void ship_hyperspace(SHIP *ship) { if(ship->hyper_debounce) return; ship->hyper_debounce = true; ship->velocity->x = 0.0; ship->velocity->y = 0.0; ship->position->x = rand_f(0, SCREEN_W); ship->position->y = rand_f(0, SCREEN_H); }
static void explode_asteroid(ASTEROID *asteroid) { LEVEL *level = asteroids.level; level->asteroids = list_remove(level->asteroids, asteroid); /* if we're 'splitting' the asteroid, attempt to offset the new * asteroids from the path of seqential missiles */ if(asteroid->size > ASTEROID_SMALL) { ASTEROID *tmp = asteroid_create(asteroid->size - 1); tmp->position->x = asteroid->position->x + rand_f(-6, 6); tmp->position->y = asteroid->position->y + rand_f(-6, 6); level->asteroids = list_append(level->asteroids, tmp); tmp = asteroid_create(asteroid->size - 1); tmp->position->x = asteroid->position->x + rand_f(-6, 6);; tmp->position->y = asteroid->position->y + rand_f(-6, 6);; level->asteroids = list_append(level->asteroids, tmp); } asteroid_free(asteroid); }
// Random direction direction_t rand_d() { return rand_f() <= LEFTPERCENTAGE ? LEFT : RIGHT; }
int main(int, char**) { srand(time(0)); ON_3dPoint center(0.0, 0.0, 0.0); double radius = 10.0; ON_Sphere sphere(center, radius); ON_Brep *brep = ON_BrepSphere(sphere); ON_3dPoint p1(0.0, 0.0, 0.0); ON_3dPoint p2(0.0, 0.0, radius); // Point-point intersection bu_log("*** Point-point intersection ***\n"); test_ppi(p1, p1); test_ppi(p1, p2); // Point-curve intersection bu_log("*** Point-curve intersection ***\n"); // brep->m_C3[0] is an arc curve that starts from (0, 0, -R) // to (0, 0, R) through (R, 0, 0) which forms a semicircle. ON_Curve *curve = brep->m_C3[0]; ON_3dPoint mid = curve->PointAt(curve->Domain().Mid()); bu_log("debug: %f %f %f\n", mid[0], mid[1], mid[2]); bu_log("** Part 1 **\n"); test_pci(p1, *curve); test_pci(p2, *curve); // Now we use some randomized points (should intersect) bu_log("** Part 2 **\n"); for (int i = 0; i < 10; i++) { double x = rand_f(0.0, radius); double y = 0.0; double z = sqrt(radius*radius-x*x); if (rand() % 2) z = -z; // sometimes we have it negative ON_3dPoint test_pt(x, y, z); test_pci(test_pt, *curve); } // More randomize points (maybe no intersection) bu_log("** Part 3 **\n"); for (int i = 0; i < 10; i++) { // We use test points randomly distributed inside a cube // from (-R, -R, -R) to (R, R, R) double x = rand_f(-radius, radius); double y = rand_f(-radius, radius); double z = rand_f(-radius, radius); ON_3dPoint test_pt(x, y, z); test_pci(test_pt, *curve); } // Point-surface intersection bu_log("*** Point-surface intersection ***\n"); bu_log("** Part 1 **\n"); ON_Surface *surf = brep->m_S[0]; test_psi(p1, *surf); test_psi(p2, *surf); // Now we use some randomized points (should intersect) bu_log("** Part 2 **\n"); for (int i = 0; i < 10; i++) { double x = rand_f(-radius, radius); double y_range = sqrt(radius*radius-x*x); double y = rand_f(-y_range, y_range); double z = sqrt(y_range*y_range-y*y); if (rand() % 2) z = -z; // sometimes we have it negative ON_3dPoint test_pt(x, y, z); test_psi(test_pt, *surf); } // More randomize points (maybe no intersection) bu_log("** Part 3 **\n"); for (int i = 0; i < 10; i++) { // We use test points randomly distributed inside a cube // from (-R, -R, -R) to (R, R, R) double x = rand_f(-radius, radius); double y = rand_f(-radius, radius); double z = rand_f(-radius, radius); ON_3dPoint test_pt(x, y, z); test_psi(test_pt, *surf); } delete brep; bu_log("All finished.\n"); return 0; }
// Random class of vehicle class_t rand_c() { return rand_f() <= TRUCKPERCENTAGE ? TRUCK : CAR; }