0f)
        {
            /* Transition time is influenced by activity time. */

            view_fade = CLAMP(VIEW_FADE_MIN, -view_time, VIEW_FADE_MAX);
            view_time = 0.0f;
        }

        /* Inactivity. */

        view_time += dt;
    }
    else
    {
        if (view_time > 0.0f)
        {
            view_fade = 0.0f;
            view_time = 0.0f;
        }

        /* Activity (yes, this is negative). */

        view_time -= dt;
    }

    /* Center the view about the ball. */

    v_cpy(view.c, vary.uv->p);

    view_v[0] = -vary.uv->v[0];
    view_v[1] =  0.0f;
    view_v[2] = -vary.uv->v[2];

    /* Compute view vector. */

    if (spd >= 0.0f)
    {
        /* Viewpoint chases ball position. */

        if (da == 0.0f)
        {
            float s;

            v_sub(view.e[2], view.p, view.c);
            v_nrm(view.e[2], view.e[2]);

            /* Gradually restore view vector convergence rate. */

            s = fpowf(view_time, 3.0f) / fpowf(view_fade, 3.0f);
            s = CLAMP(0.0f, s, 1.0f);

            v_mad(view.e[2], view.e[2], view_v, v_len(view_v) * spd * s * dt);
        }
    }
    else
    {
        /* View vector is given by view angle. */

        view.e[2][0] = fsinf(V_RAD(view.a));
        view.e[2][1] = 0.0;
        view.e[2][2] = fcosf(V_RAD(view.a));
    }

    /* Apply manual rotation. */

    if (da != 0.0f)
    {
        m_rot(M, Y, V_RAD(da));
        m_vxfm(v, M, view.e[2]);
        v_cpy(view.e[2], v);
    }

    /* Orthonormalize the new view reference frame. */

    v_crs(view.e[0], view.e[1], view.e[2]);
    v_crs(view.e[2], view.e[0], view.e[1]);
    v_nrm(view.e[0], view.e[0]);
    v_nrm(view.e[2], view.e[2]);

    /* Compute the new view position. */

    k = 1.0f + v_dot(view.e[2], view_v) / 10.0f;

    view_k = view_k + (k - view_k) * dt;

    if (view_k < 0.5) view_k = 0.5;

    v_scl(v,    view.e[1], view.dp * view_k);
    v_mad(v, v, view.e[2], view.dz * view_k);
    v_add(view.p, v, vary.uv->p);

    /* Compute the new view center. */

    v_cpy(view.c, vary.uv->p);
    v_mad(view.c, view.c, view.e[1], dc);

    /* Note the current view angle. */

    view.a = V_DEG(fatan2f(view.e[2][0], view.e[2][2]));

    game_cmd_updview();
}