コード例 #1
0
bool circleEmitter::addParticle(){
    particle *newParticle;
    float speed;
    //Particle pool exists and max num particles not exceeded
    if(e != NULL && *managerParticleList != NULL && e->particleCount < e->totalParticles && emitting){
        newParticle = *managerParticleList;
        *managerParticleList = (*managerParticleList)->next;
        if(e->particleList != NULL){
            e->particleList->prev = newParticle;
        }
        newParticle->next = e->particleList;
        newParticle->prev = NULL;
        e->particleList = newParticle;
        
        float angle = randomAngle();
        float radScalar = randDist();
        newParticle->rand = radScalar;
        newParticle->radius = radius * radScalar;
        STVector3 point = STVector3(radius*radScalar*cosf(angle), 0, radius*radScalar*sinf(angle));
        STVector3 straightUp = STVector3(0,1,0);
        STVector3 circleDir = STVector3(e->dir.x, e->dir.y, e->dir.z);
        

        STVector3 a  = STVector3::Cross(straightUp, circleDir);
        float w = sqrt(powf(straightUp.Length(), 2) * powf(circleDir.Length(), 2)) + STVector3::Dot(straightUp, circleDir);
        Quaternion rotateCircle = Quaternion(w, a.x, a.y, a.z);
        rotateCircle.Normalize();

        STVector3 rotatedPoint = rotateCircle.rotate(point, rotateCircle);
        newParticle->pos.x = rotatedPoint.x + e->pos.x;
        newParticle->pos.y = rotatedPoint.y + e->pos.y;
        newParticle->pos.z = rotatedPoint.z + e->pos.z;

/*
        newParticle->pos.x = e->pos.x + radius*sinf(angle);
        newParticle->pos.y = e->pos.y;
        newParticle->pos.z = e->pos.z + radius*cosf(angle);
*/
        
        newParticle->prevPos.x = 0;
        newParticle->prevPos.y = 0;
        newParticle->prevPos.z = 0;
        
        newParticle->dir = e->dir + (e->dirVar*randDist());
        speed = e->speed + (e->speed * randDist());
        newParticle->dir.x *= speed;
        newParticle->dir.y *= speed;
        newParticle->dir.z *= speed;
        
        newParticle->life = e->life + (int)((float)e->lifeVar * randDist());

        newParticle->side = randDist();
        e->particleCount++;
        return true;
    }
    return false;
}
コード例 #2
0
void Note::AttractFromDissonance(Note *other, float diss_val) {
    
    STPoint3 me = centerPosition;
    STPoint3 him = *other->getLocation();
    STVector3 path = him - me;
    float mag = path.Length();
    STVector3 dir = path / mag;
        
    // determines at which point dissonance transfers from attract to repel
    float crossing_val = .1;
    
    float how_fast = .005; //* (1.0/(mag * mag * mag * mag * mag * mag * mag * mag * mag * mag * mag * mag + 1.0));
    
    int note_distance = abs(mapped_midi - other->getMappedMidi());
    float from_midi_diff = .1 * pow((float)note_distance,.5);
    float from_max_midi_num = .008 * min(mapped_midi, other->getMappedMidi());
    
    float summed_diss = easeRamp(diss_val) - from_midi_diff + from_max_midi_num;
    
    STVector3 nudgeVec;
    
    float eps = .01;
    STPoint3 newPos = me + dir * (how_fast/*/(pow(mag,1)+eps)*/) * (crossing_val - summed_diss);
    
    nudgeVec = me - newPos;
    
    centerPosition = me - nudgeVec/2;
    other->Nudge(nudgeVec/2);
}
コード例 #3
0
void Note::MoveFromDissonance(Note *other, float diss_val) {
    
    STPoint3 me = centerPosition;
    STPoint3 him = *other->getLocation();
    STVector3 path = him - me;
    float mag = path.Length();
    STVector3 dir = path / mag;
    
    STVector3 nudgeVec;
    int note_distance = abs(mapped_midi - other->getMappedMidi());
    
    float from_max_midi_num = 0; //.12 * min(mapped_midi, other->getMappedMidi());
    float from_midi_diff = .1 * (float)note_distance; // .05 * pow((float)note_distance,2);
    float from_diss_val = 20.0 * easeRamp(diss_val) ;//(3.0 * log(diss_val+2.0)); //12.0 * pow(1-easeBump(diss_val),7.0);
    
    float speed_due_to_dist = 1.0; //1.0/(pow(mag,20)+ 1.0); // speed is inversely porportional to mag
    float how_fast = .0005 * speed_due_to_dist; //* (1.0/(mag * mag * mag * mag * mag * mag * mag * mag * mag * mag * mag * mag + 1.0));
    
    STPoint3 newPos = me + ((him - me) * (mag - (from_max_midi_num + from_midi_diff + from_diss_val))) * how_fast;
    
    nudgeVec = me - newPos;
    
    centerPosition = me - nudgeVec/2;
    other->Nudge(nudgeVec/2);
}
コード例 #4
0
ファイル: main.cpp プロジェクト: piyushjohar/Meshes
void ZoomCamera(float delta_y)
{
    STVector3 direction = mLookAt - mPosition;
    float magnitude = direction.Length();
    direction.Normalize();
    float zoom_rate = 0.1f*magnitude < 0.5f ? .1f*magnitude : .5f;
    if(delta_y * zoom_rate + magnitude > 0)
    {
        mPosition += (delta_y * zoom_rate) * direction;
    }
}
コード例 #5
0
void Note::AttractToZ() {
    
    STPoint3 me = centerPosition;
    STPoint3 ground = STPoint3(me.x, me.y, 0.0);
    STVector3 path = ground - me;
    float mag = path.Length();
    STVector3 dir = path / mag;
    
    // this parameter goes (~ exponentially) from 0.0 = 3D to 1.0 = 2D
    float dimensionality = 0.001; //.06;
    
    centerPosition = me + (ground - me) * dimensionality;
}
コード例 #6
0
/**Populates qMatrixes based on the planes surrounding each vertex
   in the mesh m - Ankit*/
void QuadricErrorSimplification::generateQMatrices(STTriangleMesh* mesh){
	STVector3 i, j, k;
	STVector3 n;
	float d = 0;
	float area = 0;
	STFace* f;
	STVertex* vert;
	
	for (size_t v = 0; v < mesh->mVertices.size(); ++v)
	{
	    qMatrixes.push_back(new STMatrix4());
	}
	for (size_t v = 0; v < mesh->mVertices.size(); ++v)
	{
	        //memset(m_vertices[v].m_Q, 0, 10 * sizeof(Float));
	        vert = mesh->mVertices[v];
		//find all the faces that contain this vertex
		for (size_t itT = 0; itT < mesh->mFaces.size(); ++itT)
		{
		        f = mesh->mFaces[itT];
			if (vertexEquals(f->v[0], vert) || vertexEquals(f->v[1], vert) || vertexEquals(f->v[2], vert)){
			  i = vertex2Vector3(f->v[0]);
			  j = vertex2Vector3(f->v[1]);
			  k = vertex2Vector3(f->v[2]);
			  n = STVector3::Cross(j - i, k - i);
			  area = n.Length();
			  n.Normalize();
			  d = -(STVector3::Dot(vertex2Vector3(mesh->mVertices[v]), n));
			  
			  qMatrixes[v]->table[0][0] += area * (n.x * n.x);
			  qMatrixes[v]->table[0][1] += area * (n.x * n.y);
			  qMatrixes[v]->table[0][2] += area * (n.x * n.z);
			  qMatrixes[v]->table[0][3] += area * (n.x * d);
			  qMatrixes[v]->table[1][0] += area * (n.y * n.x);
			  qMatrixes[v]->table[1][1] += area * (n.y * n.y);
			  qMatrixes[v]->table[1][2] += area * (n.y * n.z);
			  qMatrixes[v]->table[1][3] += area * (n.y * d);
			  qMatrixes[v]->table[2][0] += area * (n.z * n.x);
			  qMatrixes[v]->table[2][1] += area * (n.z * n.y);
			  qMatrixes[v]->table[2][2] += area * (n.z * n.z);
			  qMatrixes[v]->table[2][3] += area * (n.z * d);
			  qMatrixes[v]->table[3][0] += area * (d * n.x);
			  qMatrixes[v]->table[3][1] += area * (d * n.y);
			  qMatrixes[v]->table[3][2] += area * (d * n.z);
			  qMatrixes[v]->table[3][3] += area * (d * d);
			}
		}
	}
}
コード例 #7
0
void Note::MoveFromConnections()
{
    for (int i = 0; i < max_connections; i++) {
        
        if (connection_list[i] != NULL) {
            STPoint3 me = centerPosition;
            STPoint3 him = *connection_list[i]->next_note->getLocation();
            STVector3 path = him - me;
            float mag = path.Length();
            STVector3 dir = path / mag;
            
            STPoint3 newPos = me + ((him - me) * (mag - connection_list[i]->ideal_dist))*speed;
            centerPosition = newPos;
        }
    }
}
コード例 #8
0
void Note::DrawConnections()
{
    glLineWidth(.8*width_max);
    glColor4f(0.0,0.0,0.0,1.0);
    glBegin(GL_LINES);
    
    for (int i = 0; i < max_connections; i++) {
        if (connection_list[i] != NULL) {
            STPoint3 orig = centerPosition;
            STPoint3 goal = *connection_list[i]->next_note->getLocation();
            STVector3 path = goal - orig;
            STVector3 dir = path / path.Length();
            
            STPoint3 start = orig + dir*radius;
            STPoint3 finish = goal - dir*radius;
            
            glVertex3f(start.x, start.y, start.z);
            glVertex3f(finish.x, finish.y, finish.z);
        }
    }
    
    glEnd();
}
コード例 #9
0
void Note::RepelFrom(Note *other) {
    
    STPoint3 me = centerPosition;
    STPoint3 him = *other->getLocation();
    STVector3 path = him - me;
    float mag = path.Length();
    STVector3 dir = path / mag;
    
    //STPoint3 newPos = me + ((him - me) * (mag - ideal_dists[i]))*speed;
    
    STVector3 nudgeVec;
    
    float overlap = mag - 2*radius;
    
    // strong repulsion for radius collisions
    if (overlap < 0.0) {
        nudgeVec = -(overlap/2)*dir;
    }
    // general repulsion
    nudgeVec += (1.0 / (pow(mag,4) + .3)) * dir * .05; // repulsion diminishes with square of distance
        
    centerPosition = me - nudgeVec/2;
    other->Nudge(nudgeVec/2);
}