コード例 #1
0
ファイル: iluXt.c プロジェクト: spchamp/ilu
static ilu_boolean 
  register_output (int fd,
		   ilu_IOHandler handler,
		   ilu_private rock)
{
  Rock r;
  XtAppContext app = _XtDefaultAppContext();

  DeleteRock (fd, Output);
  r = AddRock (fd, handler, rock, Output);
  r->id = XtAppAddInput (app, fd, (XtPointer)XtInputWriteMask,
			 (XtInputCallbackProc)callback_proc, r);
  return ((r->id != (XtInputId)NULL) ? ilu_TRUE : ilu_FALSE);
}
コード例 #2
0
void Rocks_save::Initialize( )
{

	int rage = 40;
	int rock_num = 20;
	int rockPosDelta = rock_num - 1;
	float rotY = D3DX_PI;
	D3DXVECTOR3 position;
	D3DXVECTOR3 scale = D3DXVECTOR3(0.05f, 0.05f, 0.05f);
	std::string fileName;

	for (int i = 0; i < rock_num; ++i)
	{
		Rock_location* rock = new Rock_location;
		position = D3DXVECTOR3(293.5f + cosf(D3DXToRadian(360.f * i / rockPosDelta)) * rage, 13.0f + RandomUtil::GetInteger(4, 0), -157.5f + sinf(D3DXToRadian(360.f * i / rockPosDelta)) * rage);

		rotY = D3DXToRadian(RandomUtil::GetInteger(360, 0));

		fileName = "rock/standing_stone_";
		char num[32] = { (char)RandomUtil::GetInteger(51, 49) };
		fileName += num;
		char dotObj[32] = ".ASE";
		fileName += dotObj;

		rock->Initialize(fileName.c_str(), scale, position, rotY);

		AddRock(rock);
	}

	/* ¸ð¾ÆÀÌ */
	D3DXVECTOR3 correct_position;
	D3DXVECTOR3 moai_position = D3DXVECTOR3(218.5f, 20.0f, -325.5f ); 
	D3DXVECTOR3 moai_scale = D3DXVECTOR3(0.08f, 0.08f, 0.08f);
	float correct_y = 0.f;
	float correct_x = -15.f;
	float correct_z = 5.f;
	float moai_Broken_addHeight = -5.50f;
	float moai2_addHeight = 7.0f;
	Rock_location* moai_1 = new Rock_location;
	rotY = D3DX_PI * 1.2f;
	correct_position = D3DXVECTOR3(moai_position.x, moai_position.y, moai_position.z);
	moai_1->Initialize("moai/moai_1_1a.ASE", moai_scale, correct_position, rotY);
	AddRock(moai_1);

	Rock_location* moai_broken_body = new Rock_location;
	float rotX = D3DX_PI * 1.8f;
	//rotY = D3DX_PI * 1.2f;
	correct_position = D3DXVECTOR3(moai_position.x + correct_x, moai_position.y + moai_Broken_addHeight, moai_position.z + correct_z);
	moai_broken_body->Initialize("moai/broken_body.ASE", moai_scale, correct_position, rotY, rotX);
	AddRock(moai_broken_body);

	Rock_location* moai_broken_head = new Rock_location;
	rotY = D3DX_PI;
	rotX = D3DX_PI;
	correct_position = D3DXVECTOR3(moai_position.x + correct_x, moai_position.y + moai_Broken_addHeight, moai_position.z + correct_z - 8);
	moai_broken_head->Initialize("moai/broken_head.ASE", moai_scale, correct_position, rotY, rotX);
	AddRock(moai_broken_head);

	Rock_location* moai_2 = new Rock_location;
	rotY = D3DX_PI * 1.2f;
	correct_position = D3DXVECTOR3(moai_position.x + correct_x * 2, moai_position.y + moai2_addHeight, moai_position.z + correct_z * 2);
	moai_2->Initialize("moai/moai_2_1a.ASE", moai_scale, correct_position, rotY);
	AddRock(moai_2);

	Rock_location* moai_3 = new Rock_location;
	rotY = D3DX_PI * 1.2f;
	correct_position = D3DXVECTOR3(moai_position.x + correct_x * 3, moai_position.y + moai2_addHeight, moai_position.z + correct_z * 3);
	moai_3->Initialize("moai/moai_2_1a.ASE", moai_scale,correct_position, rotY);
	AddRock(moai_3);

	Rock_location* moai_4 = new Rock_location;
	rotY = D3DX_PI * 1.2f;
	correct_position = D3DXVECTOR3(moai_position.x + correct_x * 4, moai_position.y + moai2_addHeight, moai_position.z + correct_z * 4);
	moai_4->Initialize("moai/moai_2_1a.ASE", moai_scale, correct_position, rotY);
	AddRock(moai_4);

	Rock_location* moai_hat_1 = new Rock_location;
	rotX = D3DX_PI * 0.55f;
	rotY = D3DX_PI * 1.8f;
	correct_position = D3DXVECTOR3(moai_position.x + 14, moai_position.y, moai_position.z - 10);
	moai_hat_1->Initialize("moai/hat2_1.ASE", moai_scale, correct_position, rotY, rotX);
	AddRock(moai_hat_1);

}