コード例 #1
0
ファイル: cphysics.c プロジェクト: aadarshasubedi/Corange
collision collision_none() {
  
  collision col;
  col.collided = false;
  col.time = FLT_MAX;
  col.point = vec3_zero();
  col.norm = vec3_zero();
  col.flags = 0;
  
  return col;
  
}
コード例 #2
0
ファイル: cphysics.c プロジェクト: aadarshasubedi/Corange
void collision_response_slide(void* x, vec3* position, vec3* velocity, collision (*colfunc)(void* x, vec3* pos, vec3* vel) ) {
  
  collision col = colfunc(x, position, velocity);
  
  int count = 0;
  while (col.collided) {
    
    //renderer_add(x, render_object_line(*position, vec3_add(*position, col.norm), vec3_red(), count+1));
    
    if (count++ == 100) {
      *velocity = vec3_zero();
      break;
    }
    
    vec3 fwrd = vec3_mul(*velocity, col.time);
    
    float len = max(vec3_length(fwrd) - 0.001, 0.0) / vec3_length(fwrd);
    vec3 move = vec3_add(*position, vec3_mul(fwrd, len));
    vec3 proj = vec3_project(vec3_mul(*velocity, (1.0-col.time)), col.norm);
    
    //renderer_add(x, render_object_line(*position, vec3_add(*position, vec3_normalize(proj)), vec3_green(), count+1));
    
    *position = move;
    *velocity = proj;
    
    col = colfunc(x, position, velocity);
  
  }
  
  *position = vec3_add(*position, *velocity);
  

}
コード例 #3
0
ファイル: matrix3.c プロジェクト: bradparks/obs-studio
void matrix3_from_quat(struct matrix3 *dst, const struct quat *q)
{
	float norm = quat_dot(q, q);
	float s = (norm > 0.0f) ? (2.0f/norm) : 0.0f;

	float xx = q->x * q->x * s;
	float yy = q->y * q->y * s;
	float zz = q->z * q->z * s;
	float xy = q->x * q->y * s;
	float xz = q->x * q->z * s;
	float yz = q->y * q->z * s;
	float wx = q->w * q->x * s;
	float wy = q->w * q->y * s;
	float wz = q->w * q->z * s;

	dst->x.x = 1.0f - (yy + zz);
	dst->x.y = xy + wz;
	dst->x.z = xz - wy;
	dst->x.w = 0.0f;

	dst->y.x = xy - wz;
	dst->y.y = 1.0f - (xx + zz);
	dst->y.z = yz + wx;
	dst->y.w = 0.0f;

	dst->z.x = xz + wy;
	dst->z.y = yz - wx;
	dst->z.z = 1.0f - (xx + yy);
	dst->z.w = 0.0f;

	vec3_zero(&dst->t);
}
コード例 #4
0
ファイル: camera.c プロジェクト: Drooids/Corange
camera* camera_new() {

  camera* c = malloc(sizeof(camera));
  
  c->position = vec3_new(10, 10, 10);
  c->target = vec3_zero();
  c->fov = 0.785398163;
  c->near_clip = 0.1;
  c->far_clip = 512.0;
  
  return c;
}
コード例 #5
0
ファイル: graphics.c プロジェクト: betsch85/obs-studio
static void build_sprite(struct vb_data *data, float fcx, float fcy,
		float start_u, float end_u, float start_v, float end_v)
{
	struct vec2 *tvarray = data->tvarray[0].array;

	vec3_zero(data->points);
	vec3_set(data->points+1,  fcx, 0.0f, 0.0f);
	vec3_set(data->points+2, 0.0f,  fcy, 0.0f);
	vec3_set(data->points+3,  fcx,  fcy, 0.0f);
	vec2_set(tvarray,   start_u, start_v);
	vec2_set(tvarray+1, end_u,   start_v);
	vec2_set(tvarray+2, start_u, end_v);
	vec2_set(tvarray+3, end_u,   end_v);
}
コード例 #6
0
ファイル: math-extra.c プロジェクト: ahmed1911/obs-studio
void cart_to_polar(struct vec3 *dst, const struct vec3 *v)
{
    struct vec3 polar;
    polar.z = vec3_len(v);

    if (close_float(polar.z, 0.0f, EPSILON)) {
        vec3_zero(&polar);
    } else {
        polar.x = asinf(v->y / polar.z);
        polar.y = atan2f(v->x, v->z);
    }

    vec3_copy(dst, &polar);
}
コード例 #7
0
animated_object* animated_object_new() {

  animated_object* ao = malloc(sizeof(animated_object));
  ao->position = vec3_zero();
  ao->scale = vec3_one();
  ao->rotation = quat_id();
  
  ao->renderable = asset_hndl_null();
  ao->skeleton = asset_hndl_null();
  ao->animation = asset_hndl_null();
  ao->animation_time = 0;
  
  ao->pose = NULL;
  
  return ao;
}
コード例 #8
0
ファイル: graphics.c プロジェクト: bradparks/obs-studio
static inline void build_sprite(struct vb_data *data, float fcx, float fcy,
		uint32_t flip)
{
	struct vec2 *tvarray = data->tvarray[0].array;
	float start_u, end_u;
	float start_v, end_v;

	assign_sprite_uv(&start_u, &end_u, (flip & GS_FLIP_U) != 0);
	assign_sprite_uv(&start_v, &end_v, (flip & GS_FLIP_V) != 0);

	vec3_zero(data->points);
	vec3_set(data->points+1,  fcx, 0.0f, 0.0f);
	vec3_set(data->points+2, 0.0f,  fcy, 0.0f);
	vec3_set(data->points+3,  fcx,  fcy, 0.0f);
	vec2_set(tvarray,   start_u, start_v);
	vec2_set(tvarray+1, end_u,   start_v);
	vec2_set(tvarray+2, start_u, end_v);
	vec2_set(tvarray+3, end_u,   end_v);
}
コード例 #9
0
ファイル: animated_object.c プロジェクト: AntonioCS/Corange
animated_object* animated_object_new() {

  animated_object* ao = malloc(sizeof(animated_object));
  ao->position = vec3_zero();
  ao->scale = vec3_one();
  ao->rotation = quaternion_id();
  
  ao->active = true;
  ao->recieve_shadows = true;
  ao->cast_shadows = true;
  
  ao->renderable = asset_hndl_null();
  ao->skeleton = asset_hndl_null();
  ao->animation = asset_hndl_null();
  ao->animation_time = 0;
  
  ao->pose = NULL;
  
  return ao;
}
コード例 #10
0
vec3 OBSBasicPreview::CalculateStretchPos(const vec3 &tl, const vec3 &br)
{
	uint32_t alignment = obs_sceneitem_getalignment(stretchItem);
	vec3 pos;

	vec3_zero(&pos);

	if (alignment & OBS_ALIGN_LEFT)
		pos.x = tl.x;
	else if (alignment & OBS_ALIGN_RIGHT)
		pos.x = br.x;
	else
		pos.x = (br.x - tl.x) * 0.5f + tl.x;

	if (alignment & OBS_ALIGN_TOP)
		pos.y = tl.y;
	else if (alignment & OBS_ALIGN_BOTTOM)
		pos.y = br.y;
	else
		pos.y = (br.y - tl.y) * 0.5f + tl.y;

	return pos;
}
コード例 #11
0
vec3 OBSBasicPreview::GetScreenSnapOffset(const vec3 &tl, const vec3 &br)
{
	OBSBasic *main = reinterpret_cast<OBSBasic*>(App()->GetMainWindow());
	vec2 screenSize = GetOBSScreenSize();
	vec3 clampOffset;

	vec3_zero(&clampOffset);

	const float clampDist = CLAMP_DISTANCE / main->previewScale;

	if (fabsf(tl.x) < clampDist)
		clampOffset.x = -tl.x;
	if (fabsf(clampOffset.x) < EPSILON &&
	    fabsf(screenSize.x - br.x) < clampDist)
		clampOffset.x = screenSize.x - br.x;

	if (fabsf(tl.y) < clampDist)
		clampOffset.y = -tl.y;
	if (fabsf(clampOffset.y) < EPSILON &&
	    fabsf(screenSize.y - br.y) < clampDist)
		clampOffset.y = screenSize.y - br.y;

	return clampOffset;
}
コード例 #12
0
void OBSBasicPreview::StretchItem(const vec2 &pos)
{
	Qt::KeyboardModifiers modifiers = QGuiApplication::keyboardModifiers();
	obs_bounds_type boundsType = obs_sceneitem_get_bounds_type(stretchItem);
	uint32_t stretchFlags = (uint32_t)stretchHandle;
	bool shiftDown = (modifiers & Qt::ShiftModifier);
	vec3 tl, br, pos3;

	vec3_zero(&tl);
	vec3_set(&br, stretchItemSize.x, stretchItemSize.y, 0.0f);

	vec3_set(&pos3, pos.x, pos.y, 0.0f);
	vec3_transform(&pos3, &pos3, &screenToItem);

	if (stretchFlags & ITEM_LEFT)
		tl.x = pos3.x;
	else if (stretchFlags & ITEM_RIGHT)
		br.x = pos3.x;

	if (stretchFlags & ITEM_TOP)
		tl.y = pos3.y;
	else if (stretchFlags & ITEM_BOTTOM)
		br.y = pos3.y;

	if (!(modifiers & Qt::ControlModifier))
		SnapStretchingToScreen(tl, br);

	obs_source_t source = obs_sceneitem_getsource(stretchItem);

	vec2 baseSize;
	vec2_set(&baseSize,
		float(obs_source_getwidth(source)),
		float(obs_source_getheight(source)));

	vec2 size;
	vec2_set(&size,br. x - tl.x, br.y - tl.y);

	if (boundsType != OBS_BOUNDS_NONE) {
		if (shiftDown)
			ClampAspect(tl, br, size, baseSize);

		if (tl.x > br.x) std::swap(tl.x, br.x);
		if (tl.y > br.y) std::swap(tl.y, br.y);

		vec2_abs(&size, &size);

		obs_sceneitem_set_bounds(stretchItem, &size);
	} else {
		if (!shiftDown)
			ClampAspect(tl, br, size, baseSize);

		vec2_div(&size, &size, &baseSize);
		obs_sceneitem_setscale(stretchItem, &size);
	}

	pos3 = CalculateStretchPos(tl, br);
	vec3_transform(&pos3, &pos3, &itemToScreen);

	vec2 newPos;
	vec2_set(&newPos, std::round(pos3.x), std::round(pos3.y));
	obs_sceneitem_setpos(stretchItem, &newPos);
}
コード例 #13
0
ファイル: in_game.c プロジェクト: mpersano/protozoa
static void
reset_eye(void)
{
	vec3_set(&gc.eye, 0, 0, -BASE_EYE_Z - .5f*WAVE_TITLE_TICS);
	vec3_zero(&delta_eye);
}
コード例 #14
0
ファイル: terrain.c プロジェクト: ghosthamlet/Corange
static void terrain_new_chunk(terrain* ter, int i) {

  const int SUBDIVISIONS = NUM_TERRAIN_SUBDIVISIONS+1; 

  terrain_chunk* tc = malloc(sizeof(terrain_chunk));
  tc->id = i;
  tc->x = i % ter->num_cols;
  tc->y = i / ter->num_cols;
  tc->width = ter->chunk_width;
  tc->height = ter->chunk_height;
  
  int x_max = tc->width * SUBDIVISIONS + 1;
  int y_max = tc->height * SUBDIVISIONS + 1;
  
  tc->num_verts = x_max * y_max + x_max * 2 + y_max * 2;
  vec3* vertex_buffer = malloc(sizeof(vec3) * 4 * tc->num_verts);
  int index = 0;
  
  for(int x = 0; x < x_max; x++)
  for(int y = 0; y < y_max; y++) {
    float gx = tc->x * ter->chunk_width + (float)x/SUBDIVISIONS;
    float gy = tc->y * ter->chunk_height + (float)y/SUBDIVISIONS;
    
    float height = terrain_height(ter, vec2_new(gx, gy));
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
    
  }
  
  /* Adding fins. Don't look, horrible code */
  
  const float FIN_DEPTH = 5.0;
  
  for(int y = 0; y < y_max; y++) {
    int gx = tc->x * ter->chunk_width + 0;
    int gy = tc->y * ter->chunk_height + (float)y/SUBDIVISIONS;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  for(int y = 0; y < y_max; y++) {
    int gx = tc->x * ter->chunk_width + ter->chunk_width;
    int gy = tc->y * ter->chunk_height + (float)y/SUBDIVISIONS;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  for(int x = 0; x < x_max; x++) {
    int  gx = tc->x * ter->chunk_width + (float)x/SUBDIVISIONS;
    int  gy = tc->y * ter->chunk_height + 0;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  for(int x = 0; x < x_max; x++) {
    int  gx = tc->x * ter->chunk_width + (float)x/SUBDIVISIONS;
    int  gy = tc->y * ter->chunk_height + ter->chunk_height;
    
    float height = terrain_height(ter, vec2_new(gx, gy)) - FIN_DEPTH;
    mat3  axis   = terrain_tbn(ter, vec2_new(gx, gy));
    
    vec3 pos = vec3_new(gx, height, gy);
    vec3 tangent = mat3_mul_vec3(axis, vec3_new(1,0,0));
    vec3 normal  = mat3_mul_vec3(axis, vec3_new(0,1,0));
    vec3 binorm  = mat3_mul_vec3(axis, vec3_new(0,0,1));
    
    vertex_buffer[index] = pos; index++;
    vertex_buffer[index] = normal; index++;
    vertex_buffer[index] = tangent; index++;
    vertex_buffer[index] = binorm; index++;
  }
  
  tc->bound.center = vec3_zero();
  for (int i = 0; i < index; i+=4) {
    tc->bound.center = vec3_add(tc->bound.center, vertex_buffer[i]);
  }
  tc->bound.center = vec3_div(tc->bound.center, tc->num_verts);
  
  tc->bound.radius = 0;
  for (int i = 0; i < index; i+=4) {
    tc->bound.radius = max(tc->bound.radius, vec3_dist(tc->bound.center, vertex_buffer[i]));
  }
  
  if (net_is_client()) {
    glGenBuffers(1, &tc->vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, tc->vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vec3) * 4 * tc->num_verts, vertex_buffer, GL_STATIC_DRAW);
  }
  
  free(vertex_buffer);
  
  if (net_is_client()) {
    glGenBuffers(NUM_TERRAIN_BUFFERS, tc->index_buffers);
  }
  
  for(int j = 0; j < NUM_TERRAIN_BUFFERS; j++) {
  
    int off = pow(2, j);
    int x_max = tc->width * SUBDIVISIONS;
    int y_max = tc->height * SUBDIVISIONS;
    
    tc->num_indicies[j] = (x_max / off) * (y_max / off) * 6 + (x_max / off) * 12 + (y_max / off) * 12;
    
    uint32_t* index_buffer = malloc(sizeof(uint32_t) * tc->num_indicies[j]);
    index = 0;
    
    for(int x = 0; x < x_max; x+=off)
    for(int y = 0; y < y_max; y+=off) {
      index_buffer[index] =  x +  y * (x_max+1); index++;
      index_buffer[index] = (x+off) +  y * (x_max+1); index++;
      index_buffer[index] = (x+off) + (y+off) * (x_max+1); index++;
      index_buffer[index] =  x +  y * (x_max+1); index++;
      index_buffer[index] = (x+off) + (y+off) * (x_max+1); index++;
      index_buffer[index] =  x + (y+off) * (x_max+1); index++;
    }
    
    /* Again, adding fins. Don't look horrible code */
    
    int x_base = (x_max + 1) * (y_max + 1);
    int y_base = (x_max + 1) * (y_max + 1) + (x_max + 1) * 2;
    
    for(int x = 0; x < x_max; x+=off) {
      index_buffer[index] = x + 0 * (x_max+1); index++;
      index_buffer[index] =  x_base + x; index++;
      index_buffer[index] = (x+off) + 0 * (x_max+1); index++;
      
      index_buffer[index] = (x+off) + 0 * (x_max+1); index++;
      index_buffer[index] = x_base + x; index++;
      index_buffer[index] = x_base + x+off; index++;
    }
    
    for(int x = 0; x < x_max; x+=off) {
      index_buffer[index] = x + y_max * (x_max+1); index++;
      index_buffer[index] = (x+off) + y_max * (x_max+1); index++;
      index_buffer[index] =  x_base + y_max+1 + x; index++;
      
      index_buffer[index] = (x+off) + y_max * (x_max+1); index++;
      index_buffer[index] = x_base + x_max+1 + x+off; index++;
      index_buffer[index] = x_base + x_max+1 + x; index++;
    }
    
    for(int y = 0; y < y_max; y+=off) {
      index_buffer[index] = 0 + y * (x_max+1); index++;
      index_buffer[index] = 0 + (y+off) * (x_max+1); index++;
      index_buffer[index] = y_base + y; index++;
      
      index_buffer[index] = 0 + (y+off) * (x_max+1); index++;
      index_buffer[index] = y_base + y+off; index++;
      index_buffer[index] = y_base + y; index++;
    }
    
    for(int y = 0; y < y_max; y+=off) {
      index_buffer[index] = x_max + y * (x_max+1); index++;
      index_buffer[index] = y_base + y_max+1 + y; index++;
      index_buffer[index] = x_max + (y+off) * (x_max+1); index++;
      
      index_buffer[index] = x_max + (y+off) * (x_max+1); index++;
      index_buffer[index] = y_base + y_max+1 + y; index++;
      index_buffer[index] = y_base + y_max+1 + y+off; index++;
    }
    
    if (net_is_client()) {
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tc->index_buffers[j]);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * tc->num_indicies[j], index_buffer, GL_DYNAMIC_DRAW);
    }
    
    free(index_buffer);
  }
  
  tc->colmesh = malloc(sizeof(cmesh));
  tc->colmesh->is_leaf = true;
  tc->colmesh->triangles_num = (tc->width/4) * (tc->height/4) * 2;
  tc->colmesh->triangles = malloc(sizeof(ctri) * tc->colmesh->triangles_num);
  
  int tri_i = 0;
  
  for (int x = 0; x < tc->width;  x += 4)
  for (int y = 0; y < tc->height; y += 4) {
    
    float gx = tc->x * ter->chunk_width  + (float)x;
    float gy = tc->y * ter->chunk_height + (float)y;    
    
    vec3 a = vec3_new(gx  , terrain_height(ter, vec2_new(gx  , gy  )) , gy  );
    vec3 b = vec3_new(gx+4, terrain_height(ter, vec2_new(gx+4, gy  )) , gy  );
    vec3 c = vec3_new(gx+4, terrain_height(ter, vec2_new(gx+4, gy+4)) , gy+4);
    vec3 d = vec3_new(gx  , terrain_height(ter, vec2_new(gx  , gy+4)) , gy+4);
    
    vec3 tang   = vec3_normalize(vec3_sub(b, a));
    vec3 binorm = vec3_normalize(vec3_sub(d, a));
    vec3 norm   = vec3_cross( binorm, tang );
    
    tc->colmesh->triangles[tri_i] = ctri_new(a, c, b, norm); tri_i++;
    tc->colmesh->triangles[tri_i] = ctri_new(a, d, c, norm); tri_i++;
  
  }
  
  tc->colmesh->bound = cmesh_bound(tc->colmesh);
  
  /* For some reason this is not working correctly */
  cmesh_subdivide(tc->colmesh, 5);

  ter->chunks[i] = tc;

}