Esempio n. 1
0
	//calculator 3D pos by 2D pos
	long SmtGLRenderDevice::Transform2DTo3D(Vector3 &vOrg,Vector3 &vTar,const lPoint &point)
	{
		int nCursorX = point.x, nCursorY = point.y;
		GLfloat fWinX = 0,fWinY = 0,fWinZ = 0;
		GLdouble _x = 0., _y = 0., _z = 0.;
		GLdouble modelview[16];
		GLdouble projection[16];
		GLint viewport[4];

		glPushMatrix();
		glGetIntegerv(GL_VIEWPORT, viewport);			// viewport
		glGetDoublev(GL_MODELVIEW_MATRIX, modelview);	// view matrix
		glGetDoublev(GL_PROJECTION_MATRIX, projection);	// projection matrix
		glPopMatrix();

		fWinX = (double)nCursorX;
		fWinY = (double)viewport[3] - (double)nCursorY - 1;

		glReadPixels(nCursorX,(int)fWinY,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&fWinZ);

		if (fWinZ >= 0 && fWinZ < 1.0)
		{
			// 获取近裁剪面上的交点
			gluUnProject( fWinX, fWinY,0.1, modelview, projection,viewport,&_x,&_y,&_z); 
			vOrg.Set(_x,_y,_z);

			// 获取远裁剪面上的交点
			gluUnProject( fWinX, fWinY,fWinZ, modelview, projection,viewport,&_x,&_y,&_z); 
			vTar.Set(_x,_y,_z);
		}
		
		return SMT_ERR_NONE;
	}
Esempio n. 2
0
void GLCamera::GetRayVectors(int iMouseX, int iMouseY, Vector3 & vecRay1, Vector3 & vecRay2){
    Vector vec1(4), vec2(4), vecTmp;
    double pVal[4] = { 0.0, 0.0, 0.0, 1.0 };
    vec1.Set(pVal, 4);

    double centered_x     = iMouseX - m_Width/2;
    double centered_y     = (m_Height - iMouseY) - m_Height/2;
    double unit_x         = centered_x/(m_Width/2);
    double unit_y         = centered_y/(m_Height/2);
    double dAspect        = double( m_Width ) / double( m_Height );
    double dVerticalAngle = m_ViewAngle/2;

    if(dAspect>1.0)
        dVerticalAngle /= dAspect;

    double full_height = tan(dVerticalAngle * PI / 180.0);
    double pVal2[4] = { unit_x * full_height * dAspect, unit_y * full_height, -1.0, 1.0 };
    vec2.Set(pVal2, 4);

    // Now transform the points into world coordinates
    Matrix matTransform = m_ref.GetHMatrix();

    vecTmp.Set(matTransform.Mult(vec1));
    vecRay1.Set(vecTmp.At(0), vecTmp.At(1), vecTmp.At(2));
    //std::cout << "Origin: " << vecTmp.At(0) << ", " << vecTmp.At(1) << ", " << vecTmp.At(2) << ", " << vecTmp.At(3) << std::endl;

    vecTmp.Set(matTransform.Mult(vec2));
    vecRay2.Set(vecTmp.At(0), vecTmp.At(1), vecTmp.At(2));
    //std::cout << "Vector: " << vecTmp.At(0) << ", " << vecTmp.At(1) << ", " << vecTmp.At(2) << ", " << vecTmp.At(3) << std::endl;
}
Esempio n. 3
0
void GLCamera::Move(float dx, float dy, float dz){
  //if(m_hold)
  //  m_ref = m_holdRef;
    Vector3 shift;
    Vector3 absShift;
    Vector3 relPos;
    Vector3 up(0,0,1);

    switch(m_Mode){
    case CAMMODE_FreeMove:

        shift.Set(0,0,dz);
        shift *= 1/50.0;
        m_orient.Mult(shift,absShift);

        relPos  = m_lookAtPoint - m_position;
        if((relPos+absShift).Dot(m_orient.GetColumn(2))<-1.0){
            m_lookAtPoint += absShift;
        }else{
            m_lookAtPoint = m_position - Vector3(relPos.Norm()*m_orient(0,2), relPos.Norm()*m_orient(1,2), relPos.Norm()*m_orient(2,2));
        }
        shift.Set(dx,dy,0);
        shift *= 1/50.0;
        m_orient.Mult(shift,absShift);
        m_lookAtPoint += absShift;

        relPos  = m_position-m_lookAtPoint;
        m_orient.SetColumn(relPos,2);
        m_orient.SetColumn(up,1);
        m_orient.Normalize();
        break;

    case CAMMODE_Centered:
        relPos  = m_position-m_lookAtPoint;
        float norm      = relPos.Norm();
        float origNorm  = norm;
        shift.Set(dx,dy,0);
        shift *= norm /100.0;
        m_orient.Mult(shift,absShift);
        relPos  += absShift;
        if(dz!=0.0){
            norm += 0.05*dz/norm;
            norm = MAX(m_closeupDistance,fabs(norm));
            relPos *= norm/origNorm;
        }else{
            relPos *= origNorm/relPos.Norm();
        }

        //m_position *= norm/origNorm;
        m_position = m_lookAtPoint + relPos;
        m_orient.SetColumn(relPos,2);
        m_orient.SetColumn(up,1);
        m_orient.Normalize();
        break;
    }
}
TEST(engine_test_math_vector3, Set) {
  float x = 10;
  float y = 5;
  float z = 9;

  Vector3 vector;

  vector.x = x;
  vector.y = y;
  vector.z = z;

  EXPECT_EQ(x, vector.x);
  EXPECT_EQ(y, vector.y);
  EXPECT_EQ(z, vector.z);

  x++;
  y--;
  z++;

  vector.Set(x, y, z);

  EXPECT_EQ(x, vector.x);
  EXPECT_EQ(y, vector.y);
  EXPECT_EQ(z, vector.z);
}
Esempio n. 5
0
Vector3 Vector3::CrossProduct(const Vector3 &vec) const {
    Vector3 result;

    result.Set(y*vec.z - z*vec.y, z*vec.x - x*vec.z, x*vec.y - y*vec.x);
	
    return result;
}
void SceneManagerCMPlay::TANK_NODE(CEntity* theTank)
{
	//**********//
	//Warrior	//
	//**********//

	if (theTank->GetActive())
	{

		Mesh* drawMesh = resourceManager.retrieveMesh("WARRIOR_OBJ");
		drawMesh->textureID = resourceManager.retrieveTexture("WARRIOR");
		if (sceneGraph->GetChildNode(theTank->GetID())->GetGameObject()->getMesh() != drawMesh)
		{
			sceneGraph->GetChildNode(theTank->GetID())->GetGameObject()->setMesh(drawMesh);
		}
	}
	else
	{
		Mesh* drawMesh = resourceManager.retrieveMesh("WARRIOR_OBJ");
		drawMesh->textureID = resourceManager.retrieveTexture("D_WARRIOR");
		if (sceneGraph->GetChildNode(theTank->GetID())->GetGameObject()->getMesh() != drawMesh)
		{
			sceneGraph->GetChildNode(theTank->GetID())->GetGameObject()->setMesh(drawMesh);
		}
	}

	sceneGraph->GetChildNode(theTank->GetID())->GetGameObject()->setPosition(theTank->GetPosition());
	sceneGraph->GetChildNode(theTank->GetID())->GetGameObject()->setRotation(theTank->GetRotation(), 0, 1, 0);

	string IDPlus = theTank->GetID();
	IDPlus += SWORD;
	IDPlus += theTank->GetID().back();

	//sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setPosition(Vector3(0, 0, -5));

	Vector3 Temp;
	Temp.Set(0, theTank->GetChildTranslation(CHILD_1) + 1, -4.5);

	sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setPosition(Temp);
	sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setRotation(theTank->GetChildRotation(CHILD_1), 0, 0, 1);

	/*IDPlus = theTank->GetID();
	IDPlus += SHIELD;
	IDPlus += theTank->GetID().back();*/

	IDPlus = theTank->GetID();
	IDPlus += SHIELD_PIVOT;
	IDPlus += theTank->GetID().back();

	sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setPosition(Vector3(0, 0, 0));
	sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setRotation(theTank->GetChildRotation(CHILD_2), 0, 1, 0);

	IDPlus = theTank->GetID();
	IDPlus += SHIELD;
	IDPlus += theTank->GetID().back();

	sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setPosition(Vector3(0, 0, 4.5));
	sceneGraph->GetChildNode(IDPlus)->GetGameObject()->setRotation(90, 0, 1, 0);
}
Esempio n. 7
0
void Camera::Move( const float x, const float y, const float z)
{
	Vector3 translation;
	translation.Set(x,y,z);
	translation = transform.rotate.MatrixY() * translation;

	Translate(translation);
}
AxisAngle<T> 
RotationMatrix3<T>::GetAxisAngle( ) const
{
    Angle angle = ArcCos( (Trace() - 1.) / 2. );
    Vector3<T> axis;
    if ( angle.Radians() <= 0. )
        axis = Vector3<T>::UnitX;   //arbitrary: there is no rotation.
    else if ( angle.Radians() < M_PI )
    {
        axis.Set( m_matrix( 2, 1 ) - m_matrix( 1, 2 ),
                  m_matrix( 0, 2 ) - m_matrix( 2, 0 ),
                  m_matrix( 1, 0 ) - m_matrix( 0, 1 ) );
        axis.Normalize( );
    }
    else
    {
        int i0 = 0;
        int i1 = 1;
        int i2 = 2;
        T maxD = m_matrix( 0, 0 );
        if ( m_matrix( 1, 1 ) > maxD )
        {
            i0 = 1;
            i1 = 0;
            maxD = m_matrix( 1, 1 );
        }
        if ( m_matrix( 2, 2 ) > maxD )
        {
            i0 = 2;
            i1 = 0;
            i2 = 1;
        }
        T axisComps[3];
        axisComps[i0] = static_cast<T>( 0.5 ) * std::sqrt( m_matrix( i0, i0 )
                                         - m_matrix( i1, i1 )
                                         - m_matrix( i2, i2 )
                                         + static_cast<T>( 1. ) );
        axisComps[i1] = m_matrix( i1, i0 )
                / (static_cast<T>( 2. ) * axisComps[i0]);
        axisComps[i2] = m_matrix( i1, i0 )
                / (static_cast<T>( 2. ) * axisComps[i0]);
        axis.Set( axisComps[0], axisComps[1], axisComps[2] );
    }
    return  AxisAngle<T>( axis, angle );
}
Esempio n. 9
0
void Polygon3::CalculateCenterPoint(Vector3 & center) const
{
    center.Set(0.0f, 0.0f, 0.0f);
    for (int p = 0; p < pointCount; ++p)
    {
        center += points[p];
    }
    center /= (float32)pointCount;
}
Esempio n. 10
0
void TextureText::AddLetterToMesh(float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2)
{
	int startIDX = mVertices.size();
	
	if(mStartingGeometryIndexOfLastWord > startIDX)
		mStartingGeometryIndexOfLastWord = startIDX;
	
	Vector3 pos;
	pos.Set(x1,y1,0);
	mVertices.push_back(pos);
	pos.Set(x2,y1,0);
	mVertices.push_back(pos);
	pos.Set(x2,y2,0);
	mVertices.push_back(pos);
	pos.Set(x1,y2,0);
	mVertices.push_back(pos);

	Color c = mColor;//(1.0f,1.0f,1.0f,1.0f);
	mColors.push_back(c);
	mColors.push_back(c);
	mColors.push_back(c);
	mColors.push_back(c);

	Vector2 uv;
	uv.Set(u1,v1);
	mUVs.push_back(uv);
	uv.Set(u2,v1);
	mUVs.push_back(uv);
	uv.Set(u2,v2);
	mUVs.push_back(uv);
	uv.Set(u1,v2);
	mUVs.push_back(uv);

	mIndices.push_back(startIDX + 0);
	mIndices.push_back(startIDX + 2);
	mIndices.push_back(startIDX + 3);

	mIndices.push_back(startIDX + 0);
	mIndices.push_back(startIDX + 1);
	mIndices.push_back(startIDX + 2);

}
Esempio n. 11
0
Vector3 Grid::GetPosition(const Vector2& index)
{
	Vector3 pos;
	pos.Set(index.x, index.y, 0);

	pos.x += 0.5f;
	pos.y += 0.5f;

	pos.x /= NumberOfTilesX;
	pos.x *= GridWidth;

	pos.y /=  NumberOfTilesY;
	pos.y *= GridHeight;

	return pos;
}
    // /////////////////////////////////////////////////////////////////
    //
    // /////////////////////////////////////////////////////////////////
    bool SetVector3FromLua(const LuaPlus::LuaObject &dirData, Vector3 &direction)
    {
        if(!dirData.IsTable()) {
            return (false);
        }

        LuaPlus::LuaObject xData = dirData["x"];
        LuaPlus::LuaObject yData = dirData["y"];
        LuaPlus::LuaObject zData = dirData["z"];

        if(!xData.IsNumber() || !yData.IsNumber() || !zData.IsNumber()) {
            return (false);
        }

        F32 x = static_cast<F32>(xData.GetNumber());
        F32 y = static_cast<F32>(yData.GetNumber());
        F32 z = static_cast<F32>(zData.GetNumber());
        direction.Set(x, y, z);

        return (true);
    }
Esempio n. 13
0
void CPathing::setWayPoints(int amount, ...)
{
	Vector3 temp;

	va_list wayPoints;
	va_start(wayPoints, amount);

	for (short itr = 0; itr < amount; ++itr)
	{
		//Set Point to current Parameter;
		int Point = va_arg(wayPoints, int);

		//Loop through column
		for (unsigned i = MainScene::GetInstance()->ML_map.map_height - 1; i > 0; --i)
		{
			for (unsigned j = 0; j < MainScene::GetInstance()->ML_map.map_width; ++j)
			{
				//Process Tiles
				if (isdigit(MainScene::GetInstance()->ML_map.map_data[i][j][0]))
				{
					if (stoi(MainScene::GetInstance()->ML_map.map_data[i][j]) == Point)
					{
						//Get position of waypoint
						temp.Set(j * MainScene::GetInstance()->ML_map.worldSize*2.f,
							(MainScene::GetInstance()->ML_map.map_height - i) *
							MainScene::GetInstance()->ML_map.worldSize*2.f, 0);

						//Set Way Points
						WayPointList.push_back(temp);
						WayPointTileList.push_back(Vector3(static_cast<float>(j), static_cast<float>(i), 0.f));
					}
				}
			}
		}
	}

	va_end(wayPoints);
}
Esempio n. 14
0
void Exporter::nodeTransform(Matrix33 &rot, Vector3 &trans, INode *node, TimeValue t, bool local)
{
	Matrix3 tm = getNodeTransform(node, t, local);
	convertMatrix(rot, tm);
	trans.Set(tm.GetTrans().x, tm.GetTrans().y, tm.GetTrans().z);
}
Esempio n. 15
0
void MVC_Model::loadConfig()
{
    Branch cfg = SONIO::LoadSON(m_configSONFile);

    const string ROOT_NAME = "ModelConfigContainer";

    Vector3 camPos;
    Vector3 camTar;
    Vector3 camUp;
    bool camPersp = true;
    double camONear = 1.0f;
    double camOFar = 1000.0f;
    // Perspective-Specific
    float camFOV = 45;

    if (cfg.name == ROOT_NAME)
    {
        for (vector<Attribute>::iterator attrib = cfg.attributes.begin(); attrib != cfg.attributes.end(); ++attrib)
        {
            if (attrib->name == "BackgroundColor")
            {
                vector<float> col = StringToFloats(attrib->value);
                m_bgColor.Set(col[0], col[1], col[2]);
            }
            // Fog
            else if (attrib->name == "FogStart")
            {
                m_fog.start = stof(attrib->value);
            }
            else if (attrib->name == "FogEnd")
            {
                m_fog.end = stof(attrib->value);
            }
            else if (attrib->name == "FogStart")
            {
                m_fog.start = stof(attrib->value);
            }
            else if (attrib->name == "FogDensity")
            {
                m_fog.density = stof(attrib->value);
            }
            else if (attrib->name == "FogType")
            {
                m_fog.SetType(stoi(attrib->value));
            }
            else if (attrib->name == "FogColor")
            {
                vector<float> col = StringToFloats(attrib->value);
                m_fog.col.Set(col[0], col[1], col[2]);
            }
            else if (attrib->name == "FogEnabled")
            {
                m_fog.enabled = ReadTextualBool(attrib->value);
            }
            // Camera
            else if (attrib->name == "CameraType")
            {
                if (attrib->value == "Camera3")
                {
                    m_camera = new Camera3;
                }
                else if (attrib->value == "TerrainCamera")
                {
                    m_camera = new TerrainCamera;
                }
#ifdef _DEBUG
                else
                {
                    std::cout << attrib->value << " is not a valid Camera Type!" << std::endl;
                }
#endif
            }
            else if (attrib->name == "CameraMode")
            {
                if (attrib->value == "Perspective")
                {
                    camPersp = true;
                }
                else if (attrib->value == "Orthographic")
                {
                    camPersp = false;
                }
#ifdef _DEBUG
                else
                {
                    std::cout << attrib->value << " is not a valid Camera Mode!" << std::endl;
                }
#endif
            }
            else if (attrib->name == "CameraPosition")
            {
                vector<float> pos = StringToFloats(attrib->value);
                camPos.Set(pos[0], pos[1], pos[2]);
            }
            else if (attrib->name == "CameraTarget")
            {
                vector<float> tar = StringToFloats(attrib->value);
                camTar.Set(tar[0], tar[1], tar[2]);
            }
            else if (attrib->name == "CameraUp")
            {
                vector<float> up = StringToFloats(attrib->value);
                camUp.Set(up[0], up[1], up[2]);
            }
            else if (attrib->name == "CameraFOV")
            {
                camFOV = stof(attrib->value);
            }
            else if (attrib->name == "CameraNear")
            {
                camONear = stof(attrib->value);
            }
            else if (attrib->name == "CameraFar")
            {
                camOFar = stof(attrib->value);
            }
            // Resource
            else if (attrib->name == "MeshSONFile")
            {
                m_meshSONFile = attrib->value;
            }
            else if (attrib->name == "TextureSONFile")
            {
                m_texSONFile = attrib->value;
            }
            else if (attrib->name == "MaterialSONFile")
            {
                m_materialSONFile = attrib->value;
            }
            else if (attrib->name == "ColorSONFile")
            {
                m_colorSONFile = attrib->value;
            }
            else if (attrib->name == "GameObjectSONFile")
            {
                m_goSONFile = attrib->value;
            }
            else if (attrib->name == "VisualObjectSONFile")
            {
                m_voSONFile = attrib->value;
            }
            else if (attrib->name == "LightSONFile")
            {
                m_lightSONFile = attrib->value;
            }
            else if (attrib->name == "SoundSONFile")
            {
                m_soundSONFile = attrib->value;
            }
            // Fonts
            else if (attrib->name == "DefaultFontMesh")
            {
                m_fontName = attrib->value;
            }
            // World
            else if (attrib->name == "WorldSize")
            {
                vector<float> size = StringToFloats(attrib->value);
                m_worldSize.Set(size[0], size[1], size[2]);
            }
            // Game Resolution
            else if (attrib->name == "ViewWidth")
            {
                m_viewWidth = stoi(attrib->value);
            }
            else if (attrib->name == "ViewHeight")
            {
                m_viewHeight = stoi(attrib->value);
            }
            // Other
            else if (attrib->name == "MouseFree")
            {
                m_bFreeMouse = ReadTextualBool(attrib->value);
            }
        }

        m_camera->Init(camPos, camTar, camUp, camFOV);
        m_camera->SetPerspective(camPersp);
        m_camera->SetNear(camONear);
        m_camera->SetFar(camOFar);
    }
}
Esempio n. 16
0
void Camera::Translate( const float x, const float y, const float z)
{
	Vector3 translate;
	translate.Set(x, y, z);
	Translate(translate);
}
Esempio n. 17
0
bool SpatialPartitionManager::addNode(SceneNode* node, SpatialPartitionManager::PARTITION_TYPE type)
{
	Vector3 nodeBox;
	Vector3 boxMidpoint;

	// only add the node if it has a body (gameObject)
	if (node->GetGameObject() != NULL)
	{
		switch (type)
		{
		case SpatialPartitionManager::PARTITION_2D:

			break;
		case SpatialPartitionManager::PARTITION_3D:
		{
			nodeBox.Set(node->GetGameObject()->getHitbox().getLength() / 2,
				node->GetGameObject()->getHitbox().getHeight() / 2,
				node->GetGameObject()->getHitbox().getDepth() / 2);

			SceneNode* tempNode = node;
			boxMidpoint = node->GetGameObject()->getPosition();

			if (node->parentNode != NULL && node->parentNode->GetGameObject() != NULL)
			{
				Vector3 offset = node->parentNode->GetGameObject()->getPosition() + node->GetGameObject()->getPosition();
				node->GetGameObject()->updateHitbox(offset);
			}

			else
			{
				node->GetGameObject()->updateHitbox();
			}

			// calculate the index which the obj is in the world
			Vector3 topLeftBack, topLeftFront;
			Vector3 topRightBack, topRightFront;
			Vector3 bottomLeftBack, bottomLeftFront;
			Vector3 bottomRightBack, bottomRightFront;

			unsigned partitionIndex = 0;

			topLeftBack.Set((boxMidpoint.x - nodeBox.x - minWorldDimension.x) / partitionDimension.x,
							(boxMidpoint.y + nodeBox.y - minWorldDimension.y) / partitionDimension.y,
							(boxMidpoint.z - nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			topLeftFront.Set((boxMidpoint.x - nodeBox.x - minWorldDimension.x) / partitionDimension.x,
							 (boxMidpoint.y + nodeBox.y - minWorldDimension.y) / partitionDimension.y,
							 (boxMidpoint.z + nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			topRightBack.Set((boxMidpoint.x + nodeBox.x - minWorldDimension.x) / partitionDimension.x,
							 (boxMidpoint.y + nodeBox.y - minWorldDimension.y) / partitionDimension.y,
							 (boxMidpoint.z - nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			topRightFront.Set((boxMidpoint.x + nodeBox.x - minWorldDimension.x) / partitionDimension.x,
							  (boxMidpoint.y + nodeBox.y - minWorldDimension.y) / partitionDimension.y,
							  (boxMidpoint.z + nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			bottomLeftBack.Set((boxMidpoint.x - nodeBox.x - minWorldDimension.x) / partitionDimension.x,
								(boxMidpoint.y - nodeBox.y - minWorldDimension.y) / partitionDimension.y,
								(boxMidpoint.z - nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			bottomLeftFront.Set((boxMidpoint.x - nodeBox.x - minWorldDimension.x) / partitionDimension.x,
								(boxMidpoint.y - nodeBox.y - minWorldDimension.y) / partitionDimension.y,
								(boxMidpoint.z + nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			bottomRightBack.Set((boxMidpoint.x + nodeBox.x - minWorldDimension.x) / partitionDimension.x,
								(boxMidpoint.y - nodeBox.y - minWorldDimension.y) / partitionDimension.y,
								(boxMidpoint.z - nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			bottomRightFront.Set((boxMidpoint.x + nodeBox.x - minWorldDimension.x) / partitionDimension.x,
							 	 (boxMidpoint.y - nodeBox.y - minWorldDimension.y) / partitionDimension.y,
								 (boxMidpoint.z + nodeBox.z - minWorldDimension.z) / partitionDimension.z);

			// check top left back
			partitionIndex = generatePartitionIndex(topLeftBack);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check top left front
			partitionIndex = generatePartitionIndex(topLeftFront);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check top right back
			partitionIndex = generatePartitionIndex(topRightBack);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check top right front
			partitionIndex = generatePartitionIndex(topRightFront);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check bottom left back
			partitionIndex = generatePartitionIndex(bottomLeftBack);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check bottom left front
			partitionIndex = generatePartitionIndex(bottomLeftFront);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check bottom right back
			partitionIndex = generatePartitionIndex(bottomRightBack);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}

			// check bottom right front
			partitionIndex = generatePartitionIndex(bottomRightFront);
			if (partitionIndex > 0 && partitionIndex < partitions.size())
			{
				partitions[partitionIndex]->addNode(node);
			}
		}
			break;
		default:
			break;
		}
	}

	// do a reursive
	for (unsigned i = 0; i < node->childNodes.size(); ++i)
	{
		this->addNode(node->childNodes[i], type);
	}

	return true;
}
Esempio n. 18
0
void Matrix34::Transform3x3(const Vector3 &in,Vector3 &out) const {
	float x=in.x*a.x + in.y*b.x + in.z*c.x;
	float y=in.x*a.y + in.y*b.y + in.z*c.y;
	float z=in.x*a.z + in.y*b.z + in.z*c.z;
	out.Set(x,y,z);
}
Esempio n. 19
0
	// Spawn this object based on ObjectName
	// Returns true if successfully spawned
	void GameObject::LoadFromIniSection( const std::string& inObjectName, const minIni& inIni )
	{
		( void ) inObjectName; ( void ) inIni;
		//lab 3
		//implement
		Vector3 position;
		Quaternion rotation;
		float scale;

		mObjectName = inObjectName;

		// Add mesh
		string defaultMeshFileName = "cube.itpmesh";
		MeshComponentPtr mesh(new MeshComponent(
			MeshManager::Get().
			GetMesh(inIni.gets(inObjectName, "Mesh", defaultMeshFileName))));
		
		// Obtain position
		string positionString = inIni.gets(mObjectName, "Position", "(0,0,0)").c_str();
		float positionX = 0;
		float positionY = 0;
		float positionZ = 0;
		sscanf(positionString.c_str(), "(%f, %f, %f)", &positionX, &positionY, &positionZ);
		position.Set(positionX, positionY, positionZ);

		// Obtain Rotation
		string rotationString = inIni.gets(mObjectName, "Rotation", "(0,0,0)").c_str();
		float rotationX = 0;
		float rotationY = 0;
		float rotationZ = 0;
		sscanf(rotationString.c_str(), "(%f, %f, %f)", &rotationX, &rotationY, &rotationZ);
		rotation = DirectX::XMQuaternionRotationRollPitchYaw(rotationX, rotationY, rotationZ);

		// Obtain scale
		string scaleString = inIni.gets(mObjectName, "Scale", "1.0").c_str();
		sscanf(scaleString.c_str(), "%f", &scale);

		// Obtain texture
		string textureFileName = inIni.gets(mObjectName, "Texture", "");
		if (textureFileName != "")
		{
			wstring wTextureFileName = L"Textures\\" + wstring(textureFileName.begin(), textureFileName.end());	// convert to wstring
			TexturePtr texturePtr = GraphicsDriver::Get()->CreateTextureFromFile(wTextureFileName.c_str()); // pass in wchar array
			mesh->SetTexture(texturePtr);	// set texture
		}

		// Obtain animation and add animation if available
		string animationString = inIni.gets(mObjectName, "Animation", "");
		if (animationString.length() > 0)
		{
			animationString = "Animations\\" + inIni.gets(mObjectName, "Animation", "");
			AnimComponentPtr anim(new AnimComponent(animationString.c_str()));
			AddAnimComponent(anim);
			mesh->SetAnimation(anim);
		}

		// Apply transformations and animation to mesh
		mesh->SetTranslation(position);
		mesh->SetRotation(rotation);
		mesh->SetScale(scale);

		// Add the mesh to the gameobject
		AddComponent(mesh);
	}
Esempio n. 20
0
Vector3 AlignedBox::ClosestCorner( const Vector3& v ) const
{
    Vector3 winner;
    f32 winnerDist = v.LengthSquared();
    Vector3 current;
    f32 currentDist;

    current.Set(maximum.x, maximum.y, maximum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(maximum.x, minimum.y, maximum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(minimum.x, minimum.y, maximum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(minimum.x, maximum.y, maximum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(maximum.x, maximum.y, minimum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(maximum.x, minimum.y, minimum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(minimum.x, minimum.y, minimum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    current.Set(minimum.x, maximum.y, minimum.z);
    currentDist = (current - v).LengthSquared();
    if ( currentDist < winnerDist )
    {
        winner = current;
        winnerDist = currentDist;
    }

    return winner;
}
Esempio n. 21
0
void  ObjectRenderer::AddShapeFromRay(unsigned uShapeIndex, Vector3 vecRay1, Vector3 vecRay2, double dFactor, double dSphereScale){
    //std::cout << "Adding Sphere on the object's surface. Base point is " << vecRay1.x() << ", " << vecRay1.y() << ", " << vecRay1.z() << ". Vector is " << vecRay2.x() << ", " << vecRay2.y() << ", " << vecRay2.z() << ". Factor is " << dFactor << std::endl;

    // Compute intersection point
    Vector3 vecIntersection = vecRay1 + (vecRay2 - vecRay1)*dFactor;

    //std::cout << " Coordinates: " << vecIntersection.x() << ", " << vecIntersection.y() << ", " << vecIntersection.z() << std::endl;

    // Convert from absolute coordinates to coordinates respective to the object's referential
    Matrix matTmp = mObject->GetReferenceFrame().GetInverse().GetHMatrix();
    double pIntersectionH[4] = { vecIntersection.x(), vecIntersection.y(), vecIntersection.z(), 1.0 };
    Vector vecIntersectionH(pIntersectionH, 4);
    Vector vecTmp = matTmp.Mult(vecIntersectionH);
    vecIntersection.Set(vecTmp);

    //std::cout << "Transformed Coordinates: " << vecIntersection.x() << ", " << vecIntersection.y() << ", " << vecIntersection.z() << std::endl;

    // Create sphere shape
    pShapeStruct pNewShape  = new ShapeStruct;
    pNewShape->strShapeName = mStrIntersectsShapeName;
    pNewShape->color[0]     = 1.0;
    pNewShape->color[1]     = 0.0;
    pNewShape->color[2]     = 0.0;
    pNewShape->color[3]     = 1.0;
    pNewShape->refShape.SetOrigin(vecIntersection);

    double dScale = 0.02;
    double pScaleData[3] = { dScale, dScale, dScale };
    Matrix3 scale;
    scale.Diag(Vector3(pScaleData));

    pNewShape->shape        = new GL3DObject();
    pNewShape->shape->GenerateSphere(16,16);
    pNewShape->shape->Transform(scale);
    pNewShape->shape->Transform(pNewShape->refShape.GetHMatrix());

    mShapes.push_back(pNewShape);


    if(mObject){
        pXmlTree conf = mObject->GetConfigTree();
        pXmlTree ptList = conf->Find("PointList");
        if(ptList==NULL){
            ptList = new XmlTree("PointList");
            conf->AddSubTree(ptList);
        }

        // Apply scale transform if any
        if(mShapes[uShapeIndex]->scale[0]!=1.0 || mShapes[uShapeIndex]->scale[1]!=1.0 || mShapes[uShapeIndex]->scale[2]!=1.0){
            Matrix3 matScale;
            matScale.Diag(Vector3(mShapes[uShapeIndex]->scale[0]));
            matScale.RefNoCheck(0,0) = 1/mShapes[uShapeIndex]->scale[0];
            matScale.RefNoCheck(1,1) = 1/mShapes[uShapeIndex]->scale[1];
            matScale.RefNoCheck(2,2) = 1/mShapes[uShapeIndex]->scale[2];

            Vector3 vecTmp = matScale.Mult(vecIntersection);
            vecIntersection = vecTmp;

            //std::cout << "Scaled Coordinates: " << vecIntersection.x() << ", " << vecIntersection.y() << ", " << vecIntersection.z() << std::endl;
        }

        char txt[256];
        sprintf(txt,"%f %f %f",vecIntersection.x(),vecIntersection.y(),vecIntersection.z());
        ptList->AddSubTree(new XmlTree("Point",txt));
        //conf->Print();
    }
}