コード例 #1
0
ファイル: Math.cpp プロジェクト: kansifang/LevelUp
void FCE_AxisAlignedBoundingBox::AddBox( const FCE_AxisAlignedBoundingBox* pBox ){
	if ( pBox->isNull ) return;
	AddPoints(1, &minPos);
	AddPoints(1, &maxPos);
}
コード例 #2
0
ファイル: SkGlyphCache.cpp プロジェクト: alphan102/gecko-dev
void SkGlyphCache::findIntercepts(const SkScalar bounds[2], SkScalar scale, SkScalar xPos,
        bool yAxis, SkGlyph* glyph, SkScalar* array, int* count) {
    const SkGlyph::Intercept* match = MatchBounds(glyph, bounds);

    if (match) {
        if (match->fInterval[0] < match->fInterval[1]) {
            OffsetResults(match, scale, xPos, array, count);
        }
        return;
    }

    SkGlyph::Intercept* intercept =
            (SkGlyph::Intercept* ) fGlyphAlloc.allocThrow(sizeof(SkGlyph::Intercept));
    intercept->fNext = glyph->fPathData->fIntercept;
    intercept->fBounds[0] = bounds[0];
    intercept->fBounds[1] = bounds[1];
    intercept->fInterval[0] = SK_ScalarMax;
    intercept->fInterval[1] = SK_ScalarMin;
    glyph->fPathData->fIntercept = intercept;
    const SkPath* path = glyph->fPathData->fPath;
    const SkRect& pathBounds = path->getBounds();
    if (*(&pathBounds.fBottom - yAxis) < bounds[0] || bounds[1] < *(&pathBounds.fTop - yAxis)) {
        return;
    }
    SkPath::Iter iter(*path, false);
    SkPoint pts[4];
    SkPath::Verb verb;
    while (SkPath::kDone_Verb != (verb = iter.next(pts))) {
        switch (verb) {
            case SkPath::kMove_Verb:
                break;
            case SkPath::kLine_Verb:
                AddLine(pts, bounds[0], yAxis, intercept);
                AddLine(pts, bounds[1], yAxis, intercept);
                AddPoints(pts, 2, bounds, yAxis, intercept);
                break;
            case SkPath::kQuad_Verb:
                if (!quad_in_bounds(&pts[0].fY - yAxis, bounds)) {
                    break;
                }
                AddQuad(pts, bounds[0], yAxis, intercept);
                AddQuad(pts, bounds[1], yAxis, intercept);
                AddPoints(pts, 3, bounds, yAxis, intercept);
                break;
            case SkPath::kConic_Verb:
                SkASSERT(0);  // no support for text composed of conics
                break;
            case SkPath::kCubic_Verb:
                if (!cubic_in_bounds(&pts[0].fY - yAxis, bounds)) {
                    break;
                }
                AddCubic(pts, bounds[0], yAxis, intercept);
                AddCubic(pts, bounds[1], yAxis, intercept);
                AddPoints(pts, 4, bounds, yAxis, intercept);
                break;
            case SkPath::kClose_Verb:
                break;
            default:
                SkASSERT(0);
                break;
        }
    }
    if (intercept->fInterval[0] >= intercept->fInterval[1]) {
        intercept->fInterval[0] = SK_ScalarMax;
        intercept->fInterval[1] = SK_ScalarMin;
        return;
    }
    OffsetResults(intercept, scale, xPos, array, count);
}
コード例 #3
0
void mitk::BulgeTool::MovePointsInMouseMovementDirection()
{
	//std::cout << "hi from " << __FUNCSIG__ << std::endl;

	// Add Points to Mesh?
	if(m_RefinementTechnique != 0)
	{
		AddPoints();
	}

	// Create new vtk poly data that will substitutes the old
	vtkPolyData* newData = vtkPolyData::New();
	newData->DeepCopy(m_Ext->GetSurfacePolyData());

	// Use direction of the mouse movement
	vtkIdType inputNumPoints = m_Ext->GetSurfacePolyData()->GetPoints()->GetNumberOfPoints();
	
	// Get center of the ball interactor
	pdp::Pt center = m_Ext->GetBall()->GetVtkPolyData()->GetCenter();
	
	// Mouse Movement
	m_MouseMovementVector = center - m_OldVOICenterVector;

	// Mouse Movement with multiple vectors
	pdp::Pt oldVOICenterVectorSum(0.0);

	for(int i = 0; i < m_MouseMovementVectorSumLength; i++)
	{
		oldVOICenterVectorSum[0] += m_OldVOICenterVectors[0+i*3];
		oldVOICenterVectorSum[1] += m_OldVOICenterVectors[1+i*3];
		oldVOICenterVectorSum[2] += m_OldVOICenterVectors[2+i*3];
	}		
	m_MouseMovementVectorSum = center - oldVOICenterVectorSum / m_MouseMovementVectorSumLength;

	// Move Points
	for (vtkIdType ptId = 0; ptId < inputNumPoints; ptId++)
	{
		pdp::Pt pt;
		m_Ext->GetSurfacePolyData()->GetPoints()->GetPoint(ptId, pt.toVtk());
				
		// Use distance			
		pdp::Pt centerToPointVector = pt - center;
		double centerToPointVectorLength = sqrt((centerToPointVector[0])*(centerToPointVector[0])+(centerToPointVector[1])*(centerToPointVector[1])+(centerToPointVector[2])*(centerToPointVector[2]));
		double radius = m_Ext->GetRadius();
		if(centerToPointVectorLength < radius)
		{

			// Calculate dot product between mouse movement vector and center to point vector. (Skalarprodukt)
			double dotProduct = m_MouseMovementVector[0]*centerToPointVector[0] + m_MouseMovementVector[1]*centerToPointVector[1] + m_MouseMovementVector[2]*centerToPointVector[2];
			//std::cout << "Dot Product: " << dotProduct << "\n";

			// Calculate length of Mouse Movement Vector
			double mouseMovementVectorLength = sqrt(m_MouseMovementVector[0]*m_MouseMovementVector[0]+m_MouseMovementVector[1]*m_MouseMovementVector[1]+m_MouseMovementVector[2]*m_MouseMovementVector[2]);

			// Calculate angle between mouse movement vector and center to point vector. (beta)
			double beta = asin(/*-*/(dotProduct / (centerToPointVectorLength*mouseMovementVectorLength)));   // FIXME: What about the minus? cos(a+90) = -sin(a) ???
			//std::cout << "Beta: " << beta << "\n";

			// Calculate angle between mouse movement vector and center to NEW point vector. (beta')
			double newBeta = acos((cos(beta) * centerToPointVectorLength) / radius);
			//std::cout << "Beta': " << newBeta << "\n";

			// Calculate translation length between old point and translated point.
			double oldPointToNewPointLength = (sin(newBeta) * radius) - (sin(beta) * centerToPointVectorLength);
			//test
			//double oldPointToNewPointLength = mouseMovementVectorLength;

			// Calculate translation vector.
			pdp::Pt translationVector;
			translationVector = m_MouseMovementVector * oldPointToNewPointLength / mouseMovementVectorLength;
		
			// Calculate translated point.			
			pt += translationVector;

			newData->GetPoints()->SetPoint(ptId, pt[0], pt[1], pt[2]);

			m_SurfaceChanged = true;
		}
	}
	// Mouse Movement
	m_OldVOICenterVector = center;

	// Mouse Movement with multiple vectors
	m_OldVOICenterVectors[0+m_OldVoidCenterVectorIndex] = center[0];
	m_OldVOICenterVectors[1+m_OldVoidCenterVectorIndex] = center[1];
	m_OldVOICenterVectors[2+m_OldVoidCenterVectorIndex] = center[2];			
	// Increase m_OldVoidCenterVectorIndex appropriate
	if(m_OldVoidCenterVectorIndex == m_MouseMovementVectorSumLength*3)
	{
		m_OldVoidCenterVectorIndex = 0;
	}
	else
	{
		m_OldVoidCenterVectorIndex += 3;
	}
	//std::cout << "OldVoidCenterVectorIndex: " << m_OldVoidCenterVectorIndex << "\n";

	m_Ext->GetSurface()->SetVtkPolyData(newData);
	m_Ext->UpdateRenderer();
	//std::cout << "ciao from " << __FUNCSIG__ << std::endl;
}
コード例 #4
0
ファイル: cfde_path.cpp プロジェクト: gradescope/pdfium
void CFDE_Path::LineTo(FX_FLOAT fx, FX_FLOAT fy) {
  FX_PATHPOINT* pPoint = AddPoints(1);
  pPoint->m_PointX = fx;
  pPoint->m_PointY = fy;
  pPoint->m_Flag = FXPT_LINETO;
}
コード例 #5
0
ファイル: BattlegroundEY.cpp プロジェクト: ekserver/ekcore
void BattlegroundEY::Update(uint32 diff)
{
    Battleground::Update(diff);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if (m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            this->CheckSomeoneJoinedPoint();
            //check if player left point
            this->CheckSomeoneLeftPoint();
            this->UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }

    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;
        if(m_CheatersCheckTimer <= 0)
        {
            for(BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player * plr = sObjectMgr->GetPlayer(itr->first);
                if (!plr || !plr->IsInWorld())
                    continue;
                if (plr->GetPositionZ() < 1249)
                {
                    if (plr->GetTeam() == HORDE)
                        plr->TeleportTo(566, 1807.73f, 1539.41f, 1267.63f, plr->GetOrientation(), 0);
                    else
                        plr->TeleportTo(566, 2523.68f, 1596.59f, 1269.35f, plr->GetOrientation(), 0);
                }
            }
            m_CheatersCheckTimer = 3000;
        }
    }
}
コード例 #6
0
ファイル: ChartSerie.cpp プロジェクト: Alexepus/Kratos
void CChartSerie::SetPoints(double *X, double *Y, int Count)
{
	m_vPoints.clear();
	AddPoints(X, Y, Count);
}
コード例 #7
0
void BattleGroundEY::Update(time_t diff)
{
    BattleGround::Update(diff);
    // after bg start we get there (once)
    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
    {
        ModifyStartDelayTime(diff);

        if(!(m_Events & 0x01))
        {
            m_Events |= 0x01;

            SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_IMMEDIATELY);

            for(uint32 i = BG_EY_OBJECT_A_BANNER_FEL_REALVER_CENTER; i < BG_EY_OBJECT_MAX; ++i)
                SpawnBGObject(i, RESPAWN_ONE_DAY);

            SetStartDelayTime(START_DELAY0);
        }
        // After 1 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(GetMangosString(LANG_BG_EY_ONE_MINUTE));
        }
        // After 1,5 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetMangosString(LANG_BG_EY_HALF_MINUTE));
        }
        // After 2 minutes, gates OPEN ! x)
        else if(GetStartDelayTime() < 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;
            SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_ONE_DAY);
            SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_ONE_DAY);

            for(uint32 i = BG_EY_OBJECT_N_BANNER_FEL_REALVER_CENTER; i <= BG_EY_OBJECT_FLAG_NETHERSTORM; ++i)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
            for(uint32 i = 0; i < EY_POINTS_MAX; ++i)
            {
                //randomly spawn buff
                uint8 buff = urand(0, 2);
                SpawnBGObject(BG_EY_OBJECT_SPEEDBUFF_FEL_REALVER + buff + i * 3, RESPAWN_IMMEDIATELY);
            }

            SendMessageToAll(GetMangosString(LANG_BG_EY_BEGIN));

            PlaySoundToAll(SOUND_BG_START);
            SetStatus(STATUS_IN_PROGRESS);

            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if(Player *plr = objmgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
    }
    else if(GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if(m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if(m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if(m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if(m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            this->CheckSomeoneJoinedPoint();
            //check if player left point
            this->CheckSomeoneLeftPoint();
            this->UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }
}
コード例 #8
0
ファイル: BattlegroundEY.cpp プロジェクト: Expery/Core
void BattlegroundEY::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;

        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;

            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;

                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;

        if (m_TowerCapCheckTimer <= 0)
        {
            // Check if the player joined the point.
            CheckSomeoneJoinedPoint();
            // Check if the player left the point.
            CheckSomeoneLeftPoint();

            UpdatePointStatuses();

            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }

    // Check for players below map / cheaters.
    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;

        if (m_CheatersCheckTimer <= 0)
        {
            if (!GetPlayers().empty())
            {
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    Player * plr = ObjectAccessor::FindPlayer(itr->first);
                    if (!plr || !plr->IsInWorld())
                        continue;

                    if (plr->GetPositionZ() < 1244.0f)
                    {
                        if (plr->GetBGTeam() == HORDE)
                            plr->TeleportTo(566, 1807.98f, 1539.42f, 1247.52f, plr->GetOrientation(), 0);
                        else
                            plr->TeleportTo(566, 2527.18f, 1597.31f, 1248.78f, plr->GetOrientation(), 0);
                    }
                }
            }

            m_CheatersCheckTimer = 4000;
        }
    }
}
コード例 #9
0
void PlayLoop (void)
{
	id0_int_t		give;

	void (*think)(struct objstruct *); // REFKEEN: C++ patch

	ingame = true;
	SD_SetTimeCount(0);
	playstate = (exittype)0;
	//playstate = TimeCount = 0;
	gamestate.shotpower = handheight = 0;
	pointcount = pointsleft = 0;

	DrawLevelNumber (gamestate.mapon);
	DrawBars ();

#ifndef PROFILE
	fizzlein = true;				// fizzle fade in the first refresh
#endif
	/*TimeCount = */lasttimecount = lastnuke = 0;

	PollControls ();				// center mouse
	StartMusic ();
	do
	{
#ifndef PROFILE
		PollControls();
#else
		c.xaxis = 1;
//		if (++TimeCount == 300)
//			return;
		SD_SetTimeCount(SD_GetTimeCount()+1);
		if (SD_GetTimeCount() == 300)
			return;
#endif

		for (obj = player;obj;obj = obj->next)
			if (obj->active)
			{
				if (obj->ticcount)
				{
					obj->ticcount-=tics;
					while ( obj->ticcount <= 0)
					{
						think = obj->state->thinkptr;
						if (think)
						{
							think (obj);
							if (!obj->state)
							{
								RemoveObj (obj);
								goto nextactor;
							}
						}

						obj->state = obj->state->next;
						if (!obj->state)
						{
							RemoveObj (obj);
							goto nextactor;
						}
						if (!obj->state->tictime)
						{
							obj->ticcount = 0;
							goto nextactor;
						}
						if (obj->state->tictime>0)
							obj->ticcount += obj->state->tictime;
					}
				}
				think =	obj->state->thinkptr;
				if (think)
				{
					think (obj);
					if (!obj->state)
						RemoveObj (obj);
				}
nextactor:;
			}


		if (bordertime)
		{
			bordertime -= tics;
			if (bordertime<=0)
			{
				bordertime = 0;
				VW_ColorBorder (3);
			}
		}

		if (pointcount)
		{
			pointcount -= tics;
			if (pointcount <= 0)
			{
				pointcount += POINTTICS;
				give = (pointsleft > 1000)? 1000 :
						(
							(pointsleft > 100)? 100 :
								((pointsleft < 20)? pointsleft : 20)
						);
				SD_PlaySound (GETPOINTSSND);
				AddPoints (give);
				pointsleft -= give;
				if (!pointsleft)
					pointcount = 0;
			}
		}

		ThreeDRefresh ();

		CheckKeys();
		// (REFKEEN) SPECIAL - Without this the game
		// can run very fast, even if it's not noticeable
		// (a lot of PlayLoop iterations and consumed CPU power)
		//
		// Notes:
		// 1. Should NOT be called from ThreeDRefresh/CalcTics,
		// because we don't always want that to be done
		// (e.g., FizzleFade effect right after loading C4 saved game).
		// 2. SHOULD be called AFTER CheckKeys. That function resets
		// lasttimecount (just like CalcTics) if the debug key modifier
		// (F10 in Cat. 3-D/Abyss, Backspace in Armageddon/Apocalypse)
		// is held. As a consequence, if the wait is done before the
		// call to CheckKeys then the game may seem to get stuck while
		// the debug key modifier is held.
		BE_ST_TimeCountWaitFromSrc(SD_GetTimeCount(), 1);
		//
		if (singlestep)
		{
			VW_WaitVBL(14);
			lasttimecount = SD_GetTimeCount();
		}
		if (extravbls)
			VW_WaitVBL(extravbls);

	}while (!playstate);
	StopMusic ();

	ingame = false;
	if (bordertime)
	{
		bordertime = 0;
		VW_ColorBorder (3);
	}

	if (!abortgame)
		AddPoints (pointsleft);
	else
		abortgame = false;
}