コード例 #1
0
ファイル: bubble.cpp プロジェクト: mileswu/cos426-game
int Bubble::Collides(R3Mesh* mesh, R3Vector offset) {
  R3Box box = mesh -> bbox;

  R3Vector SepAxis = pos - (box.Centroid() + offset);

  double dist = SepAxis.Length();
  SepAxis.Normalize();

  double x = SepAxis.X();
  double y = SepAxis.Y();
  double z = SepAxis.Z();

  if (x >= y && x >= z && x != 0)
    SepAxis /= x;
  else if (y >= x && y >= z != 0)
    SepAxis /= y;
  else if (z != 0)
    SepAxis /= z;

  double x_len = box.XLength();
  double y_len = box.YLength();
  double z_len = box.ZLength();

  //effective radius
  SepAxis.SetX(x * x_len/2.0);
  SepAxis.SetY(y * y_len/2.0);
  SepAxis.SetZ(z * z_len/2.0);

  if (dist <= (size + SepAxis.Length()))
    return 1;	
  return 0;
}
コード例 #2
0
   static R3Vector calculate_sink_force(R3Scene* scene, R3Particle* particle)
   {
      R3ParticleSink* sink;
      R3Vector force = R3Vector(0,0,0);  
   	
      for (int i = 0; i < scene->NParticleSinks(); i++)
      {
         sink = scene->ParticleSink(i);
      	
         if (sink->shape->type == R3_SPHERE_SHAPE)
         {
            R3Sphere* sphere = sink->shape->sphere;
            R3Point center = sphere->Center();
            
            R3Vector f = -(particle->position - center);
            double d = f.Length() - sphere->Radius();
            f.Normalize();
         	
            double mag = sink->intensity / (sink->constant_attenuation + 
               						sink->linear_attenuation*d + 
               						sink->quadratic_attenuation*d*d);
            force += f*mag;
         }
         else if (sink->shape->type == R3_MESH_SHAPE)
      	{
      		R3Mesh* mesh = sink->shape->mesh;
      		R3Point center = R3Point(0,0,0);
      		for (unsigned int j = 0; j < mesh->vertices.size(); j++)
      		{
      			center += mesh->vertices[i]->position / mesh->vertices.size();
      		}
      		R3Vector f = -(particle->position - center);
            double d = f.Length();
            f.Normalize();
         	
            double mag = sink->intensity / (sink->constant_attenuation + 
               						sink->linear_attenuation*d + 
               						sink->quadratic_attenuation*d*d);
            force += f*mag;
      	}
      	else if (sink->shape->type == R3_BOX_SHAPE)
      	{
      		R3Box* box = sink->shape->box;
      		R3Point center = R3Point((box->XMax() - box->XMin())/2 + box->XMin(),
      										 (box->YMax() - box->YMin())/2 + box->YMin(),
      										 (box->ZMax() - box->ZMin())/2 + box->ZMin());
      		R3Vector f = -(particle->position - center);
            double d = f.Length();
            f.Normalize();
         	
            double mag = sink->intensity / (sink->constant_attenuation + 
               						sink->linear_attenuation*d + 
               						sink->quadratic_attenuation*d*d);
            force += f*mag;

      	}
      }
      return force;
   }
コード例 #3
0
ファイル: R3Matrix.cpp プロジェクト: dmrd/startiger
void R3Matrix::Rotate(const R3Vector& from, const R3Vector& to)
{
    // rotate matrix that takes direction of vector "from" -> "to"
    // This is a quickie hack -- there's got to be a better way
    double d1 = from.Length();
    if (d1 == 0) return;
    double d2 = to.Length();
    if (d2 == 0) return;
    double cosine = from.Dot(to) / (d1 * d2);
    double radians = acos(cosine);
    R3Vector axis = from % to;
    axis.Normalize();
    Rotate(axis, radians);
}
コード例 #4
0
ファイル: R3Distance.cpp プロジェクト: bmatejek525/Graphics
double R3Distance(const R3Point& point, const R3Line& line)
{
  // Return distance from point to line (Riddle p. 904)
  R3Vector v = line.Vector();
  v.Cross(point - line.Point());
  return v.Length();
}
コード例 #5
0
 static R3Vector calculate_spring_force(R3Particle* p)
 {		
    R3Vector spring_force = R3Vector(0, 0, 0);
    R3Vector vp = p->velocity;
 	
    R3Vector D;
    double d;
    double ks;
    double kd;
    double s;
    R3Particle* q;
    R3Vector vq;
 	
    for (unsigned int i = 0; i < p->springs.size(); i++)
    {
       if (p->springs[i]->particles[0] == p)
          q = p->springs[i]->particles[1];
       else
          q = p->springs[i]->particles[0];
    	
       vq = q->old_velocity;
    	
       s = p->springs[i]->rest_length;
       ks = p->springs[i]->ks;
       kd = p->springs[i]->kd;
    	
       D = q->position - p->position;
       d = D.Length();
    	
       spring_force += (ks * (d - s) + kd * (vq - vp).Dot(D)) * D; 
    }
 	
    return spring_force;		
 }
コード例 #6
0
void R3Vector::
Project(const R3Vector& vector)
{
  // Project onto another vector    
  double dot = this->Dot(vector);
  double length = vector.Length();
  if (length != 0) dot /= (length * length);
  *this = vector * dot;
}
コード例 #7
0
ファイル: R3Sphere.cpp プロジェクト: DarkoBomer/Matterport
const R3Point R3Sphere::
FurthestPoint(const R3Point& point) const
{
    // Return furthest point in sphere
    if (radius <= 0) return center;
    R3Vector v = point - Center();
    RNLength d = v.Length();
    if (RNIsZero(d)) return R3Point(center[0] + radius, center[1], center[2]);
    else return center - radius * v / d;
}
コード例 #8
0
ファイル: R3Sphere.cpp プロジェクト: DarkoBomer/Matterport
const R3Point R3Sphere::
ClosestPoint(const R3Point& point) const
{
    // Return closest point in sphere
    if (radius <= 0) return center;
    R3Vector v = point - Center();
    RNLength d = v.Length();
    if (d < radius) return point;
    else return center + radius * v / d;
}
コード例 #9
0
ファイル: R3Distance.cpp プロジェクト: bmatejek525/Graphics
double R3Distance(const R3Point& point, const R3Ray& ray)
{
  // Check if start point is closest
  R3Vector v = point - ray.Start();
  double dir = v.Dot(ray.Vector());
  if (dir < 0) return v.Length();

  // Return distance from point to ray line
  return R3Distance(point, ray.Line());
}
コード例 #10
0
ファイル: R3Triangle.C プロジェクト: acplus/peptalk
const RNArea R3Triangle::
Area(void) const
{
    // Compute area using Newell's method
    R3Vector sum = R3null_vector;
    sum += v[0]->Position().Vector() % v[2]->Position().Vector();
    sum += v[1]->Position().Vector() % v[0]->Position().Vector();
    sum += v[2]->Position().Vector() % v[1]->Position().Vector();
    return 0.5 * sum.Length();
}
コード例 #11
0
ファイル: R3Point.cpp プロジェクト: cricklet/Path-Tracer
const RNBoolean R3Point::
Collinear(const R3Point& point1, const R3Point& point2) const
{
    // Check if two of points are same
    if ((*this == point1) || (*this == point2) || (point1 == point2)) return TRUE;

    /// Check if three points are collinear
    R3Vector v = point1 - *this;
    v.Cross(point1 - point2);
    if (RNIsZero(v.Length())) return TRUE;
    return FALSE;
}
コード例 #12
0
 static R3Vector calculate_attractive_force(R3Scene* scene, R3Particle* particle)
 {
    R3Vector attractive_force = R3Vector(0,0,0);
 	
    double G = 6.67300e-11;
 	
    for (int i = 0; i < scene->NParticles(); i++)
    {
       if (scene->Particle(i) == particle)
          continue;
    	
       R3Vector r = particle->position - scene->Particle(i)->position;
       double m1 = particle->mass;
       double m2 = scene->Particle(i)->mass;
    	
       double mag = -G * m1 * m2 / (r.Length() * r.Length());
       r.Normalize();
    	
       attractive_force += mag * r;
    }
 	
    return attractive_force;
 }
コード例 #13
0
ファイル: R3Mesh.cpp プロジェクト: JasonAltschuler/WorldWarQ
double R3MeshFace::
Area(void) const
{
  // Check number of vertices
  if (vertices.size() < 3) return 0;

  // Compute area using Newell's method (assumes convex polygon)
  R3Vector sum = R3null_vector;
  const R3Point *p1 = &(vertices.back()->position);
  for (unsigned int i = 0; i < vertices.size(); i++) {
    const R3Point *p2 = &(vertices[i]->position);
    sum += p2->Vector() % p1->Vector();
    p1 = p2;
  }

  // Return area
  return 0.5 * sum.Length();
}
コード例 #14
0
// compute intersection between a triangle face and a ray
R3Intersection ComputeIntersection(R3MeshFace *tri, R3Ray &ray, double min_t)
{
  assert (tri->vertices.size() == 3);

  R3Intersection i;

  R3Point t1 = tri->vertices[0]->position;
  R3Point t2 = tri->vertices[1]->position;
  R3Point t3 = tri->vertices[2]->position;

  // intersect ray with triangle's plane
  R3Plane plane = tri->plane;
  double t = -(ray.Start().Vector().Dot(plane.Normal()) + plane.D()) 
    / (ray.Vector().Dot(plane.Normal()));

  // early return if not closer than minimum intersection for the mesh
  if (t > min_t || t < 0)
  {
    i.hit = false;
    return i;
  }


  // check if intersection is within triangle using barycentric coordinate method
  R3Point p = ray.Point(t);

  R3Vector v;

  v = t2 - t1;
  v.Cross(t3 - t1);
  double area = v.Length() / 2;

  v = t2 - t1;
  v.Cross(p - t1);
  if (v.Dot(plane.Normal()) < 0)
  {
    i.hit = false;
    return i;
  }
  double a = v.Length() / (2 * area);

  v = p - t1;
  v.Cross(t3 - t1);
  if (v.Dot(plane.Normal()) < 0)
  {
    i.hit = false;
    return i;
  }
  double b = v.Length() / (2 * area);

  if (a <= 1 && a >= 0 && b <= 1 && b >= 0 && a + b <= 1)
  {
    i.hit = true;
    if (ray.Vector().Dot(plane.Normal()) < 0)
    {
      i.normal = plane.Normal();
    }
    else
    {
      i.normal = -plane.Normal();
    }
    i.position = p;
    i.t = t;
    return i;
  } 
  else
  {
    i.hit = false;
    return i;
  }
}
コード例 #15
0
ファイル: particle.cpp プロジェクト: bmatejek525/Graphics
R3Vector ForceVector(R3Scene *scene, double current_time, R3Particle *particle, R3Point partpos, R3Vector partvel) {
    
    // set to 0
    R3Vector f = R3Vector(0,0,0);
    
    // gravity
    f += particle->mass*scene->gravity;
    
    // drag
    f += -1*partvel*particle->drag;
    
    // springs
    for (unsigned int i = 0; i < scene->particle_springs.size(); i++) {
        R3ParticleSpring *spring = scene->particle_springs[i];
        
        if (spring->particles[0] == particle && spring->particles[1] == particle) {
            
        }
        else if (spring->particles[0] == particle) {
            R3Point q = partpos;
            R3Point p = spring->particles[1]->position;
            R3Vector vq = partvel;
            R3Vector vp = spring->particles[1]->velocity;
            
            
            
            double d = R3Distance(p,q);
            if (d > eps) {
                R3Vector D = (q-p)/d;
                double mult = spring->kd*(vq - vp).Dot(D);
                f -= (spring->ks*(d - spring->rest_length) + mult)*D;
            }
        }
        
        else if (spring->particles[1] == particle) {
            R3Point q = partpos;
            R3Point p = spring->particles[0]->position;
            R3Vector vq = partvel;
            R3Vector vp = spring->particles[0]->velocity;
            double d = R3Distance(p,q);
            if (d > eps) {
                R3Vector D = (q-p)/d;
                double mult = spring->kd*(vq - vp).Dot(D);
                f -= (spring->ks*(d - spring->rest_length) + mult)*D;
            }
        }
    }
    
    // particle interactions
    
    for (int i = 0; i < scene->NParticles(); i++) {
        R3Particle *otherparticle = scene->Particle(i);
        if (otherparticle != particle) {
            R3Vector to = otherparticle->position - partpos;
            double d = to.Length();
            to.Normalize();
            if (d > eps) f += to*GRAV_CONSTANT*particle->mass*otherparticle->mass/d/d;
        }
    }
    
    // sink interaction
    for (int i = 0; i < scene->NParticleSinks(); i++) {
        R3ParticleSink *sink = scene->ParticleSink(i);
        
        //sphere sink
        if (sink->shape->type == R3_SPHERE_SHAPE) {
            // calculate closests point
            R3Point center = sink->shape->sphere->Center();
            double r = sink->shape->sphere->Radius();
            R3Vector to = partpos - center;
            to.Normalize();
            to *= r;
            R3Point closest = center + to;
            
            // calculate force
            R3Vector toward = closest - partpos;
            double d = toward.Length();
            toward.Normalize();
            if (d > eps) {
                toward *= sink->intensity/(sink->constant_attenuation + sink->linear_attenuation*d + sink->quadratic_attenuation*d*d);
                f += toward;
            }
        }
    }
    
    return f;
}
コード例 #16
0
// compute area between three points
double Area(R3Point p1, R3Point p2, R3Point p3)
{
  R3Vector v = p2 - p1;
  v.Cross(p3 - p1);
  return v.Length() / 2;
}
コード例 #17
0
ファイル: Rails.cpp プロジェクト: dmrd/startiger
void Rails::Update(double dt)
{
    time -= dt;
    if (time < 0) {
        int i = -1;
        int j = -1;
        time += 1.0/MOVE_SPEED*(double)GetWidth()/TERRAIN_DPS;//*GetWidth()/(double)TERRAIN_SIZE;//TERRAIN_SIZE/(double)TERRAIN_DPS;//*coeff;//(double)GetWidth()*coeff;

        float greatest = 0;
        R2Point previousLocation = oldLocation;
        R2Point firstLocation = currentLocation;
        R2Point secondLocation = currentLocation;
        for (int k = 0; k < 5; k++) {
            float greatest = 0;
            for (i = -1; i <= 1; i++) {
                for (j = -1; j <= 1; j++) {
                    if (i == 0 && j == 0)
                        continue;
                    if (params.railMap->Pixel(currentLocation.X()+i,currentLocation.Y()+j)[0] > greatest) {
                        R2Point tempLocation = R2Point(currentLocation.X()+i,currentLocation.Y()+j);
                        if (tempLocation.X() != oldLocation.X() || tempLocation.Y() != oldLocation.Y()) {
                            if (tempLocation.X() != oldoldLocation.X() || tempLocation.Y() != oldoldLocation.Y()) {
                                greatest = params.railMap->Pixel(currentLocation.X()+i,currentLocation.Y()+j)[0];
                                nextLocation = tempLocation;
                            }
                        }
                    }
                }
            } 

            if (k==0)
                secondLocation = nextLocation;
            oldoldLocation = oldLocation;
            oldLocation = currentLocation;
            currentLocation = nextLocation;

        }
        for (i = -1; i <= 1; i++) {
            for (j = -1; j <= 1; j++) {
                if (i == 0 && j == 0)
                    continue;
                if (params.railMap->Pixel(currentLocation.X()+i,currentLocation.Y()+j)[2] > .5) {
                    globals.levelStatus = 1;
                    globals.gsmgr->Stop();
                }
            }
        } 



        R3Vector v = R3Vector(-(currentLocation.X()-firstLocation.X()), 0, currentLocation.Y()-firstLocation.Y());
        targetDirection = acos(-R3zaxis_vector.Dot(v)/v.Length());
        targetDirection = targetDirection - (int)(targetDirection/6.28);
        if (v.X() < 0) {
            targetDirection = 6.28-targetDirection;
        }
        oldoldLocation = previousLocation;
        oldLocation = firstLocation;
        currentLocation = secondLocation;

    }
    //double coeff = (sqrt(2) - 1)*abs((firstLocation.X()-currentLocation.X())*(currentLocation.Y()-firstLocation.Y())) + 1;
    //printf("coeff %f\n", coeff);
    float closeness = 0;
    if (targetDirection < 0)
        closeness = (-currentDirection + targetDirection);
    else
        closeness = (-currentDirection + targetDirection);
    currentDirection += ROLL_SPEED*dt * closeness;//abs(closeness)*closeness;
    if (abs(currentDirection - targetDirection) > .05) {
        /*
           if (currentDirection < targetDirection)
           currentDirection += ROLL_SPEED*dt;
           if (currentDirection > targetDirection)
           currentDirection -= ROLL_SPEED*dt;
           */
    }
    //currentDirection = targetDirection;//abs(closeness)*closeness;
    globals.player->SetDirection(currentDirection);
}
コード例 #18
0
ファイル: particle.cpp プロジェクト: bmatejek525/Graphics
void GenerateParticles(R3Scene *scene, double current_time, double delta_time)
{
    for (int i = 0; i < scene->NParticleSources(); i++) {
        
        R3ParticleSource *source = scene->ParticleSource(i);
        
        // spheres
        if (source->shape->type == R3_SPHERE_SHAPE) {
            
            // remainder term for fraction of particle
            double numberweshouldmake = delta_time * source->rate + source->remainder;
            int nparts = (int) floor(numberweshouldmake);
            source->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                double u = RandomNumber();
                double theta = 2*PI*u;
                double v = RandomNumber();
                double phi = acos(2*v-1);
                double r = source->shape->sphere->Radius();
                R3Point center = source->shape->sphere->Center();
                
                double x = r*cos(theta)*sin(phi);
                double y = r*sin(theta)*sin(phi);
                double z = r*cos(phi);
                
                R3Vector n = R3Vector(x,y,z);
                n.Normalize();
                
                // find tangent vector, use lecture notes to get velocity
                R3Plane plane = R3Plane(R3Point(0,0,0),n);
                R3Vector a;
                do {
                    a = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    a.Project(plane);
                } while (a.Length() == 0.0);
                a.Normalize();
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(source->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = center + n*r;
                newpart->velocity = vec*source->velocity;
                
                //update
                newpart->mass = source->mass;
                newpart->fixed = source->fixed;
                newpart->drag = source->drag;
                newpart->elasticity = source->elasticity;
                newpart->lifetime = source->lifetime;
                newpart->lifetimeactive = source->lifetimeactive;
                newpart->material = source->material;
                
                scene->particles.push_back(newpart);
            }
        }
        

        // CIRCLE
        if (source->shape->type == R3_CIRCLE_SHAPE) {
            double numberweshouldmake = delta_time * source->rate + source->remainder;
            int nparts = (int) floor(numberweshouldmake);
            source->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                
                double r = source->shape->circle->Radius();
                R3Point center = source->shape->circle->Center();
                R3Plane plane = source->shape->circle->Plane();
                R3Vector n = plane.Normal();
                n.Normalize();
                
                // get a random point on a circle
                double xcirc, ycirc;
                do {
                    xcirc = 2*r*(RandomNumber() - 0.5);
                    ycirc = 2*r*(RandomNumber() - 0.5);
                } while (xcirc*xcirc + ycirc*ycirc > r*r);
                
                // get basis vectors of circle
                R3Vector tang;
                do {
                    tang = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    tang.Project(plane);
                } while (tang.Length() == 0.0);
                R3Vector othertang = R3Vector(tang);
                othertang.Cross(n);
                othertang.Normalize();
                tang.Normalize();
                
                R3Point pos = center + tang*xcirc + othertang*ycirc;
                
                
                R3Vector a = R3Vector(tang);
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(source->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = pos;
                newpart->velocity = vec*source->velocity;
                
                
                newpart->mass = source->mass;
                newpart->fixed = source->fixed;
                newpart->drag = source->drag;
                newpart->elasticity = source->elasticity;
                newpart->lifetime = source->lifetime;
                newpart->lifetimeactive = source->lifetimeactive;
                newpart->material = source->material;
                
                scene->particles.push_back(newpart);
            }
        }
        
    }
	
	
	 for (int i = 0; i < (int)scene->enemies.size(); i++) {
        
        R3Enemy *enemy = scene->enemies[i];
        
        // spheres
        if (enemy->shape->type == R3_SPHERE_SHAPE) {
            
            // remainder term for fraction of particle
            double numberweshouldmake = delta_time * enemy->rate + enemy->remainder;
            int nparts = (int) floor(numberweshouldmake);
            enemy->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                double u = RandomNumber();
                double theta = 2*PI*u;
                double v = RandomNumber();
                double phi = acos(2*v-1);
                double r = enemy->shape->sphere->Radius();
                R3Point center = enemy->shape->sphere->Center();
                
                double x = r*cos(theta)*sin(phi);
                double y = r*sin(theta)*sin(phi);
                double z = r*cos(phi);
                
                R3Vector n = R3Vector(x,y,z);
                n.Normalize();
                
                // find tangent vector, use lecture notes to get velocity
                R3Plane plane = R3Plane(R3Point(0,0,0),n);
                R3Vector a;
                do {
                    a = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    a.Project(plane);
                } while (a.Length() == 0.0);
                a.Normalize();
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(enemy->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = center + n*r;
                newpart->velocity = vec*enemy->velocity;
                
                //update
                newpart->mass = enemy->mass;
                newpart->fixed = enemy->fixed;
                newpart->drag = enemy->drag;
                newpart->elasticity = enemy->elasticity;
                newpart->lifetime = enemy->lifetime;
                newpart->lifetimeactive = enemy->lifetimeactive;
                newpart->material = enemy->material;
                
                scene->particles.push_back(newpart);
            }
        }
        
        
        // CIRCLE
        if (enemy->shape->type == R3_CIRCLE_SHAPE) {
            
            double numberweshouldmake = delta_time * enemy->rate + enemy->remainder;
            int nparts = (int) floor(numberweshouldmake);
            enemy->remainder = numberweshouldmake - nparts;
            
            for (int p = 0; p < nparts; p++) {
                R3Particle *newpart = new R3Particle();
                
                // calculate position and velocity
                
                double r = enemy->shape->circle->Radius();
                R3Point center = enemy->shape->circle->Center();
                R3Plane plane = enemy->shape->circle->Plane();
                R3Vector n = plane.Normal();
                n.Normalize();
                
                // get a random point on a circle
                double xcirc, ycirc;
                do {
                    xcirc = 2*r*(RandomNumber() - 0.5);
                    ycirc = 2*r*(RandomNumber() - 0.5);
                } while (xcirc*xcirc + ycirc*ycirc > r*r);
                
                // get basis vectors of circle
                R3Vector tang;
                do {
                    tang = R3Vector(RandomNumber(),RandomNumber(),RandomNumber());
                    tang.Project(plane);
                } while (tang.Length() == 0.0);
                R3Vector othertang = R3Vector(tang);
                othertang.Cross(n);
                othertang.Normalize();
                tang.Normalize();
                
                R3Point pos = center + tang*xcirc + othertang*ycirc;
                
                
                R3Vector a = R3Vector(tang);
                double t1 = 2*PI*RandomNumber();
                double t2 = sin(enemy->angle_cutoff)*RandomNumber();
                a.Rotate(n,t1);
                R3Vector vec = R3Vector(a);
                R3Vector cross = R3Vector(vec);
                cross.Cross(n);
                vec.Rotate(cross,acos(t2));
                
                newpart->position = pos;
                newpart->velocity = vec * 1.0;
                
                
                newpart->mass = enemy->mass;
                newpart->fixed = enemy->fixed;
                newpart->drag = enemy->drag;
                newpart->elasticity = enemy->elasticity;
                newpart->lifetime = enemy->lifetime;
                newpart->lifetimeactive = enemy->lifetimeactive;
                newpart->material = enemy->material;
                
                scene->particles.push_back(newpart);
            }
        }
        
    }
	
    
}
コード例 #19
0
ファイル: R3Distance.cpp プロジェクト: bmatejek525/Graphics
double R3Distance(const R3Point& point1, const R3Point& point2)
{
  // Return length of vector between points
  R3Vector v = point1 - point2;
  return v.Length();
}