//============================================================================= //レンダリング //============================================================================= void CPlayer::Rendering() { #if defined ( DEBUG ) | ( _DEBUG ) Collision::CBox Box[] = { m_CapChkBox, m_ShootChkBox, }; CColor Color[] = { CColor( 255, 255, 255 ), CColor( 255, 0, 0 ), }; const int BOX_NUM = 2;//ボックスの数 /*デバッグ用の箱の描画*/ m_pLine3D->Begin(); for( int i = 0;i < BOX_NUM;++i ) { m_pLine3D->PushBox( Box[i], Color[i] ); } m_pLine3D->End(); #endif CCharacter::Rendering(); }
CColor CVXS_SimGLView::GetCollisionBondColor(CVXS_BondCollision* pBond) { if (!pSim->IsFeatureEnabled(VXSFEAT_COLLISIONS)) return CColor(0.0, 0.0, 0.0, 0.0); //Hide me vfloat Force = pBond->GetForce1().Length(); //check which force to use! if (Force == 0.0) return CColor(0.3, 0.3,1.0, 1.0); else return CColor(1.0, 0.0, 0.0, 1.0); }
// 武器の移動(ガン) void CWeapon_Gun::Move() { //ブレード左手に持たせる CModelBone* b = Owner->GetBone(L"R_kobusi_Joint"); //地上攻撃角度 if (gun_hande_Angle == normal_on) { Rotation = RotationY(0.027f)*RotationX(0.245f)*RotationY(-0.02f)*b->Rotation; Position = b->Position + CVector(0.23f, -2.0f, 0.5f)*b->Rotation; } //空中攻撃角度 if (gun_hande_Angle == air_on) { Rotation = RotationY(0.043f)*RotationX(0.22f)*RotationZ(0.0025f)*b->Rotation; Position = b->Position + CVector(0.23f, -2.0f, 0.5f)*b->Rotation; } if (gun != 0) { //ガン出現 Color = CColor(1, 1, 1, 1.0f); } else if (gun == 0) { //ガン透明 Color = CColor(1, 1, 1, 0.0f); } if (beam_launch == beam_on) { Weapon_GunList.Apply([&](CMover* g) { New<CBullet>(Position + CVector(0.0f, 0.0f, 5.2f)*g->Rotation); }); } }
void RenderSubmit(SceneCollector& collector) { // (This is only called if a > 0) collector.Submit(&m_Overlay); if (ICmpSelectable::ms_EnableDebugOverlays) { // allocate debug overlays on-demand if (!m_DebugBoundingBoxOverlay) m_DebugBoundingBoxOverlay = new SOverlayLine; if (!m_DebugSelectionBoxOverlay) m_DebugSelectionBoxOverlay = new SOverlayLine; CmpPtr<ICmpVisual> cmpVisual(GetSimContext(), GetEntityId()); if (cmpVisual) { SimRender::ConstructBoxOutline(cmpVisual->GetBounds(), *m_DebugBoundingBoxOverlay); m_DebugBoundingBoxOverlay->m_Thickness = 2; m_DebugBoundingBoxOverlay->m_Color = CColor(1.f, 0.f, 0.f, 1.f); SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), *m_DebugSelectionBoxOverlay); m_DebugSelectionBoxOverlay->m_Thickness = 2; m_DebugSelectionBoxOverlay->m_Color = CColor(0.f, 1.f, 0.f, 1.f); collector.Submit(m_DebugBoundingBoxOverlay); collector.Submit(m_DebugSelectionBoxOverlay); } } else { // reclaim debug overlay line memory when no longer debugging (and make sure to set to zero after deletion) if (m_DebugBoundingBoxOverlay) SAFE_DELETE(m_DebugBoundingBoxOverlay); if (m_DebugSelectionBoxOverlay) SAFE_DELETE(m_DebugSelectionBoxOverlay); } }
virtual CColor GetColorAtPoint(Real f_x, Real f_y) { /* Compute coordinates on the image */ UInt32 x = (f_x + m_cHalfArenaSize.GetX()) * m_fArenaToImageCoordinateXFactor; UInt32 y = (f_y + m_cHalfArenaSize.GetY()) * m_fArenaToImageCoordinateYFactor; /* Check the bit depth */ if(m_cImage.getBitsPerPixel() <= 8) { RGBQUAD* ptColorPalette; BYTE tPixelIndex; /* 1, 4 or 8 bits per pixel */ if(! m_cImage.getPixelIndex(x, y, &tPixelIndex)) { THROW_ARGOSEXCEPTION("Unable to access image pixel at (" << x << "," << y << "). Image size (" << m_cImage.getWidth() << "," << m_cImage.getHeight() << ")"); } ptColorPalette = m_cImage.getPalette(); return CColor(ptColorPalette[tPixelIndex].rgbRed, ptColorPalette[tPixelIndex].rgbGreen, ptColorPalette[tPixelIndex].rgbBlue); } else { /* 16, 24 or 32 bits per pixel */ RGBQUAD tColorPixel; if(! m_cImage.getPixelColor(x, y, &tColorPixel)) { THROW_ARGOSEXCEPTION("Unable to access image pixel at (" << x << "," << y << "). Image size (" << m_cImage.getWidth() << "," << m_cImage.getHeight() << ")"); } return CColor(tColorPixel.rgbRed, tColorPixel.rgbGreen, tColorPixel.rgbBlue); } }
/// Constructeur par défaut. TOBJMaterial(const CString& mname = CString()) : name (mname), ambient (CColor(102, 102, 102)), diffuse (CColor(204, 204, 204)), specular (CColor(76, 76, 76)), transparency (1.0f), shininess (60.0f), illumination (false) { }
void CWidget_Button::Draw() { CColor color = isMouseHovered ? CColor(255, 255, 255) : CColor(128, 128, 128); if(isMouseHovered) { CVector2f textSize = font->GetTextSize(text); float selectWidth = textSize.x * 2.0f; graphics->DrawRect(CRect(CVector2f(pos.x - selectWidth / 2, pos.y - (textSize.y / 2)), (int)selectWidth, 32), CColor(0, 0, 0, 128)); } graphics->DrawText(font, pos, color, text, true); }
void CClientVariables::LoadDefaults ( void ) { #define DEFAULT(__x,__y) if(!Exists(__x)) \ Set(__x,__y) #define _S(__x) std::string(__x) if(!Exists("nick")) { DEFAULT ( "nick", _S(GenerateNickname()) ); // nickname CCore::GetSingleton ().RequestNewNickOnStart(); // Request the user to set a new nickname } DEFAULT ( "host", _S("127.0.0.1") ); // hostname DEFAULT ( "port", 22003 ); // port DEFAULT ( "password", _S("") ); // password DEFAULT ( "qc_host", _S("127.0.0.1") ); // quick connect hostname DEFAULT ( "qc_port", 22003 ); // quick connect port DEFAULT ( "qc_password", _S("") ); // quick connect password DEFAULT ( "debugfile", _S("") ); // debug filename DEFAULT ( "console_pos", CVector2D ( 0, 0 ) ); // console position DEFAULT ( "console_size", CVector2D ( 200, 200 ) ); // console size DEFAULT ( "serverbrowser_size", CVector2D ( 720.0f, 495.0f ) ); // serverbrowser size DEFAULT ( "fps_limit", 100 ); // frame limiter DEFAULT ( "chat_font", 0 ); // chatbox font type DEFAULT ( "chat_lines", 7 ); // chatbox lines DEFAULT ( "chat_color", CColor (0,0,128,100) ); // chatbox color DEFAULT ( "chat_input_color", CColor (0,0,191,110) ); // chatbox input color DEFAULT ( "chat_input_prefix_color", CColor (172,213,254,255) ); // chatbox prefix input color DEFAULT ( "chat_input_text_color", CColor (172,213,254,255) ); // chatbox text input color DEFAULT ( "chat_scale", CVector2D ( 1.0f, 1.0f ) ); // chatbox scale DEFAULT ( "chat_width", 1.0f ); // chatbox width DEFAULT ( "chat_css_style_text", false ); // chatbox css/hl style text DEFAULT ( "chat_css_style_background", false ); // chatbox css/hl style background DEFAULT ( "chat_line_life", 12000 ); // chatbox line life time DEFAULT ( "chat_line_fade_out", 3000 ); // chatbox line fade out time DEFAULT ( "chat_use_cegui", false ); // chatbox uses cegui DEFAULT ( "text_scale", 1.0f ); // text scale DEFAULT ( "invert_mouse", false ); // mouse inverting DEFAULT ( "fly_with_mouse", false ); // flying with mouse controls DEFAULT ( "steer_with_mouse", false ); // steering with mouse controls DEFAULT ( "classic_controls", false ); // classic/standard controls DEFAULT ( "mtavolume", 1.0f ); // custom sound's volume DEFAULT ( "voicevolume", 1.0f ); // voice chat output volume DEFAULT ( "async_loading", 1 ); // loading while crashing DEFAULT ( "mapalpha", 155 ); // map alpha DEFAULT ( "browser_speed", 2 ); // Browser speed DEFAULT ( "single_download", 0 ); // Single connection for downloads DEFAULT ( "code_path", 0 ); // Code path DEFAULT ( "update_build_type", 0 ); // 0-stable 1-test 2-nightly DEFAULT ( "volumetric_shadows", 0 ); // Enable volumetric shadows DEFAULT ( "aspect_ratio", 0 ); // Display aspect ratio // We will default this one at CClientGame.cpp, because we need a valid direct3d device to give a proper default value. #if 0 DEFAULT ( "streaming_memory", 50 ); // Streaming memory #endif }
/////////////////////////////////////////////////////////////////// // Construction/Destruction WaterManager::WaterManager() { // water m_RenderWater = false; // disabled until textures are successfully loaded m_WaterHeight = 5.0f; m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f); m_WaterFullDepth = 5.0f; m_WaterMaxAlpha = 1.0f; m_WaterAlphaOffset = -0.05f; m_SWaterTrans = 0; m_TWaterTrans = 0; m_SWaterSpeed = 0.0015f; m_TWaterSpeed = 0.0015f; m_SWaterScrollCounter = 0; m_TWaterScrollCounter = 0; m_WaterCurrentTex = 0; m_ReflectionTexture = 0; m_RefractionTexture = 0; m_ReflectionTextureSize = 0; m_RefractionTextureSize = 0; m_WaterTexTimer = 0.0; m_SpecularStrength = 0.6f; m_Waviness = 8.0f; m_ReflectionTint = CColor(0.28f, 0.3f, 0.59f, 1.0f); m_ReflectionTintStrength = 0.0f; m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f); m_Murkiness = 0.45f; m_RepeatPeriod = 16.0f; m_WaveX = NULL; m_WaveZ = NULL; m_DistanceToShore = NULL; m_FoamFactor = NULL; m_WaterNormal = false; m_WaterRealDepth = false; m_WaterFoam = false; m_WaterCoastalWaves = false; m_WaterRefraction = false; m_WaterReflection = false; m_WaterShadows = false; m_NeedsReloading = false; m_NeedInfoUpdate = true; m_VBWaves = NULL; m_VBWavesIndices = NULL; m_depthTT = 0; m_waveTT = 0; m_MapSize = 0; m_updatei0 = 0; m_updatej0 = 0; m_updatei1 = 0; m_updatej1 = 0; }
/*static*/ bool CSubTriangle::IntersectSubdevidedTriangles(const CRay &ray, CIntersactionInfo &intersectionInfo, const std::vector<CSubTriangle*>& aSubTriangles, bool bDebug) { int nSize = aSubTriangles.size(); float fModifier = 8.0f / static_cast<float>(nSize); if (bDebug) { qDebug()<<"Checking " << nSize << " patches"; } bool bIntersected = false; for (int i = 0; i < nSize; i++) { if( aSubTriangles[i]->Intersect(ray, intersectionInfo,bDebug) ) { int nId = aSubTriangles[i]->m_nSubtriangleID; if (false) { int nSubtriangleId = aSubTriangles[i]->m_nSubtriangleID; bool bR = ((nSubtriangleId / 4) > 0); bool bG = (((nSubtriangleId % 4) / 2) > 0); bool bB = (((nSubtriangleId % 4) % 2) > 0); float fR = bR ? fModifier * static_cast<float>(nSubtriangleId) * 0.125f : 0.0f; float fG = bG ? fModifier * static_cast<float>(nSubtriangleId) * 0.125f : 0.0f; float fB = bB ? fModifier * static_cast<float>(nSubtriangleId) * 0.125f : 0.0f; intersectionInfo.color = CColor(fR, fG, fB); } if (false) { int nSubtriangleId = aSubTriangles[i]->m_nSubtriangleID; bool bR = ((nSubtriangleId % 3) == 0); bool bG = ((nSubtriangleId % 3) == 1); bool bB = ((nSubtriangleId % 3) == 2); float fR = bR ? 1.0f : 0.0f; float fG = bG ? 1.0f : 0.0f; float fB = bB ? 1.0f : 0.0f; intersectionInfo.color = CColor(fR, fG, fB); } intersectionInfo.pSubTriangle = aSubTriangles[i]; intersectionInfo.m_nSubTriangleId = nId; bIntersected = true; } } return bIntersected; }
/////////////////////////////////////////////////////////////////// // Construction/Destruction WaterManager::WaterManager() { // water m_RenderWater = false; // disabled until textures are successfully loaded m_WaterHeight = 5.0f; m_WaterCurrentTex = 0; m_ReflectionTexture = 0; m_RefractionTexture = 0; m_RefTextureSize = 0; m_ReflectionFbo = 0; m_RefractionFbo = 0; m_FancyEffectsFBO = 0; m_WaterTexTimer = 0.0; m_WindAngle = 0.0f; m_Waviness = 8.0f; m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f); m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f); m_Murkiness = 0.45f; m_RepeatPeriod = 16.0f; m_DistanceHeightmap = NULL; m_BlurredNormalMap = NULL; m_WindStrength = NULL; m_ShoreWaves_VBIndices = NULL; m_WaterUgly = false; m_WaterFancyEffects = false; m_WaterRealDepth = false; m_WaterRefraction = false; m_WaterReflection = false; m_WaterShadows = false; m_WaterType = L"ocean"; m_NeedsReloading = false; m_NeedInfoUpdate = true; m_depthTT = 0; m_FancyTextureNormal = 0; m_FancyTextureOther = 0; m_FancyTextureDepth = 0; m_ReflFboDepthTexture = 0; m_RefrFboDepthTexture = 0; m_MapSize = 0; m_updatei0 = 0; m_updatej0 = 0; m_updatei1 = 0; m_updatej1 = 0; }
void CQOpenGL::GLDrawAxes() //draws axes { if (!GLGetDim(&CurEnv, &CurEnvOff)) return; float AxisScale = (float)((CurEnv.x+CurEnv.y+CurEnv.z)/15); float AxisRad = AxisScale*0.02f; // glColor3d(0.6,0.6,0.6); CGL_Utils::DrawSphere(Vec3D<>(0,0, 0), AxisScale*0.04, Vec3D<>(1,1,1), CColor(0.6, 0.6, 0.6)); CGL_Utils::DrawArrowD(Vec3D<>(0,0,AxisScale*0.0305), Vec3D<>(0, 0, AxisScale), CColor(0.4,0.4,0.8)); CGL_Utils::DrawArrowD(Vec3D<>(0,AxisScale*0.0305,0), Vec3D<>(0, AxisScale, 0), CColor(0.25,0.5,0.25)); CGL_Utils::DrawArrowD(Vec3D<>(AxisScale*0.0305, 0,0), Vec3D<>(AxisScale, 0, 0), CColor(0.7,0.3,0.3)); }
ActorWithAlphaAnimation::ActorWithAlphaAnimation(): m_alpha_animation() { m_pActor = NULL; m_vertex_color = CColor(0xff,0xff,0xff); m_position = Math::Vector3D(0,0,0); }
//BOSS顔判定 void CEnemy10::Reset() { Texture = GetTexture(L"Boss_kao.png"); Color = CColor(1, 0, 1, 0.0f); //Scale = CVector(1, 1, 1)*0.1f; }
QRgb CShader::Shade(const CRay &ray, CIntersactionInfo &intersectionInfo) { CColor cLamber(0.3f, 0.3f, 0.3f); const float fLow = 0.05f; const float fHigh = 1.0f - fLow; if (GetSettings()->m_bWireframe) { if (intersectionInfo.m_vBarCoordsLocal.X() < fLow || intersectionInfo.m_vBarCoordsLocal.X() > fHigh || intersectionInfo.m_vBarCoordsLocal.Y() < fLow || intersectionInfo.m_vBarCoordsLocal.Y() > fHigh || intersectionInfo.m_vBarCoordsLocal.Z() < fLow || intersectionInfo.m_vBarCoordsLocal.Z() > fHigh) { cLamber = CColor(0.0f, 1.0f, 0.5f); } else { cLamber += ShadeLambert(ray, intersectionInfo); // cLamber += ShadeGloss(ray, intersectionInfo); } } else { cLamber += ShadeLambert(ray, intersectionInfo); // cLamber += ShadeGloss(ray, intersectionInfo); } return cLamber.GetRGB(); }
BOOL CCmdColor::execute(CString& params) { //Decode parameters CStringList paramStrList; CScriptParser::StringSplit(paramStrList, params, CString(' ')); //Need at least 3 params for r, g, b const int kNumParams = 3; if(paramStrList.GetCount() < kNumParams) { return FALSE; } float channels[kNumParams]; POSITION pos = paramStrList.GetHeadPosition(); for(int i = 0; i < kNumParams; ++i) { CString paramStr = paramStrList.GetNext(pos); channels[i] = (float)wcstod(paramStr, NULL); } CStateManager::GetInstance()->SetColor(CColor(channels[0], channels[1], channels[2])); return TRUE; }
//BOSS顔判定(側面・上面) void CEnemy9::Reset() { Texture = GetTexture(L"kaohit_L.png"); Color = CColor(1, 1, 1, 0.8f); //Scale = CVector(1, 1, 1)*0.1f; }
/** TestScreen, OnDraw: * Detailed description. * @return TODO */ void TestScreen::OnDraw(){ static int coldelta = 0; CMainCanvas* m_pMainCanvas = Master()->GetMainCanvas(); m_pMainCanvas->Lock(); m_pMainCanvas->Blit( m_pMainCanvas->GetDimension(), *m_pBackground, m_pBackground->GetDimension() ); CRectangle frect(700, 500, 185, 185); SDL_Color* wavemap = ColorData::Instance()->Wavemap(); int index = (coldelta * 2 & 63); //m_pMainCanvas->FillRect( frect, mcol ); SDL_Color& fcol = wavemap[index]; m_pMainCanvas->FillRect( frect, CColor(fcol.r, fcol.g, fcol.b) ); m_pMainCanvas->AddUpdateRect(frect); CRectangle dstDims( 0, 0, 200, 200); m_pScrollText->Put(m_pBackground.get(), dstDims, dstDims ); m_pMainCanvas->AddUpdateRect(dstDims); coldelta++; if (coldelta > 64) { coldelta = 0; } m_pMainCanvas->Unlock(); } // OnDraw
void Template::OnDraw(){ static int coldelta = 0; CMainCanvas* m_pMainCanvas = Master()->GetMainCanvas(); m_pMainCanvas->Lock(); //m_pMainCanvas->Blit( m_pMainCanvas->GetDimension(), *m_pBackground, // m_pBackground->GetDimension() ); m_pBackground->RenderCopy(); CRectangle frect(700, 500, 185, 185); SDL_Color* wavemap = ColorData::Instance()->Wavemap(); int index = (coldelta * 2 & 63); //m_pMainCanvas->FillRect( frect, mcol ); SDL_Color& fcol = wavemap[index]; CColor color = CColor(fcol.r, fcol.g, fcol.b); m_pMainCanvas->RenderFillRect( frect, &color ); //m_pMainCanvas->AddUpdateRect(frect); CRectangle dstDims( 0, 0, 200, 200); //m_pScrollText->RenderPut(m_pBackground.get(), dstDims, dstDims ); //m_pMainCanvas->AddUpdateRect(dstDims); m_pScroller->Render(); coldelta++; if (coldelta > 64) { coldelta = 0; } //controls::CControl::Redraw(); m_pOverlay->Draw(); m_pMainCanvas->Unlock(); } // OnDraw
// setVehicleColour ( vehicleid, r, g, b, r, g, b ); SQInteger CSharedVehicleNatives::SetColour( SQVM * pVM ) { // Get the vehicle id SQInteger vehicleId; sq_getinteger( pVM, -7, &vehicleId ); // Get the vehicle secondary colour SQInteger r_1, g_1, b_1; sq_getinteger( pVM, -6, &r_1 ); sq_getinteger( pVM, -5, &g_1 ); sq_getinteger( pVM, -4, &b_1 ); // Get the vehicle secondary colour SQInteger r_2, g_2, b_2; sq_getinteger( pVM, -3, &r_2 ); sq_getinteger( pVM, -2, &g_2 ); sq_getinteger( pVM, -1, &b_2 ); // Is the vehicle active? if( pCore->GetVehicleManager()->IsActive( vehicleId ) ) { // Set the vehicle colour pCore->GetVehicleManager()->Get( vehicleId )->SetColour( CColor ( r_1, g_1, b_1, 255 ), CColor ( r_2, g_2, b_2, 255 ) ); sq_pushbool( pVM, true ); return 1; } sq_pushbool( pVM, false ); return 1; }
const void* CColorParticleAnimation::GetCurrentAnimationValue( float currentTime, float totalTime ) { if ( totalTime > 0 ) { float delta = currentTime / totalTime; if ( delta <= 1.0f ) { float fCurrentIndex = 0.0f; float nextIndex = 1.0f; auto iter = m_colorSpline.m_mapColors.begin(); for ( ; iter != m_colorSpline.m_mapColors.end(); ++iter ) { if ( iter->first > delta ) { nextIndex = iter->first; fCurrentIndex = (--iter)->first; break; } } fBeginTime = fCurrentIndex; fEndTime = nextIndex; float r = CalcCurrentValue( m_colorSpline.m_mapColors[fBeginTime].r, m_colorSpline.m_mapColors[fEndTime].r, delta - fBeginTime / totalTime); float g = CalcCurrentValue( m_colorSpline.m_mapColors[fBeginTime].g, m_colorSpline.m_mapColors[fEndTime].g, delta - fBeginTime / totalTime); float b = CalcCurrentValue( m_colorSpline.m_mapColors[fBeginTime].b, m_colorSpline.m_mapColors[fEndTime].b, delta - fBeginTime / totalTime); float a = CalcCurrentValue( m_colorSpline.m_mapColors[fBeginTime].a, m_colorSpline.m_mapColors[fEndTime].a, delta - fBeginTime / totalTime); //Temporarily divided by 255, change it after editor complate m_currentColor = CColor( r / 255.0f , g / 255.0f , b / 255.0f , a / 255.0f ); } } return &m_currentColor; }
CColorParticleAnimation::CColorParticleAnimation() : fBeginTime(0.0f) , fEndTime(0.0f) , m_currentColor(CColor( 0.0f, 0.0f, 0.0f, 0.0f )) { m_animationType = eAT_COLOR; }
// 武器の初期化(ブレード) void CWeapon::Reset() { //Model = GetModel(L"WEAPON\\blade.x"); //Scale = CVector(1.0f, 1, 1)*0.6f;//0.6f Model = GetModel(L"WEAPON\\sword.x"); Scale = CVector(1.5f, 1, 1)*2.7f;//0.6f Color = CColor(1, 1, 1, 0.0f);//0.0 }
void CHUD_FPS::update() { T_ASSERT(m_buffer != nullptr); const float fps = CApplication::getApp()->getFPS(); m_buffer->clear(); m_buffer->addRectangle(m_rec, CColor(127, 127, 127, 127)); // Texte TTextParams params; params.text = CString("FPS : ") + CString::fromNumber(fps); params.font = Game::fontManager->getFontId("Arial"); params.size = 16; params.color = CColor::White; params.rec.setX(m_rec.getX() + 5); params.rec.setY(m_rec.getY() + 5); params.rec.setWidth(m_rec.getWidth()); params.rec.setHeight(m_rec.getHeight()); Game::fontManager->drawText(m_buffer, params); m_buffer->update(); }
CTextRenderer::CTextRenderer(const CShaderProgramPtr& shader) : m_Shader(shader) { ResetTransform(); Color(CColor(1.0f, 1.0f, 1.0f, 1.0f)); Font(str_sans_10); }
void CWorldEditor::CreateBaseAxis() { auto sceneRoot = m_overlayViewport->GetSceneRoot(); static const CVector3 g_arrowScale(0.075f, 0.25f, 0.075f); { auto baseAxisNode = Palleon::CSceneNode::Create(); baseAxisNode->SetPosition(CVector3(289.2f, 5.00f, -563.f)); sceneRoot->AppendChild(baseAxisNode); { auto axisMesh = Palleon::CAxisMesh::Create(); axisMesh->SetScale(CVector3(1, 1, 1)); baseAxisNode->AppendChild(axisMesh); } //X arrow { auto coneMesh = Palleon::CConeMesh::Create(); coneMesh->SetPosition(CVector3(1, 0, 0)); coneMesh->SetRotation(CQuaternion(CVector3(0, 0, 1), M_PI / 2.f)); coneMesh->SetScale(g_arrowScale); coneMesh->GetMaterial()->SetColor(CColor(1, 0, 0, 1)); baseAxisNode->AppendChild(coneMesh); } //Y arrow { auto coneMesh = Palleon::CConeMesh::Create(); coneMesh->SetPosition(CVector3(0, 1, 0)); coneMesh->SetScale(g_arrowScale); coneMesh->GetMaterial()->SetColor(CColor(0, 1, 0, 1)); baseAxisNode->AppendChild(coneMesh); } //Z arrow { auto coneMesh = Palleon::CConeMesh::Create(); coneMesh->SetPosition(CVector3(0, 0, 1)); coneMesh->SetRotation(CQuaternion(CVector3(1, 0, 0), -M_PI / 2.f)); coneMesh->SetScale(g_arrowScale); coneMesh->GetMaterial()->SetColor(CColor(0, 0, 1, 1)); baseAxisNode->AppendChild(coneMesh); } } }
void SQRChartHistogram::AppendData(float v, uint32 colorFill, uint32 colorText) { m_data.push_back(v); if(colorText == 0) colorText = CColor(colorFill).Reverse(); m_color.push_back(make_pair(colorFill, colorText)); Ast(m_data.size() == m_color.size()); }
CIntersectionInfo::CIntersectionInfo() : m_vecNormal(0,0,0), m_vecIncoming(0,0,0) { m_colObject = CColor (0,0,0); m_ptIntersection= CPoint3D (0,0,0); m_pShapeObject = 0; m_texIntersection = CTexCoords(0,0); m_eIntersectionType=ENTRY; }
CCmpSelectable() : m_DebugBoundingBoxOverlay(NULL), m_DebugSelectionBoxOverlay(NULL), m_BuildingOverlay(NULL), m_UnitOverlay(NULL), m_FadeBaselineAlpha(0.f), m_FadeDeltaAlpha(0.f), m_FadeProgress(0.f), m_Selected(false), m_Cached(false), m_Visible(false) { m_Color = CColor(0, 0, 0, m_FadeBaselineAlpha); }
// ПоХсХ`Йж void DrawInfoBeforeGame::run( void ) { Renderer::Object::IFontSprite2D *font = GameSystem::pFonts[GameSystem::FONT_NUMBERS]; char str[512]; sprintf( str , "WORLD %d - %d" , m_world , m_course ); font->DrawString( str , m_worldStringPos , CColor(0xff,0xff,0xff) ); m_pUdongePrimitive->Begin(); m_pUdongePrimitive->Push( m_udonge_vertex , 2 ); m_pUdongePrimitive->End(); GameSystem::pPrimitive2D.push_back( m_set ); sprintf( str , " X %02d" , Character::udonge->GetRestLife() ); font->DrawString( str , m_restLifeStringPos , CColor(0xff,0xff,0xff) ); }