コード例 #1
0
Vector3 Vector3::Cross(Vector3 vect,Vector3 vect2){
	return Vector3( vect.y * vect.z - vect.z * vect.y, 
					vect.z * vect.x - vect.x * vect.z,
					vect.x * vect.y - vect.y * vect.x );
}
コード例 #2
0
ファイル: Vector3.hpp プロジェクト: aleios/temporalmist
	Vector3 CrossProduct(const Vector3& other) const
	{
		return Vector3((y * other.z) - (z * other.y), -((x * other.z) - (z * other.x)), (x * other.y) - (y * other.x));
	}
コード例 #3
0
ファイル: Matrix4.cpp プロジェクト: CrazyNinja/Neural-Network
 Vector3 Matrix4::operator[](int basisIdx) const
 {
    assert(0 <= basisIdx && basisIdx <= 3);
    return Vector3(m[0][basisIdx], m[1][basisIdx], m[2][basisIdx]);
 }
コード例 #4
0
ファイル: Plane.cpp プロジェクト: dgadens/ActionEngine
Plane::Plane(FLOAT a, FLOAT b, FLOAT c, FLOAT d) 
{ 
	Normal = Vector3(a,b,c); 
	D = d; 
};
コード例 #5
0
ファイル: Plane.cpp プロジェクト: dgadens/ActionEngine
Plane::Plane(const Vector4 *value) 
{ 
	Normal = Vector3(value->X,value->Y,value->Z); 
	D = value->W; 
};
コード例 #6
0
ファイル: Connectable.cpp プロジェクト: KallePower/AlphaKlang
Vector3 
ILocatable::move(float X,float Y,float Z)
			{return move(Vector3(X,Y,Z));}
コード例 #7
0
ファイル: Connectable.cpp プロジェクト: KallePower/AlphaKlang
Vector3 
ILocatable::scale(float X,float Y,float Z)
			{return scale(Vector3(X,Y,Z));}
コード例 #8
0
void PathFinder::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos)
{
    // *** getting start/end poly logic ***

    float distToStartPoly, distToEndPoly;
    float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x};
    float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x};

    dtPolyRef startPoly = getPolyByLocation(startPoint, &distToStartPoly);
    dtPolyRef endPoly = getPolyByLocation(endPoint, &distToEndPoly);

    // we have a hole in our mesh
    // make shortcut path and mark it as NOPATH ( with flying exception )
    // its up to caller how he will use this info
    if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n");
        BuildShortcut();
        m_type = (m_sourceUnit->GetTypeId() == TYPEID_UNIT && ((Creature*)m_sourceUnit)->CanFly())
                    ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH;
        return;
    }

    // we may need a better number here
    bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f);
    if (farFromPoly)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly);

        bool buildShotrcut = false;
        if (m_sourceUnit->GetTypeId() == TYPEID_UNIT)
        {
            Creature* owner = (Creature*)m_sourceUnit;

            Vector3 p = (distToStartPoly > 7.0f) ? startPos : endPos;
            if (m_sourceUnit->GetTerrain()->IsUnderWater(p.x, p.y, p.z))
            {
                DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: underWater case\n");
                if (owner->CanSwim())
                    buildShotrcut = true;
            }
            else
            {
                DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: flying case\n");
                if (owner->CanFly())
                    buildShotrcut = true;
            }
        }

        if (buildShotrcut)
        {
            BuildShortcut();
            m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
            return;
        }
        else
        {
            float closestPoint[VERTEX_SIZE];
            // we may want to use closestPointOnPolyBoundary instead
            if (DT_SUCCESS == m_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint))
            {
                dtVcopy(endPoint, closestPoint);
                setActualEndPosition(Vector3(endPoint[2],endPoint[0],endPoint[1]));
            }

            m_type = PATHFIND_INCOMPLETE;
        }
    }

    // *** poly path generating logic ***

    // start and end are on same polygon
    // just need to move in straight line
    if (startPoly == endPoly)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == endPoly)\n");

        BuildShortcut();

        m_pathPolyRefs[0] = startPoly;
        m_polyLength = 1;

        m_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: path type %d\n", m_type);
        return;
    }

    // look for startPoly/endPoly in current path
    // TODO: we can merge it with getPathPolyByPosition() loop
    bool startPolyFound = false;
    bool endPolyFound = false;
    uint32 pathStartIndex, pathEndIndex;

    if (m_polyLength)
    {
        for (pathStartIndex = 0; pathStartIndex < m_polyLength; ++pathStartIndex)
        {
            // here to carch few bugs
            MANGOS_ASSERT(m_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);
            
            if (m_pathPolyRefs[pathStartIndex] == startPoly)
            {
                startPolyFound = true;
                break;
            }
        }

        for (pathEndIndex = m_polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
            if (m_pathPolyRefs[pathEndIndex] == endPoly)
            {
                endPolyFound = true;
                break;
            }
    }

    if (startPolyFound && endPolyFound)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && endPolyFound)\n");

        // we moved along the path and the target did not move out of our old poly-path
        // our path is a simple subpath case, we have all the data we need
        // just "cut" it out

        m_polyLength = pathEndIndex - pathStartIndex + 1;
        memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, m_polyLength*sizeof(dtPolyRef));
    }
    else if (startPolyFound && !endPolyFound)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && !endPolyFound)\n");

        // we are moving on the old path but target moved out
        // so we have atleast part of poly-path ready

        m_polyLength -= pathStartIndex;

        // try to adjust the suffix of the path instead of recalculating entire length
        // at given interval the target cannot get too far from its last location
        // thus we have less poly to cover
        // sub-path of optimal path is optimal

        // take ~80% of the original length
        // TODO : play with the values here
        uint32 prefixPolyLength = uint32(m_polyLength*0.8f + 0.5f);
        memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, prefixPolyLength*sizeof(dtPolyRef));

        dtPolyRef suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1];

        // we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
        float suffixEndPoint[VERTEX_SIZE];
        if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
        {
            // we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
            // try to recover by using prev polyref
            --prefixPolyLength;
            suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1];
            if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
            {
                // suffixStartPoly is still invalid, error state
                BuildShortcut();
                m_type = PATHFIND_NOPATH;
                return;
            }
        }

        // generate suffix
        uint32 suffixPolyLength = 0;
        dtStatus dtResult = m_navMeshQuery->findPath(
                                suffixStartPoly,    // start polygon
                                endPoly,            // end polygon
                                suffixEndPoint,     // start position
                                endPoint,           // end position
                                &m_filter,            // polygon search filter
                                m_pathPolyRefs + prefixPolyLength - 1,    // [out] path
                                (int*)&suffixPolyLength,
                                MAX_PATH_LENGTH-prefixPolyLength);   // max number of polygons in output path

        if (!suffixPolyLength || dtResult != DT_SUCCESS)
        {
            // this is probably an error state, but we'll leave it
            // and hopefully recover on the next Update
            // we still need to copy our preffix
            sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUIDLow());
        }

        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++  m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n",m_polyLength, prefixPolyLength, suffixPolyLength);

        // new path = prefix + suffix - overlap
        m_polyLength = prefixPolyLength + suffixPolyLength - 1;
    }
    else
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (!startPolyFound && !endPolyFound)\n");

        // either we have no path at all -> first run
        // or something went really wrong -> we aren't moving along the path to the target
        // just generate new path

        // free and invalidate old path data
        clear();

        dtStatus dtResult = m_navMeshQuery->findPath(
                startPoly,          // start polygon
                endPoly,            // end polygon
                startPoint,         // start position
                endPoint,           // end position
                &m_filter,           // polygon search filter
                m_pathPolyRefs,     // [out] path
                (int*)&m_polyLength,
                MAX_PATH_LENGTH);   // max number of polygons in output path

        if (!m_polyLength || dtResult != DT_SUCCESS)
        {
            // only happens if we passed bad data to findPath(), or navmesh is messed up
            sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUIDLow());
            BuildShortcut();
            m_type = PATHFIND_NOPATH;
            return;
        }
    }

    // by now we know what type of path we can get
    if (m_pathPolyRefs[m_polyLength - 1] == endPoly && !(m_type & PATHFIND_INCOMPLETE))
        m_type = PATHFIND_NORMAL;
    else
        m_type = PATHFIND_INCOMPLETE;

    // generate the point-path out of our up-to-date poly-path
    BuildPointPath(startPoint, endPoint);
}
コード例 #9
0
void PathFinder::BuildPointPath(const float *startPoint, const float *endPoint)
{
    float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
    uint32 pointCount = 0;
    dtStatus dtResult = DT_FAILURE;
    if (m_useStraightPath)
    {
        dtResult = m_navMeshQuery->findStraightPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // lenth of current path
                pathPoints,         // [out] path corner points
                NULL,               // [out] flags
                NULL,               // [out] shortened path
                (int*)&pointCount,
                m_pointPathLimit);   // maximum number of points/polygons to use
    }
    else
    {
        dtResult = findSmoothPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // length of current path
                pathPoints,         // [out] path corner points
                (int*)&pointCount,
                m_pointPathLimit);    // maximum number of points
    }

    if (pointCount < 2 || dtResult != DT_SUCCESS)
    {
        // only happens if pass bad data to findStraightPath or navmesh is broken
        // single point paths can be generated here
        // TODO : check the exact cases
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath FAILED! path sized %d returned\n", pointCount);
        BuildShortcut();
        m_type = PATHFIND_NOPATH;
        return;
    }

    m_pathPoints.resize(pointCount);
    for (uint32 i = 0; i < pointCount; ++i)
        m_pathPoints[i] = Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);

    // first point is always our current location - we need the next one
    setActualEndPosition(m_pathPoints[pointCount-1]);

    // force the given destination, if needed
    if(m_forceDestination &&
        (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
    {
        // we may want to keep partial subpath
        if(dist3DSqr(getActualEndPosition(), getEndPosition()) < 
            0.3f * dist3DSqr(getStartPosition(), getEndPosition()))
        {
            setActualEndPosition(getEndPosition());
            m_pathPoints[m_pathPoints.size()-1] = getEndPosition();
        }
        else
        {
            setActualEndPosition(getEndPosition());
            BuildShortcut();
        }

        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }

    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}
コード例 #10
0
Chunk *ChunkGenerator::generateChunk(City *city, const Vector2 &position) {
    // First we check if position is valid (if both X and Y are multiple of 1000)
    if ((int) position.x % 1000 != 0 || (int) position.y % 1000 != 0) {
        return nullptr;
    }
    // And also if this chunk doesn't already exists
    if (FileIO::fileExists(Chunk::getFileName(position))) {
        return nullptr;
    }

    Profiler::getTimer(3)->startMeasurement();

    /*
     * Generate Intersections and Roads
     */

    //TODO: Put this condition on the different grid layout generators. Each may have different limits
    int minDistanceIntersections = 50; // Minimum distance between intersections
    Chunk *chunk = new Chunk(position, city);
    std::vector<Chunk*> neighbourChunks = city->getNeighbourChunks(chunk, true);
    ManhattanGridLayout gridLayout = ManhattanGridLayout(Vector2(), Vector2());
    int numSubChunks = Chunk::CHUNK_SIZE / Chunk::SUBCHUNK_SIZE;
    float subChunkSize = (float) Chunk::SUBCHUNK_SIZE;
    for (int i = 0; i < numSubChunks; i++) {
        for (int j = 0; j < numSubChunks; j++) {
            // Calculate the position of the new intersection on this subchunk
            gridLayout.posMin = Vector2(i * subChunkSize, j * subChunkSize);
            gridLayout.posMax = Vector2((i + 1) * subChunkSize, (j + 1) * subChunkSize);
            Vector2 intersectionPos = gridLayout.getIntersectionPosition();
            float den = Perlin::getCityBlockDensity(intersectionPos.x + position.x, intersectionPos.y + position.y);
            if (intersectionPos.x > -99 && intersectionPos.y > -99 && den > 0.0f) {
                // If there's an intersection in this subchunk, check if it has enough distance from the others
                intersectionPos += position; // Convert to World Position
                auto it = chunk->getIntersections()->begin();
                auto itEnd = chunk->getIntersections()->end();
                bool tooClose = false;
                Vector3 newIntPos = Vector3(intersectionPos.x, 0, intersectionPos.y);
                for (; it != itEnd; it++) {
                    Intersection *intersection = (*it);
                    // Chunk position for the new intersection position (0 to 1000)
                    float length = (intersection->getPosition() - newIntPos).getLength();
                    //std::cout << length << std::endl;
                    if (length < minDistanceIntersections) {
                        tooClose = true;
                        break;
                    }
                }
                if (!tooClose) {
                    // If the new intersections is sufficiently distant from all the others, proceed
                    Intersection *newInter = nullptr;
                    Intersection *neighbourSubstitute = nullptr;
                    // Check if the new Intersection is too close to any Intersection on the neighbours
                    for (auto it = neighbourChunks.begin(); it != neighbourChunks.end(); it++) {
                        Intersection *closest = (*it)->getClosestIntersectionTo(newIntPos);
                        if (closest != nullptr) {
                            float distance = (closest->getPosition() - newIntPos).getLength();
                            if (distance < minDistanceIntersections) {
                                // The new Intersection is too close to an Intersection on an neighbour. Use the
                                // neighbour's Intersection instead
                                neighbourSubstitute = closest;
                                break;
                            }
                        }
                    }
                    if (neighbourSubstitute != nullptr) {
                        newInter = neighbourSubstitute;
                    } else {
                        newInter = new Intersection(newIntPos);
                    }
                    chunk->addIntersection(newInter);
                    gridLayout.generateRoads(chunk, newInter);
                }
            }
        }
    }

    //Profiler::getTimer(3)->finishMeasurement();
    //Profiler::getTimer(3)->resetCycle();
    //std::cout << chunk->getChunkPos() << " generated in " << Profiler::getTimer(3)->getAverageTime() << "ms" << std::endl;

    //return chunk;

    /*
     * Generate City Blocks and Buildings
     */

    auto itEnd = chunk->getIntersections()->end();
    for (auto it = chunk->getIntersections()->begin(); it != itEnd; it++) {
        CityBlock *cityBlock = gridLayout.generateCityBlock(chunk, (*it));

        if (cityBlock != nullptr) {
            // Check if this CityBlock has any Intersections that are in mutiple Chunks. If it does, add the CityBlock to
            // those Chunks
            /*Intersection *multiIntersection = nullptr;
            for (auto it = cityBlock->getVertices()->begin(); it != cityBlock->getVertices()->end(); it++) {
                if ((*it)->getNumChunksSharing() > 1) {
                    multiIntersection = *it;
                }
            }
            if (multiIntersection != nullptr) {
                for (auto it = neighbourChunks.begin(); it != neighbourChunks.end(); it++) {
                    if ((*it)->hasIntersection(multiIntersection)) {
                        (*it)->addCityBlock(cityBlock);
                    }
                }
            }*/



            auto itEndC = chunk->getCityBlocks()->end();
            bool duplicate = false;
            for (auto itC = chunk->getCityBlocks()->begin(); itC != itEndC; itC++) {
                if ((*itC)->getCentralPosition() == cityBlock->getCentralPosition() && (*itC) != cityBlock) {
                    duplicate = true;
                }
            }
            if (!duplicate) {
                cityBlock->generateBuildings();
            } else {
                chunk->removeCityBlock(cityBlock);
                delete cityBlock;
            }
        }
    }
    Profiler::getTimer(3)->finishMeasurement();
    Profiler::getTimer(3)->resetCycle();
    std::cout << chunk->getChunkPos() << " generated in " << Profiler::getTimer(3)->getAverageTime() << "ms" << std::endl;
    //std::cout << ResourcesManager::getResourcesCount() << std::endl;

    return chunk;

    /* Chunk Generator Algorithm: */

    /*
     * 1 - We try to load the adjacent chunks to detect invalid intersections near the borders.
     * 
     * 2 - Iterate over the 10x10 grid of partial chunks, calculate the grid layout for each one and call the generator
     * algorithm of the correct grid layout to generate intersections and roads for each one of the partial chunks.
     * NOTE: Consider Voronoi Diagram for the GridLayout selector
     * 
     * 3 - Connect this chunk's intersections with the adjacent chunk's intersections, if the corresponding adjacent
     * chunk exists.
     * 
     * 4 - Generate empty city blocks and add everything generated so far to the scene, so it can render something
     * while we generate the buildings
     * 
     * 5 - Use the grid layout and city zone to assign a city block type to each city block
     * 
     * 6 - Generate the buildings for all city blocks
     * 
     * 7 - Add the new buildings to the scene so it can render everything
     * 
     * 8 - Save this chunk to its file
     * 
     * 9 - Update the adjacent chunks with the new edge city blocks, intersections and roads
     */
}
コード例 #11
0
ファイル: variant_parser.cpp プロジェクト: skugga1302/godot
Error VariantParser::parse_value(Token& token,Variant &value,Stream *p_stream,int &line,String &r_err_str,ResourceParser *p_res_parser) {



/*	{
		Error err = get_token(p_stream,token,line,r_err_str);
		if (err)
			return err;
	}*/


	if (token.type==TK_CURLY_BRACKET_OPEN) {

		Dictionary d;
		Error err = _parse_dictionary(d,p_stream,line,r_err_str,p_res_parser);
		if (err)
			return err;
		value=d;
		return OK;
	} else if (token.type==TK_BRACKET_OPEN) {

		Array a;
		Error err = _parse_array(a,p_stream,line,r_err_str,p_res_parser);
		if (err)
			return err;
		value=a;
		return OK;

	} else if (token.type==TK_IDENTIFIER) {
/*
		VECTOR2,		// 5
		RECT2,
		VECTOR3,
		MATRIX32,
		PLANE,
		QUAT,			// 10
		_AABB, //sorry naming convention fail :( not like it's used often
		MATRIX3,
		TRANSFORM,

		// misc types
		COLOR,
		IMAGE,			// 15
		NODE_PATH,
		_RID,
		OBJECT,
		INPUT_EVENT,
		DICTIONARY,		// 20
		ARRAY,

		// arrays
		RAW_ARRAY,
		INT_ARRAY,
		REAL_ARRAY,
		STRING_ARRAY,	// 25
		VECTOR2_ARRAY,
		VECTOR3_ARRAY,
		COLOR_ARRAY,

		VARIANT_MAX

*/
		String id = token.value;
		if (id=="true")
			value=true;
		else if (id=="false")
			value=false;
		else if (id=="null")
			value=Variant();
		else if (id=="Vector2"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=2) {
				r_err_str="Expected 2 arguments for constructor";
			}

			value=Vector2(args[0],args[1]);
			return OK;
		} else if (id=="Rect2"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=4) {
				r_err_str="Expected 4 arguments for constructor";
			}

			value=Rect2(args[0],args[1],args[2],args[3]);
			return OK;
		} else if (id=="Vector3"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=3) {
				r_err_str="Expected 3 arguments for constructor";
			}

			value=Vector3(args[0],args[1],args[2]);
			return OK;
		} else if (id=="Matrix32"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=6) {
				r_err_str="Expected 6 arguments for constructor";
			}
			Matrix32 m;
			m[0]=Vector2(args[0],args[1]);
			m[1]=Vector2(args[2],args[3]);
			m[2]=Vector2(args[4],args[5]);
			value=m;
			return OK;
		} else if (id=="Plane") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=4) {
				r_err_str="Expected 4 arguments for constructor";
			}

			value=Plane(args[0],args[1],args[2],args[3]);
			return OK;
		} else if (id=="Quat") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=4) {
				r_err_str="Expected 4 arguments for constructor";
			}

			value=Quat(args[0],args[1],args[2],args[3]);
			return OK;

		} else if (id=="AABB"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=6) {
				r_err_str="Expected 6 arguments for constructor";
			}

			value=AABB(Vector3(args[0],args[1],args[2]),Vector3(args[3],args[4],args[5]));
			return OK;

		} else if (id=="Matrix3"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=9) {
				r_err_str="Expected 9 arguments for constructor";
			}

			value=Matrix3(args[0],args[1],args[2],args[3],args[4],args[5],args[6],args[7],args[8]);
			return OK;
		} else if (id=="Transform"){

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=12) {
				r_err_str="Expected 12 arguments for constructor";
			}

			value=Transform(Matrix3(args[0],args[1],args[2],args[3],args[4],args[5],args[6],args[7],args[8]),Vector3(args[9],args[10],args[11]));
			return OK;

		} else if (id=="Color") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			if (args.size()!=4) {
				r_err_str="Expected 4 arguments for constructor";
			}

			value=Color(args[0],args[1],args[2],args[3]);
			return OK;

		} else if (id=="Image") {

			//:|

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_OPEN) {
				r_err_str="Expected '('";
				return ERR_PARSE_ERROR;
			}


			get_token(p_stream,token,line,r_err_str);
			if (token.type==TK_PARENTHESIS_CLOSE) {
				value=Image(); // just an Image()
				return OK;
			} else if (token.type!=TK_NUMBER) {
				r_err_str="Expected number (width)";
				return ERR_PARSE_ERROR;
			}

			get_token(p_stream,token,line,r_err_str);

			int width=token.value;
			if (token.type!=TK_COMMA) {
				r_err_str="Expected ','";
				return ERR_PARSE_ERROR;
			}

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_NUMBER) {
				r_err_str="Expected number (height)";
				return ERR_PARSE_ERROR;
			}

			int height=token.value;

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_COMMA) {
				r_err_str="Expected ','";
				return ERR_PARSE_ERROR;
			}

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_NUMBER) {
				r_err_str="Expected number (mipmaps)";
				return ERR_PARSE_ERROR;
			}

			int mipmaps=token.value;

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_COMMA) {
				r_err_str="Expected ','";
				return ERR_PARSE_ERROR;
			}


			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_IDENTIFIER) {
				r_err_str="Expected identifier (format)";
				return ERR_PARSE_ERROR;
			}


			String sformat=token.value;

			Image::Format format;

			if (sformat=="GRAYSCALE") format=Image::FORMAT_GRAYSCALE;
			else if (sformat=="INTENSITY") format=Image::FORMAT_INTENSITY;
			else if (sformat=="GRAYSCALE_ALPHA") format=Image::FORMAT_GRAYSCALE_ALPHA;
			else if (sformat=="RGB") format=Image::FORMAT_RGB;
			else if (sformat=="RGBA") format=Image::FORMAT_RGBA;
			else if (sformat=="INDEXED") format=Image::FORMAT_INDEXED;
			else if (sformat=="INDEXED_ALPHA") format=Image::FORMAT_INDEXED_ALPHA;
			else if (sformat=="BC1") format=Image::FORMAT_BC1;
			else if (sformat=="BC2") format=Image::FORMAT_BC2;
			else if (sformat=="BC3") format=Image::FORMAT_BC3;
			else if (sformat=="BC4") format=Image::FORMAT_BC4;
			else if (sformat=="BC5") format=Image::FORMAT_BC5;
			else if (sformat=="PVRTC2") format=Image::FORMAT_PVRTC2;
			else if (sformat=="PVRTC2_ALPHA") format=Image::FORMAT_PVRTC2_ALPHA;
			else if (sformat=="PVRTC4") format=Image::FORMAT_PVRTC4;
			else if (sformat=="PVRTC4_ALPHA") format=Image::FORMAT_PVRTC4_ALPHA;
			else if (sformat=="ATC") format=Image::FORMAT_ATC;
			else if (sformat=="ATC_ALPHA_EXPLICIT") format=Image::FORMAT_ATC_ALPHA_EXPLICIT;
			else if (sformat=="ATC_ALPHA_INTERPOLATED") format=Image::FORMAT_ATC_ALPHA_INTERPOLATED;
			else if (sformat=="CUSTOM") format=Image::FORMAT_CUSTOM;
			else {
				r_err_str="Invalid image format: '"+sformat+"'";
				return ERR_PARSE_ERROR;
			};

			int len = Image::get_image_data_size(width,height,format,mipmaps);

			DVector<uint8_t> buffer;
			buffer.resize(len);

			if (buffer.size()!=len) {
				r_err_str="Couldn't allocate image buffer of size: "+itos(len);
			}

			{
				DVector<uint8_t>::Write w=buffer.write();

				for(int i=0;i<len;i++) {
					get_token(p_stream,token,line,r_err_str);
					if (token.type!=TK_COMMA) {
						r_err_str="Expected ','";
						return ERR_PARSE_ERROR;
					}

					get_token(p_stream,token,line,r_err_str);
					if (token.type!=TK_NUMBER) {
						r_err_str="Expected number";
						return ERR_PARSE_ERROR;
					}

					w[i]=int(token.value);

				}
			}


			Image img(width,height,mipmaps,format,buffer);

			value=img;

			return OK;


		} else if (id=="NodePath") {



			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_OPEN) {
				r_err_str="Expected '('";
				return ERR_PARSE_ERROR;
			}

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_STRING) {
				r_err_str="Expected string as argument for NodePath()";
				return ERR_PARSE_ERROR;
			}

			value=NodePath(String(token.value));

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_CLOSE) {
				r_err_str="Expected ')'";
				return ERR_PARSE_ERROR;
			}

		} else if (id=="RID") {



			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_OPEN) {
				r_err_str="Expected '('";
				return ERR_PARSE_ERROR;
			}

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_NUMBER) {
				r_err_str="Expected number as argument";
				return ERR_PARSE_ERROR;
			}

			value=token.value;

			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_CLOSE) {
				r_err_str="Expected ')'";
				return ERR_PARSE_ERROR;
			}


			return OK;

		} else if (id=="Resource" || id=="SubResource" || id=="ExtResource") {



			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_OPEN) {
				r_err_str="Expected '('";
				return ERR_PARSE_ERROR;
			}


			if (p_res_parser && id=="Resource" && p_res_parser->func){

				RES res;
				Error err = p_res_parser->func(p_res_parser->userdata,p_stream,res,line,r_err_str);
				if (err)
					return err;

				value=res;

				return OK;
			} else if (p_res_parser && id=="ExtResource" && p_res_parser->ext_func){

				RES res;
				Error err = p_res_parser->ext_func(p_res_parser->userdata,p_stream,res,line,r_err_str);
				if (err)
					return err;

				value=res;

				return OK;
			} else if (p_res_parser && id=="SubResource" && p_res_parser->sub_func){

				RES res;
				Error err = p_res_parser->sub_func(p_res_parser->userdata,p_stream,res,line,r_err_str);
				if (err)
					return err;

				value=res;

				return OK;
			} else {

				get_token(p_stream,token,line,r_err_str);
				if (token.type==TK_STRING) {
					String path=token.value;
					RES res = ResourceLoader::load(path);
					if (res.is_null()) {
						r_err_str="Can't load resource at path: '"+path+"'.";
						return ERR_PARSE_ERROR;
					}

					get_token(p_stream,token,line,r_err_str);
					if (token.type!=TK_PARENTHESIS_CLOSE) {
						r_err_str="Expected ')'";
						return ERR_PARSE_ERROR;
					}

					value=res;
					return OK;

				} else {
					r_err_str="Expected string as argument for Resource().";
					return ERR_PARSE_ERROR;
				}
			}

			return OK;


		} else if (id=="InputEvent") {



			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_OPEN) {
				r_err_str="Expected '('";
				return ERR_PARSE_ERROR;
			}

			get_token(p_stream,token,line,r_err_str);

			if (token.type!=TK_IDENTIFIER) {
				r_err_str="Expected identifier";
				return ERR_PARSE_ERROR;
			}


			String id = token.value;

			InputEvent ie;

			if (id=="KEY") {

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_COMMA) {
					r_err_str="Expected ','";
					return ERR_PARSE_ERROR;
				}

				ie.type=InputEvent::KEY;


				get_token(p_stream,token,line,r_err_str);
				if (token.type==TK_IDENTIFIER) {
					String name=token.value;
					ie.key.scancode=find_keycode(name);
				} else if (token.type==TK_NUMBER) {

					ie.key.scancode=token.value;
				} else {

					r_err_str="Expected string or integer for keycode";
					return ERR_PARSE_ERROR;
				}

				get_token(p_stream,token,line,r_err_str);

				if (token.type==TK_COMMA) {

					get_token(p_stream,token,line,r_err_str);

					if (token.type!=TK_IDENTIFIER) {
						r_err_str="Expected identifier with modifier flas";
						return ERR_PARSE_ERROR;
					}

					String mods=token.value;

					if (mods.findn("C")!=-1)
						ie.key.mod.control=true;
					if (mods.findn("A")!=-1)
						ie.key.mod.alt=true;
					if (mods.findn("S")!=-1)
						ie.key.mod.shift=true;
					if (mods.findn("M")!=-1)
						ie.key.mod.meta=true;

					get_token(p_stream,token,line,r_err_str);
					if (token.type!=TK_PARENTHESIS_CLOSE) {
						r_err_str="Expected ')'";
						return ERR_PARSE_ERROR;
					}

				} else if (token.type!=TK_PARENTHESIS_CLOSE) {

					r_err_str="Expected ')' or modifier flags.";
					return ERR_PARSE_ERROR;
				}


			} else if (id=="MBUTTON") {

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_COMMA) {
					r_err_str="Expected ','";
					return ERR_PARSE_ERROR;
				}

				ie.type=InputEvent::MOUSE_BUTTON;

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_NUMBER) {
					r_err_str="Expected button index";
					return ERR_PARSE_ERROR;
				}

				ie.mouse_button.button_index = token.value;

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_PARENTHESIS_CLOSE) {
					r_err_str="Expected ')'";
					return ERR_PARSE_ERROR;
				}

			} else if (id=="JBUTTON") {

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_COMMA) {
					r_err_str="Expected ','";
					return ERR_PARSE_ERROR;
				}

				ie.type=InputEvent::JOYSTICK_BUTTON;

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_NUMBER) {
					r_err_str="Expected button index";
					return ERR_PARSE_ERROR;
				}

				ie.joy_button.button_index = token.value;

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_PARENTHESIS_CLOSE) {
					r_err_str="Expected ')'";
					return ERR_PARSE_ERROR;
				}

			} else if (id=="JAXIS") {

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_COMMA) {
					r_err_str="Expected ','";
					return ERR_PARSE_ERROR;
				}

				ie.type=InputEvent::JOYSTICK_MOTION;

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_NUMBER) {
					r_err_str="Expected axis index";
					return ERR_PARSE_ERROR;
				}

				ie.joy_motion.axis = token.value;

				get_token(p_stream,token,line,r_err_str);

				if (token.type!=TK_COMMA) {
					r_err_str="Expected ',' after axis index";
					return ERR_PARSE_ERROR;
				}

				get_token(p_stream,token,line,r_err_str);
				if (token.type!=TK_NUMBER) {
					r_err_str="Expected axis sign";
					return ERR_PARSE_ERROR;
				}

				ie.joy_motion.axis_value = token.value;

				get_token(p_stream,token,line,r_err_str);

				if (token.type!=TK_PARENTHESIS_CLOSE) {
					r_err_str="Expected ')' for jaxis";
					return ERR_PARSE_ERROR;
				}

			} else {

				r_err_str="Invalid input event type.";
				return ERR_PARSE_ERROR;
			}

			value=ie;

			return OK;

		} else if (id=="ByteArray") {

			Vector<uint8_t> args;
			Error err = _parse_construct<uint8_t>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			DVector<uint8_t> arr;
			{
				int len=args.size();
				arr.resize(len);
				DVector<uint8_t>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=args[i];
				}
			}

			value=arr;

			return OK;

		} else if (id=="IntArray") {

			Vector<int32_t> args;
			Error err = _parse_construct<int32_t>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			DVector<int32_t> arr;
			{
				int len=args.size();
				arr.resize(len);
				DVector<int32_t>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=int(args[i]);
				}
			}

			value=arr;

			return OK;

		} else if (id=="FloatArray") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			DVector<float> arr;
			{
				int len=args.size();
				arr.resize(len);
				DVector<float>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=args[i];
				}
			}

			value=arr;

			return OK;
		} else if (id=="StringArray") {


			get_token(p_stream,token,line,r_err_str);
			if (token.type!=TK_PARENTHESIS_OPEN) {
				r_err_str="Expected '('";
				return ERR_PARSE_ERROR;
			}

			Vector<String> cs;

			bool first=true;
			while(true) {

				if (!first) {
					get_token(p_stream,token,line,r_err_str);
					if (token.type==TK_COMMA) {
						//do none
					} else if (token.type==TK_PARENTHESIS_CLOSE) {
						break;
					} else {
						r_err_str="Expected ',' or ')'";
						return ERR_PARSE_ERROR;

					}
				}
				get_token(p_stream,token,line,r_err_str);

				if (token.type!=TK_STRING) {
					r_err_str="Expected string";					
					return ERR_PARSE_ERROR;
				}

				first=false;
				cs.push_back(token.value);
			}


			DVector<String> arr;
			{
				int len=cs.size();
				arr.resize(len);
				DVector<String>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=cs[i];
				}
			}

			value=arr;

			return OK;


		} else if (id=="Vector2Array") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			DVector<Vector2> arr;
			{
				int len=args.size()/2;
				arr.resize(len);
				DVector<Vector2>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=Vector2(args[i*2+0],args[i*2+1]);
				}
			}

			value=arr;

			return OK;

		} else if (id=="Vector3Array") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			DVector<Vector3> arr;
			{
				int len=args.size()/3;
				arr.resize(len);
				DVector<Vector3>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=Vector3(args[i*3+0],args[i*3+1],args[i*3+2]);
				}
			}

			value=arr;

			return OK;

		} else if (id=="ColorArray") {

			Vector<float> args;
			Error err = _parse_construct<float>(p_stream,args,line,r_err_str);
			if (err)
				return err;

			DVector<Color> arr;
			{
				int len=args.size()/4;
				arr.resize(len);
				DVector<Color>::Write w = arr.write();
				for(int i=0;i<len;i++) {
					w[i]=Color(args[i*4+0],args[i*4+1],args[i*4+2],args[i*4+3]);
				}
			}

			value=arr;

			return OK;
		} else if (id=="key") { // compatibility with engine.cfg

			Vector<String> params;
			Error err = _parse_enginecfg(p_stream,params,line,r_err_str);
			if (err)
				return err;
			ERR_FAIL_COND_V(params.size()!=1 && params.size()!=2,ERR_PARSE_ERROR);

			int scode=0;

			if (params[0].is_numeric()) {
				scode=params[0].to_int();
				if (scode < 10) {
					scode=KEY_0+scode;
				}
			} else
				scode=find_keycode(params[0]);

			InputEvent ie;
			ie.type=InputEvent::KEY;
			ie.key.scancode=scode;

			if (params.size()==2) {
				String mods=params[1];
				if (mods.findn("C")!=-1)
					ie.key.mod.control=true;
				if (mods.findn("A")!=-1)
					ie.key.mod.alt=true;
				if (mods.findn("S")!=-1)
					ie.key.mod.shift=true;
				if (mods.findn("M")!=-1)
					ie.key.mod.meta=true;
			}
			value=ie;
			return OK;

		} else if (id=="mbutton") {  // compatibility with engine.cfg

			Vector<String> params;
			Error err = _parse_enginecfg(p_stream,params,line,r_err_str);
			if (err)
				return err;
			ERR_FAIL_COND_V(params.size()!=2,ERR_PARSE_ERROR);

			InputEvent ie;
			ie.type=InputEvent::MOUSE_BUTTON;
			ie.device=params[0].to_int();
			ie.mouse_button.button_index=params[1].to_int();

			value=ie;
			return OK;
		} else if (id=="jbutton") {  // compatibility with engine.cfg

			Vector<String> params;
			Error err = _parse_enginecfg(p_stream,params,line,r_err_str);
			if (err)
				return err;
			ERR_FAIL_COND_V(params.size()!=2,ERR_PARSE_ERROR);
			InputEvent ie;
			ie.type=InputEvent::JOYSTICK_BUTTON;
			ie.device=params[0].to_int();
			ie.joy_button.button_index=params[1].to_int();

			value=ie;

			return OK;
		} else if (id=="jaxis") {  // compatibility with engine.cfg

			Vector<String> params;
			Error err = _parse_enginecfg(p_stream,params,line,r_err_str);
			if (err)
				return err;
			ERR_FAIL_COND_V(params.size()!=2,ERR_PARSE_ERROR);

			InputEvent ie;
			ie.type=InputEvent::JOYSTICK_MOTION;
			ie.device=params[0].to_int();
			int axis=params[1].to_int();
			ie.joy_motion.axis=axis>>1;
			ie.joy_motion.axis_value=axis&1?1:-1;

			value= ie;

			return OK;
		} else if (id=="img") {  // compatibility with engine.cfg
コード例 #12
0
ファイル: Printer.cpp プロジェクト: xathanex/analiza
Vector3 Printer::getLetterBaseLocalization(char letter) {
    return Vector3(0.0, 0.0, 0.0);
}
コード例 #13
0
	void QCharacterController::update(float delta)
	{
		mAccumulation += delta;

		while(mAccumulation>=mTimeStep)
		{
			btVector3 upVectorFinal = QVector3Nx(mPhysicsManager->getLocalGravity(Vector3(NxVector3(mController->getPosition()))));//gmgr->gvmgr->getGravityLocalCCT(NxVector3(mController->getPosition()));
			NxVec3 GravityVector = upVectorFinal;
			upVectorFinal.normalize();
			upVectorFinal*=-1;

			bool testing = false;

			NxVec3 opo = NxVec3(0,0,0);
			NxVec3 fpo = NxVec3(0,0,0);

			float abbc = mPhysicsManager->getLocalGravity(NxVector3(mController->getPosition()+mController->getUpVector())).length();//gmgr->gvmgr->getGravityLocalCCT(NxVector3(mController->getPosition()+mController->getUpVector())).magnitude();
			q_1 = q_2;

			if(mController->getUpVector()!=upVectorFinal&&Ogre::Degree(NxVector3(mController->getUpVector()).angleBetween(NxVector3(upVectorFinal)))>Ogre::Degree(0.075f)&&abbc>0.2f)
			{
				testing = true;

				Ogre::Vector3 up1 = NxVector3(mController->getUpVector());

				//std::cout<<"pos1: "<<mController->cctp[0]->getPosition().x()<<"\n";
				mController->setUpVector(upVectorFinal,mTimeStep);
				//std::cout<<"pos2: "<<mController->cctp[0]->getPosition().x()<<"\n";

				Ogre::Vector3 up2 = NxVector3(mController->getUpVector());
				Ogre::Quaternion q2 = up1.getRotationTo(up2,Ogre::Vector3::UNIT_X);
				q_2 = Quaternion(q2*q_1.toOgre());
			}

			//dnode02->setOrientation(Ogre::Quaternion::IDENTITY);
			//dnode02->setDirection(NxVector3(mController->getUpVector()),Ogre::SceneNode::TS_LOCAL,Ogre::Vector3::UNIT_Y);

			opo = mController->position;

			bool mMidair = false;// = inAir();
			float playerSpeed = 0;

			if(mController->move_)
			{
				Ogre::Vector3 v3 = Ogre::Vector3(moveV.x,moveV.y,moveV.z);
				Ogre::Plane pln = Ogre::Plane(NxVector3(mController->getUpVector()),0);
				pln.projectVector(v3);
				v3.normalise();
				moveV = Ogre::Vector3(moveV.x,moveV.y,moveV.z);
				/// run = 6.225
				/// walk = 2.225
				float spdd = mPlayerSpeedStart*(1-mPlayerSpeedInterpolation)+mPlayerSpeedTop*(mPlayerSpeedInterpolation);//7.0f;//2.225f*(1-runTimer) + 6.225*runTimer

				if(abbc<0.2)
				{
					mController->move(NxVec3(moveV.x,moveV.y,moveV.z)*mTimeStep*spdd,true,mTimeStep,true);
				}
				else
				{
					//std::cout<<"Try move....\n";
					mController->move(NxVec3(moveV.x,moveV.y,moveV.z)*mTimeStep*spdd,true,mTimeStep);
				}
				fpo = mController->position;
				playerSpeed = Ogre::Math::Abs((fpo-opo).length());
				//playerMotionDir = NxVector3(fpo-opo);
				//std::cout<<"Speed: "<<playerSpeed/(gmgr->tmgr->getTimeSpeed()/60.0f)<<"\n";
			}
			else
			{
				playerSpeed = 0;
				//playerMotionDir = Ogre::Vector3(0,0,0);
			}

			mMidair = inAir();

			float lastSpeed = mPlayerSpeedLast;
			mPlayerSpeedLast = playerSpeed;

			if(mPlayerSpeedLast>lastSpeed)
			{
				mPlayerSpeedInterpolation+=(mTimeStep/mPlayerSpeedAccel);
				mGracePeriod = 0;
			}
			else if((mPlayerSpeedLast<mPlayerSpeedStart*mTimeStep||mHittingGround)&&!mMidair)
			{
				// we give a little bit of padding so if a gravity issue ir something stops it for a frame
				// it doesn't slow abruptly.
				++mGracePeriod;
				if(mGracePeriod>=2)
				{
					mPlayerSpeedInterpolation=0;
				}
			}
			else
			{
				mGracePeriod = 0;
			}

			if(mMidair)
			{
				//mPlayerSpeedLast = 0;
			}

			if(mPlayerSpeedInterpolation<0)
			{
				mPlayerSpeedInterpolation = 0;
			}
			if(mPlayerSpeedInterpolation>1)
			{
				mPlayerSpeedInterpolation = 1;
			}


			NxVec3 gravityCont = QVector3Nx(mPhysicsManager->getLocalGravity(NxVector3(mController->getPosition()+mController->getUpVector())))*0.9f;//gmgr->gvmgr->getGravityLocalCCT(NxVector3(mController->getPosition()+mController->getUpVector()))*0.9f;
			NxVec3 gcN = gravityCont;
			gcN.normalize();
			if(NxVector3(gcN).angleBetween(Ogre::Vector3(0,1,0))<Ogre::Degree(1))
			{
				gravityCont = NxVec3(0,1,0)*gravityCont.length();
			}
			if(NxVector3(gcN).angleBetween(Ogre::Vector3(0,-1,0))<Ogre::Degree(1))
			{
				gravityCont = NxVec3(0,-1,0)*gravityCont.length();
			}

				//||NxVector3(gravityCont).angleBetween(Ogre::Vector3(0,-1,0))<Ogre::Degree(1))
			if(mIsJumping)
			{
				gravityCont = gravityCont - gravityCont*mJumpFactor;
				mJumpFactor -= 1.f*static_cast<Real>(mTimeStep);
				if(mJumpFactor<0)
				{
					mJumpFactor = 0;
					mIsJumping = false;
				}

			}
			NxVec3 ogp = mController->getPosition();

			float ff = 1.0;
			if(testing )
			{
				ff=0.5f*(1-mController->mUpInterp)+(mController->mUpInterp*1.0f);
				mPlayerGravityInterpolation = mPlayerGravityInterpolation/5;
			}

			if(abbc>0.2f)
			{
				mController->move(ff*((gravityCont*(mPlayerGravityBase*(1-mPlayerGravityInterpolation)+mPlayerGravityTerminal*(mPlayerGravityInterpolation)))*mTimeStep),false,mTimeStep);
			}

			NxVec3 pogp = mController->getPosition();

			float lastGravity = mPlayerGravityLast;
			mPlayerGravityLast = btVector3(ogp-pogp).length();

			if(mMidair&&!mHittingGround)
			{
				mGroundImpact = mPlayerGravityLast/mTimeStep*1.45f;
			}

			if(mPlayerGravityLast>lastGravity)
			{
				mPlayerGravityInterpolation+=(mTimeStep/mPlayerGravityAccel);
			}
			else if(mPlayerGravityLast<mPlayerGravityBase*mTimeStep)
			{
				mPlayerGravityInterpolation=0;
			}

			if(mPlayerGravityInterpolation<0)
			{
				mPlayerGravityInterpolation = 0;
			}
			if(mPlayerGravityInterpolation>1)
			{
				mPlayerGravityInterpolation = 1;
			}


			if(mIsJumping&&mJumpFactor>1)
			{
				NxVec3 fgp = mController->getPosition();
				Ogre::Vector3 dirT = NxVector3(fgp-ogp);
				dirT.normalise();
				Ogre::Vector3 upVC = NxVector3(gravityCont*mTimeStep*ff);
				upVC.normalise();
				if(!dirT.directionEquals(upVC,Ogre::Radian(Ogre::Degree(45.0f))))
				{
					mJumpFactor = 1;
				}
			}
			//Ogre::Vector3 pMoDir = NxVector3(opo - player->position);

			// takes gravity into account
			//Ogre::Vector3 velocity = pMoDir/deltaTT;
			//float vel[] = {velocity.x,velocity.y,velocity.z};
			//alListenerfv(AL_VELOCITY,vel);
			if(mCrouching)
			{
				if(mCrouched)
				{
					float oldCrouch = mController->offset;
					mCrouchLevel+=mTimeStep*1.f;
					if(mCrouchLevel>mOffset)
					{
						mCrouchLevel = mOffset;
						mCrouched = false;
						mCrouching = false;
					}
					mController->offset = mCrouchLevel;
					if(!mController->setPosition(mController->getPosition(),false,mController->getUpVector(),false))
					{
						mController->offset = oldCrouch;
						mCrouchLevel = oldCrouch;
					}
					else
					{

					}
				}
				else
				{
					float oldCrouch = mController->offset;
					mCrouchLevel-=mTimeStep*0.5f;
					if(mCrouchLevel<0.06f)
					{
						mCrouchLevel = 0.06f;
						mCrouched = true;
						mCrouching = false;
					}
					mController->offset = mCrouchLevel;
					if(!mController->setPosition(mController->getPosition(),false,mController->getUpVector(),false))
					{
						mController->offset = oldCrouch;
						mCrouchLevel = oldCrouch;
					}
					else
					{

					}
				}
			}


			if(mInAirLast2&&!mHittingGround)
			{
				mHittingGround = true;
				if(mGroundImpact>0.05&&false)
				{
				mGroundImpactSpd = mGroundImpact;
				mGroundImpact/=40.f;
				}
				else
				{
					mHittingGround = false;
					mGroundImpactSpd = 0.f;
					mGroundImpact = 0.f;
				}
				//mGroundImpact
			}

			if(mImpactLevel>0)
			{
				//float recoverSpeed = 1.0f;

				mImpactLevel-=mTimeStep*1.6f;
				if(mImpactLevel<0)
				{
					mImpactLevel = 0;
				}
			}

			if(mHittingGround)
			{
				float spdC = 1.0f;
				spdC = 0.9f*((mGroundImpact/(mGroundImpactSpd/40)))+(0.095f*(1-(mGroundImpact/(mGroundImpactSpd/40))));
				mImpactLevel+=mTimeStep*mGroundImpactSpd*spdC;
				if(mImpactLevel>0.8f)
				{
					mImpactLevel = 0.8f;
				}
				mGroundImpact-=mTimeStep*(mGroundImpactSpd*0.5f)*spdC;
				if(mGroundImpact<0)
				{
					mGroundImpact = 0;
					mHittingGround = false;
				}
			}


			if(mBobSwap)
			{
				if(!mMidair)
					mBobPeriod+=mPlayerSpeedLast*1.2f;
			}
			else
			{
				if(!mMidair)
					mBobPeriod-=mPlayerSpeedLast*1.2f;
			}
			if(abs(mBobPeriod)>=1.0f)
			{
				if(mBobPeriod>0)
				{
					mBobPeriod = 0.99f;
				}
				else
				{
					mBobPeriod = -0.99f;
					mBobLR = !mBobLR;
					if(mBobLRPeriod>0)
					{
						mBobLRPeriod = 1.99f;
					}
					else
					{
						mBobLRPeriod = -1.99f;
					}

				}
				mBobSwap = !mBobSwap;
			}

			NxVec3 upvv = mController->getUpVector();
			upvv*=(mImpactLevel+mBobPeriod*0.f);
			Vector3 right1 = Ogre::Root::getSingletonPtr()->getSceneManager("mSceneManager")->getCamera("mMainCam")->getDerivedRight();


			if(mBobLR)
			{
				if(!mMidair)
					mBobLRPeriod -= mPlayerSpeedLast*1.2f;
			}
			else
			{
				if(!mMidair)
					mBobLRPeriod += mPlayerSpeedLast*1.2f;
			}

			if(mBobLRPeriod>0)
			{
				right1*=(0.0625f*((mBobLRPeriod)));
			}
			else
			{
				right1*=(0.0625f*((mBobLRPeriod)));
			}
			right1*=0;

			p_2 = p_1;
			//p_1 = Vector3(mController->getEyePosition().x(),mController->getEyePosition().y(),mController->getEyePosition().z());
			p_1 = Vector3(mController->getEyePosition().x()-upvv.x()-right1.x,mController->getEyePosition().y()-upvv.y()-right1.y,mController->getEyePosition().z()-upvv.z()-right1.z);
			// if our speed has gone up then increment the interpolation thingy

			mAccumulation -= mTimeStep;
		}

		mInterpolation = mAccumulation/mTimeStep;
	}
コード例 #14
0
Vector3 Vector3::Cross2(Vector3 vect,Vector3 vect2){
	return Vector3( (vect.x * vect2.z) - (vect.z * vect2.x), 
					vect.y,
					(vect.z * vect2.x) - (vect.x * vect2.z) );
}
コード例 #15
0
ファイル: SceneTexture.cpp プロジェクト: HighwindEasy/Compg
void SceneTexture::Init()
{
	// Init VBO here

	glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set background color
	glEnable(GL_DEPTH_TEST); // Enable depth buffer and depth testing
	glEnable(GL_CULL_FACE); // Enable back face culling

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Default to fill mode
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	// Generate a default VAO for now
	glGenVertexArrays(1, &m_vertexArrayID);
	glBindVertexArray(m_vertexArrayID);
	m_programID = LoadShaders("Shader//Texture.vertexshader", "Shader//Texture.fragmentshader");

	m_parameters[U_MVP] = glGetUniformLocation(m_programID, "MVP");
	m_parameters[U_MODELVIEW] = glGetUniformLocation(m_programID, "MV");
	m_parameters[U_MODELVIEW_INVERSE_TRANSPOSE] = glGetUniformLocation(m_programID, "MV_inverse_transpose");
	m_parameters[U_MATERIAL_AMBIENT] = glGetUniformLocation(m_programID, "material.kAmbient");
	m_parameters[U_MATERIAL_DIFFUSE] = glGetUniformLocation(m_programID, "material.kDiffuse");
	m_parameters[U_MATERIAL_SPECULAR] = glGetUniformLocation(m_programID, "material.kSpecular");
	m_parameters[U_MATERIAL_SHININESS] = glGetUniformLocation(m_programID, "material.kShininess");
	m_parameters[U_LIGHT0_POSITION] = glGetUniformLocation(m_programID, "lights[0].position_cameraspace");
	m_parameters[U_LIGHT0_COLOR] = glGetUniformLocation(m_programID, "lights[0].color");
	m_parameters[U_LIGHT0_POWER] = glGetUniformLocation(m_programID, "lights[0].power");
	m_parameters[U_LIGHT0_KC] = glGetUniformLocation(m_programID, "lights[0].kC");
	m_parameters[U_LIGHT0_KL] = glGetUniformLocation(m_programID, "lights[0].kL");
	m_parameters[U_LIGHT0_KQ] = glGetUniformLocation(m_programID, "lights[0].kQ");
	m_parameters[U_LIGHTENABLED] = glGetUniformLocation(m_programID, "lightEnabled");
	m_parameters[U_NUMLIGHTS] = glGetUniformLocation(m_programID, "numLights"); //in case you missed out practical 7

	// Get a handle for our "colorTexture" uniform
	m_parameters[U_COLOR_TEXTURE_ENABLED] = glGetUniformLocation(m_programID, "colorTextureEnabled");
	m_parameters[U_COLOR_TEXTURE] = glGetUniformLocation(m_programID, "colorTexture");
	glUseProgram(m_programID);

	//variable to rotate geometry

	//Initialize camera settings
	camera.Init(Vector3(4, 3, 3), Vector3(0, 0, 0), Vector3(0, 1, 0));

	meshList[GEO_AXES] = MeshBuilder::GenerateAxes("AXES", 1000, 1000, 1000);

	Mtx44 projection;
	projection.SetToPerspective(45.f, 4.f / 3.f, 0.1f, 1000.f);
	projectionStack.LoadMatrix(projection);


	light[0].position.Set(0, 20, 0);
	light[0].color.Set(1, 1, 1);
	light[0].power = 1;
	light[0].kC = 1.f;
	light[0].kL = 0.01f;
	light[0].kQ = 0.001f;
	// Make sure you pass uniform parameters after glUseProgram()
	glUniform3fv(m_parameters[U_LIGHT0_COLOR], 1, &light[0].color.r);
	glUniform1f(m_parameters[U_LIGHT0_POWER], light[0].power);
	glUniform1f(m_parameters[U_LIGHT0_KC], light[0].kC);
	glUniform1f(m_parameters[U_LIGHT0_KL], light[0].kL);
	glUniform1f(m_parameters[U_LIGHT0_KQ], light[0].kQ);
	glUniform1i(m_parameters[U_NUMLIGHTS], 1);

	meshList[GEO_LIGHTBALL] = MeshBuilder::GenerateSphere("LIGHT", Color(1, 1, 1), 36, 36);

	meshList[GEO_QUAD] = MeshBuilder::GenerateQuad("quad", Color(1, 1, 1));
	meshList[GEO_QUAD]->textureID = LoadTGA("Image//color2.tga");

}
コード例 #16
0
ファイル: space_sw.cpp プロジェクト: Ranakhamis/godot
bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result) {

	//give me back regular physics engine logic
	//this is madness
	//and most people using this function will think
	//what it does is simpler than using physics
	//this took about a week to get right..
	//but is it right? who knows at this point..

	if (r_result) {
		r_result->collider_id = 0;
		r_result->collider_shape = 0;
	}
	AABB body_aabb;

	for (int i = 0; i < p_body->get_shape_count(); i++) {

		if (i == 0)
			body_aabb = p_body->get_shape_aabb(i);
		else
			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
	}

	// Undo the currently transform the physics server is aware of and apply the provided one
	body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
	body_aabb = body_aabb.grow(p_margin);

	Transform body_transform = p_from;

	{
		//STEP 1, FREE BODY IF STUCK

		const int max_results = 32;
		int recover_attempts = 4;
		Vector3 sr[max_results * 2];

		do {

			PhysicsServerSW::CollCbkData cbk;
			cbk.max = max_results;
			cbk.amount = 0;
			cbk.ptr = sr;

			PhysicsServerSW::CollCbkData *cbkptr = &cbk;
			CollisionSolverSW::CallbackResult cbkres = PhysicsServerSW::_shape_col_cbk;

			bool collided = false;

			int amount = _cull_aabb_for_body(p_body, body_aabb);

			for (int j = 0; j < p_body->get_shape_count(); j++) {
				if (p_body->is_shape_set_as_disabled(j))
					continue;

				Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
				ShapeSW *body_shape = p_body->get_shape(j);
				for (int i = 0; i < amount; i++) {

					const CollisionObjectSW *col_obj = intersection_query_results[i];
					int shape_idx = intersection_query_subindex_results[i];

					if (CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {
						collided = cbk.amount > 0;
					}
				}
			}

			if (!collided) {
				break;
			}

			Vector3 recover_motion;

			for (int i = 0; i < cbk.amount; i++) {

				Vector3 a = sr[i * 2 + 0];
				Vector3 b = sr[i * 2 + 1];
				recover_motion += (b - a) * 0.4;
			}

			if (recover_motion == Vector3()) {
				collided = false;
				break;
			}

			body_transform.origin += recover_motion;
			body_aabb.position += recover_motion;

			recover_attempts--;

		} while (recover_attempts);
	}

	real_t safe = 1.0;
	real_t unsafe = 1.0;
	int best_shape = -1;

	{
		// STEP 2 ATTEMPT MOTION

		AABB motion_aabb = body_aabb;
		motion_aabb.position += p_motion;
		motion_aabb = motion_aabb.merge(body_aabb);

		int amount = _cull_aabb_for_body(p_body, motion_aabb);

		for (int j = 0; j < p_body->get_shape_count(); j++) {

			if (p_body->is_shape_set_as_disabled(j))
				continue;

			Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
			ShapeSW *body_shape = p_body->get_shape(j);

			Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
			MotionShapeSW mshape;
			mshape.shape = body_shape;
			mshape.motion = body_shape_xform_inv.basis.xform(p_motion);

			bool stuck = false;

			real_t best_safe = 1;
			real_t best_unsafe = 1;

			for (int i = 0; i < amount; i++) {

				const CollisionObjectSW *col_obj = intersection_query_results[i];
				int shape_idx = intersection_query_subindex_results[i];

				//test initial overlap, does it collide if going all the way?
				Vector3 point_A, point_B;
				Vector3 sep_axis = p_motion.normalized();

				Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
				//test initial overlap, does it collide if going all the way?
				if (CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
					//print_line("failed motion cast (no collision)");
					continue;
				}
				sep_axis = p_motion.normalized();

				if (!CollisionSolverSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
					//print_line("failed motion cast (no collision)");
					stuck = true;
					break;
				}

				//just do kinematic solving
				real_t low = 0;
				real_t hi = 1;
				Vector3 mnormal = p_motion.normalized();

				for (int i = 0; i < 8; i++) { //steps should be customizable..

					real_t ofs = (low + hi) * 0.5;

					Vector3 sep = mnormal; //important optimization for this to work fast enough

					mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);

					Vector3 lA, lB;

					bool collided = !CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);

					if (collided) {

						//print_line(itos(i)+": "+rtos(ofs));
						hi = ofs;
					} else {

						point_A = lA;
						point_B = lB;
						low = ofs;
					}
				}

				if (low < best_safe) {
					best_safe = low;
					best_unsafe = hi;
				}
			}

			if (stuck) {

				safe = 0;
				unsafe = 0;
				best_shape = j; //sadly it's the best
				break;
			}
			if (best_safe == 1.0) {
				continue;
			}
			if (best_safe < safe) {

				safe = best_safe;
				unsafe = best_unsafe;
				best_shape = j;
			}
		}
	}

	bool collided = false;
	if (safe >= 1) {
		//not collided
		collided = false;
		if (r_result) {

			r_result->motion = p_motion;
			r_result->remainder = Vector3();
			r_result->motion += (body_transform.get_origin() - p_from.get_origin());
		}

	} else {

		//it collided, let's get the rest info in unsafe advance
		Transform ugt = body_transform;
		ugt.origin += p_motion * unsafe;

		_RestCallbackData rcd;
		rcd.best_len = 0;
		rcd.best_object = NULL;
		rcd.best_shape = 0;

		Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
		ShapeSW *body_shape = p_body->get_shape(best_shape);

		body_aabb.position += p_motion * unsafe;

		int amount = _cull_aabb_for_body(p_body, body_aabb);

		for (int i = 0; i < amount; i++) {

			const CollisionObjectSW *col_obj = intersection_query_results[i];
			int shape_idx = intersection_query_subindex_results[i];

			rcd.object = col_obj;
			rcd.shape = shape_idx;
			bool sc = CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, NULL, p_margin);
			if (!sc)
				continue;
		}

		if (rcd.best_len != 0) {

			if (r_result) {
				r_result->collider = rcd.best_object->get_self();
				r_result->collider_id = rcd.best_object->get_instance_id();
				r_result->collider_shape = rcd.best_shape;
				r_result->collision_local_shape = best_shape;
				r_result->collision_normal = rcd.best_normal;
				r_result->collision_point = rcd.best_contact;
				//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);

				const BodySW *body = static_cast<const BodySW *>(rcd.best_object);
				//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
				//				r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
				r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);

				r_result->motion = safe * p_motion;
				r_result->remainder = p_motion - safe * p_motion;
				r_result->motion += (body_transform.get_origin() - p_from.get_origin());
			}

			collided = true;
		} else {
			if (r_result) {

				r_result->motion = p_motion;
				r_result->remainder = Vector3();
				r_result->motion += (body_transform.get_origin() - p_from.get_origin());
			}

			collided = false;
		}
	}

	return collided;
}
コード例 #17
0
#include "Vector3.h"
#include "Vector4.h"
#include "Matrix.h"

#include "Converter.h"

const Vector3 Vector3::zero = Vector3(0, 0, 0);
const Vector3 Vector3::one = Vector3(1, 1, 1);

const Vector3 Vector3::right = Vector3(1, 0, 0);
const Vector3 Vector3::up = Vector3(0, 1, 0);
const Vector3 Vector3::forward = Vector3(0, 0, 1);

const Vector3 Vector3::left = -Vector3::right;
const Vector3 Vector3::down = -Vector3::up;
const Vector3 Vector3::back = -Vector3::forward;


Vector3::Vector3() : D3DXVECTOR3(0, 0, 0) {}
Vector3::Vector3(D3DVECTOR v) : D3DXVECTOR3(v.x, v.y, v.z) {}
Vector3::Vector3(float f) : D3DXVECTOR3(f, f, f) {}
Vector3::Vector3(float x, float y, float z) : D3DXVECTOR3(x, y, z) {}
Vector3::Vector3(const D3DXVECTOR3& v) : D3DXVECTOR3(v) {}
Vector3::Vector3(const Vector2& v) : D3DXVECTOR3(v.x, v.y, 1) {}
Vector3::Vector3(const D3DCOLORVALUE& v) : D3DXVECTOR3(v.r, v.g, v.b) {}

Vector3 Vector3::v;


Vector3::operator D3DCOLORVALUE() const
{
コード例 #18
0
ファイル: vector3.cpp プロジェクト: UCAPA/ucapa
 // Cross product
 Vector3 Vector3::cross(const Vector3& v) const
 {
     return Vector3(y * v.z - z * v.y,
                    z * v.x - x * v.z,
                    x * v.y - y * v.x);
 }
コード例 #19
0
ファイル: Connectable.cpp プロジェクト: KallePower/AlphaKlang
 Vector3 
ILocatable::rotate(float X,float Y,float Z)
			{return rotate(Vector3(X,Y,Z));}
コード例 #20
0
ファイル: vector3.cpp プロジェクト: UCAPA/ucapa
 Vector3 Vector3::normalized() const
 {
     float m = magnitude();
     return Vector3(x/m, y/m, z/m);
 }
コード例 #21
0
void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library, bool p_merge) {

	if (!p_merge)
		p_library->clear();


	 for(int i=0;i<p_scene->get_child_count();i++) {


		Node *child = p_scene->get_child(i);

		if (!child->cast_to<MeshInstance>()) {
			if (child->get_child_count()>0) {
				child=child->get_child(0);
				if (!child->cast_to<MeshInstance>()) {
					continue;
				}

			} else
				continue;


		}

		MeshInstance *mi = child->cast_to<MeshInstance>();
		Ref<Mesh> mesh=mi->get_mesh();
		if (mesh.is_null())
			 continue;

		int id = p_library->find_item_name(mi->get_name());
		if (id<0) {

			id=p_library->get_last_unused_item_id();
			p_library->create_item(id);
			p_library->set_item_name(id,mi->get_name());
		}


		p_library->set_item_mesh(id,mesh);

		Ref<Shape> collision;


		for(int j=0;j<mi->get_child_count();j++) {
#if 1
			Node *child2 = mi->get_child(j);
			if (!child2->cast_to<StaticBody>())
				continue;
			StaticBody *sb = child2->cast_to<StaticBody>();
			if (sb->get_shape_count()==0)
				continue;
			collision=sb->get_shape(0);
			if (!collision.is_null())
				break;
#endif
		}

		if (!collision.is_null()) {

			p_library->set_item_shape(id,collision);
		}
		Ref<NavigationMesh> navmesh;
		for(int j=0;j<mi->get_child_count();j++) {
				Node *child2 = mi->get_child(j);
				if (!child2->cast_to<NavigationMeshInstance>())
					continue;
				NavigationMeshInstance *sb = child2->cast_to<NavigationMeshInstance>();
				navmesh=sb->get_navigation_mesh();
				if (!navmesh.is_null())
					break;
		}
		if(!navmesh.is_null()){
			p_library->set_item_navmesh(id, navmesh);
		}
	 }

	 //generate previews!

	 if (1) {
		 Vector<int> ids = p_library->get_item_list();
		 RID vp = VS::get_singleton()->viewport_create();
		 VS::ViewportRect vr;
		 vr.x=0;
		 vr.y=0;
		 vr.width=EditorSettings::get_singleton()->get("editors/grid_map/preview_size");
		 vr.height=EditorSettings::get_singleton()->get("editors/grid_map/preview_size");
		 VS::get_singleton()->viewport_set_rect(vp,vr);
		 VS::get_singleton()->viewport_set_as_render_target(vp,true);
		 VS::get_singleton()->viewport_set_render_target_update_mode(vp,VS::RENDER_TARGET_UPDATE_ALWAYS);
		 RID scen = VS::get_singleton()->scenario_create();
		 VS::get_singleton()->viewport_set_scenario(vp,scen);
		 RID cam = VS::get_singleton()->camera_create();
		 VS::get_singleton()->camera_set_transform(cam, Transform() );
		 VS::get_singleton()->viewport_attach_camera(vp,cam);
		 RID light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
		 RID lightinst = VS::get_singleton()->instance_create2(light,scen);
		 VS::get_singleton()->camera_set_orthogonal(cam,1.0,0.01,1000.0);


		 EditorProgress ep("mlib",TTR("Creating Mesh Library"),ids.size());

		 for(int i=0;i<ids.size();i++) {

			int id=ids[i];
			Ref<Mesh> mesh = p_library->get_item_mesh(id);
			if (!mesh.is_valid())
				continue;
			AABB aabb= mesh->get_aabb();
			print_line("aabb: "+aabb);
			Vector3 ofs = aabb.pos + aabb.size*0.5;
			aabb.pos-=ofs;
			Transform xform;
			xform.basis=Matrix3().rotated(Vector3(0,1,0),-Math_PI*0.25);
			xform.basis = Matrix3().rotated(Vector3(1,0,0),Math_PI*0.25)*xform.basis;
			AABB rot_aabb = xform.xform(aabb);
			print_line("rot_aabb: "+rot_aabb);
			float m = MAX(rot_aabb.size.x,rot_aabb.size.y)*0.5;
			if (m==0)
				continue;
			m=1.0/m;
			m*=0.5;
			print_line("scale: "+rtos(m));
			xform.basis.scale(Vector3(m,m,m));
			xform.origin=-xform.basis.xform(ofs); //-ofs*m;
			xform.origin.z-=rot_aabb.size.z*2;
			RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(),scen);
			VS::get_singleton()->instance_set_transform(inst,xform);
			ep.step(TTR("Thumbnail.."),i);
			VS::get_singleton()->viewport_queue_screen_capture(vp);
			Main::iteration();
			Image img = VS::get_singleton()->viewport_get_screen_capture(vp);
			ERR_CONTINUE(img.empty());
			Ref<ImageTexture> it( memnew( ImageTexture ));
			it->create_from_image(img);
			p_library->set_item_preview(id,it);

			//print_line("loaded image, size: "+rtos(m)+" dist: "+rtos(dist)+" empty?"+itos(img.empty())+" w: "+itos(it->get_width())+" h: "+itos(it->get_height()));
			VS::get_singleton()->free(inst);
		 }

		 VS::get_singleton()->free(lightinst);
		 VS::get_singleton()->free(light);
		 VS::get_singleton()->free(vp);
		 VS::get_singleton()->free(cam);
		 VS::get_singleton()->free(scen);
	}


}
コード例 #22
0
ファイル: vector3.cpp プロジェクト: UCAPA/ucapa
 // Arithmetic operators
 Vector3 Vector3::operator-() const
 {
     return Vector3(-x, -y, -z);
 }
コード例 #23
0
ファイル: Plane.cpp プロジェクト: dgadens/ActionEngine
Plane::Plane(const Vector3 *normal, FLOAT d) 
{ 
	Normal = Vector3(normal->X,normal->Y,normal->Z); 
	D = d; 
};
コード例 #24
0
SpotLight::SpotLight(void) :
	SpotLight(Color::White, Vector3(0.f, 0.f, 0.f))
{ }
コード例 #25
0
Vector3 TerrainFractal::getPoint(double x, double y) const
{
	return x > 0 && x < terrain_width && y > 0 && y < terrain_height ? Vector3(x, y, Noise::noise(x, y)) : Constante::noIntersectVec;
}
コード例 #26
0
ファイル: Matrix3.cpp プロジェクト: franaisa/MathTest
#include "Matrix3.h"

#include "OGRE/OgreMatrix3.h"

#include <math.h>
#include <iomanip>

//________________________________________________________________________

const Matrix3 Matrix3::ZERO(0.0f);
const Matrix3 Matrix3::IDENTITY(Vector3(1.0f, 0.0f, 0.0f), 
								Vector3(0.0f, 1.0f, 0.0f),
								Vector3(0.0f, 0.0f, 1.0f));

//________________________________________________________________________

namespace
{
	Vector3 CalculateBasisVectorForRotationAxis(const Vector3& v, const Vector3& vRotationAxis, const float& fRotationInRadians)
	{
		const Vector3 vNormalizedRotationAxis = Normalize(vRotationAxis);

		const Vector3 vProjV = Dot(v, vNormalizedRotationAxis) * vNormalizedRotationAxis;
		const Vector3 vPerpV = v - vProjV;

		return vProjV + (cosf(fRotationInRadians) * vPerpV) + (sinf(fRotationInRadians) * Cross(vNormalizedRotationAxis, v));
	}
}

//________________________________________________________________________
コード例 #27
0
ファイル: Vector3.hpp プロジェクト: aleios/temporalmist
	// Negation
	const Vector3 operator-(void) const
	{
		return Vector3(-x, -y, -z);
	}
コード例 #28
0
ファイル: Matrix3.cpp プロジェクト: franaisa/MathTest
Vector3 operator*(const Matrix3& a, const Vector3& v)
{
	return Vector3(Dot(a.GetRow1(), v), Dot(a.GetRow2(), v), Dot(a.GetRow3(), v));
}
コード例 #29
0
ファイル: Matrix4.cpp プロジェクト: CrazyNinja/Neural-Network
 Vector3 Matrix4::GetRight() const
 {
    return Vector3(m[0][0], m[1][0], m[2][0]);
 }
コード例 #30
0
//Cross Products
Vector3 Vector3::Cross(Vector3 vect){
	return Vector3( y * vect.z - z * vect.y, 
					z * vect.x - x * vect.z,
					x * vect.y - y * vect.x);
}