void matrixP::update() { if(mRenderAuto) { framecounter++; if(framecounter==CYCLELIMIT) { typecounter++; mGhostGoal.x = Rand::randFloat(0.0f, getWindowWidth() - 1.0f); mGhostGoal.y = Rand::randFloat(0.0f, getWindowHeight() - 1.0f); mStepX = (mGhostGoal.x - mGhostMouse.x)/CYCLELIMIT; mStepY = (mGhostGoal.y - mGhostMouse.y)/CYCLELIMIT; framecounter = 0; } if(typecounter==4) { mRenderOrdered = !mRenderOrdered; typecounter = 1; } mRenderColor = typecounter; mGhostMouse.x += mStepX; mGhostMouse.y += mStepY; mParticleController.update(mRenderColor, mRenderOrdered, mGhostMouse); } else mParticleController.update(mRenderColor, mRenderOrdered, mMouseLoc); printStats(); }
void chapter3App::update() { if (! mChannel ) return; if( mIsPressed ) mParticleController.addParticles( 5, mMouseLoc, mMouseVel ); mParticleController.update(perlin, mChannel, mMouseLoc ); }
void HellCinderApp::update() { if (particleCount < maxParticles) { particleController.addParticles( particleIncrement ); particleCount += particleIncrement; } particleController.update(channel); }
void TutorialApp::update() { if( ! mChannel ) return; if( mIsPressed ) mParticleController.addParticles( NUM_PARTICLES_TO_SPAWN, mMouseLoc, mMouseVel ); mParticleController.update( mPerlin, mChannel, mMouseLoc ); }
void FlockingApp::update() { // UPDATE CAMERA mEye = vec3( 0.0f, 0.0f, mCameraDistance ); mCam.lookAt( mEye, mCenter, mUp ); gl::setMatrices( mCam ); gl::rotate( mSceneRotation ); // UPDATE PARTICLE CONTROLLER if( mCentralGravity ) mParticleController.pullToCenter( mCenter ); mParticleController.update(); }
void Box2DTestApp::update() { if (mousePressed) particleController.addParticle(mousePos); particleController.update(); // step physics world float32 timeStep = 1.0f / 60.0f; int32 velocityIterations = 6; int32 positionIterations = 2; world.Step(timeStep, velocityIterations, positionIterations); }
void FlockingApp::update() { // UPDATE CAMERA mEye = Vec3f( 0.0f, 0.0f, mCameraDistance ); mCam.lookAt( mEye, mCenter, mUp ); gl::setMatrices( mCam ); gl::rotate( mSceneRotation ); // UPDATE PARTICLE CONTROLLER AND PARTICLES mParticleController.applyForceToParticles( mZoneRadius * mZoneRadius ); if( mCentralGravity ) mParticleController.pullToCenter( mCenter ); mParticleController.update( mFlatten ); }
void FlockingApp::update() { if( mLowerThresh > mHigherThresh ) mHigherThresh = mLowerThresh; mParticleController.applyForceToPredators( mZoneRadius, 0.4f, 0.7f ); mParticleController.applyForceToParticles( mZoneRadius, mLowerThresh, mHigherThresh, mAttractStrength, mRepelStrength, mOrientStrength ); if( mCentralGravity ) mParticleController.pullToCenter( mCenter ); mParticleController.update( mFlatten ); mEye = Vec3f( 0.0f, 0.0f, mCameraDistance ); mCam.lookAt( mEye, mCenter, mUp ); gl::setMatrices( mCam ); gl::rotate( mSceneRotation ); }
void VideoPanApp::update() { if( mMovie.checkNewFrame() ) { mMovieFrame = gl::Texture(mMovie.getTexture()); if( particleCount < maxParticles ) { mParticleController.addParticle( gl::Texture(mMovie.getTexture()) ); particleCount++; mMovie.stepForward(); } } else { mParticleController.setWidth(mParticleWidth); mParticleController.setPixelOffset(mPixelOffset); mParticleController.update(); } }
void TutorialApp::update() { if( ! mChannel ) return; if( mIsPressed ) mParticleController.addParticles( NUM_PARTICLES_TO_SPAWN, mMouseLoc, mMouseVel ); // mParticleController.repulseParticles(); if( mCentralGravity ) mParticleController.pullToCenter(); if( mAllowPerlin ) mParticleController.applyPerlin( mPerlin ); mParticleController.update( mChannel, mMouseLoc ); }
void syphonImpApp::renderSceneToFbo() { // this will restore the old framebuffer binding when we leave this function // on non-OpenGL ES platforms, you can just call mFbo.unbindFramebuffer() at the end of the function // but this will restore the "screen" FBO on OpenGL ES, and does the right thing on both platforms gl::SaveFramebufferBinding bindingSaver; // bind the framebuffer - now everything we draw will go there myFbo.bindFramebuffer(); gl::setViewport(myFbo.getBounds() ); gl::setMatricesWindow( myFbo.getSize(), false ); // clear out the FBO with blue gl::clear(); mParticleController.update(); mParticleController.draw(); }
void TutorialApp::update() { // Stop repulsing for now. //mParticleController.repulseParticles(); // UPDATE CAMERA mEye = Vec3f( 0.0f, 0.0f, mCameraDistance ); mCam.lookAt( mEye, mCenter, mUp ); gl::setMatrices( mCam ); gl::rotate( mSceneRotation ); // UPDATE PARTICLE CONTROLLER mParticleController.applyForce( mZoneRadius * mZoneRadius, mThresh ); if( mCentralGravity ) mParticleController.pullToCenter( mCenter ); mParticleController.update( mFlatten ); }
void RoboticaProjectApp::update() { //get the latest pcm buffer from the track mPcmBuffer = mTrack->getPcmBuffer(); if( mPcmBuffer ){ // mPcmBuffer->getChannelData( audio::CHANNEL_FRONT_LEFT ) fftRef = audio::calculateFft( mPcmBuffer->getChannelData( audio::CHANNEL_FRONT_LEFT ), bandCount ); if(mAddParticle){ particleC->addParticle(mAddPos); mAddParticle = false; } particleC->update(fftRef, bandCount, getElapsedSeconds()); } }
void JtChapterOneApp::update() { if( ! mChannel ) return; myPController.update( mChannel ); }
void PixarDemo2012::update() { if ( mFullScreen != isFullScreen() ) { setFullScreen(mFullScreen); // mCamera->setAspectRatio(getWindowAspectRatio()); // mySurface = cairo::SurfaceImage(getWindowWidth(),getWindowHeight(),true); if ( isFullScreen() == true ) { hideCursor(); } else { showCursor(); } } mTime += 0.01f; float kFudge = 0.1; // ten times our step if(mAutoCut && mTime > mCuts[mCurrentCut] && mTime < mCuts[mCurrentCut] + kFudge ) { doFade = true; mCurrentCut = mCurrentCut + 1; if(mCurrentCut >= mCuts.size()) { mCurrentCut = mCuts.size()-1; } } mParticleController.update(); if ( drawTitle ) { theTitle.Update(); } if ( drawCloth ) { theCloth.Update( ); } if ( drawCubes ) { theCubes.Update(); } if ( drawMindField ) { theMindField.Update(); } // Check if track is playing and has a PCM buffer available if ( mTrack->isPlaying() && mTrack->isPcmBuffering() ) { // Get buffer mBuffer = mTrack->getPcmBuffer(); if ( mBuffer && mBuffer->getInterleavedData() ) { // Get sample count uint32_t sampleCount = mBuffer->getInterleavedData()->mSampleCount; if ( sampleCount > 0 ) { // Initialize analyzer if ( !mFft ) { mFft = Kiss::create( sampleCount ); } // Analyze data if ( mBuffer->getInterleavedData()->mData != 0 ) { mFft->setData( mBuffer->getInterleavedData()->mData ); } } } } }
void TutorialApp::update() { if( ! mChannel ) return; mParticleController.update( mChannel ); }
//------------------------------------------------------------ //-- //------------------------------------------------------------ void cdr_Snow::update() { myParticles.update(); }
void TutorialApp::update() { mParticleController.update(); }