コード例 #1
0
//██████████████████████████████████████████████████████████████████████████████████
// reflection with normal  
core::vector3df getReflected( core::vector3df vector, core::vector3df normal ) { 
	f32 length = (f32)vector.getLength();
	vector.normalize();
	normal.normalize(); 
	
	return (vector - normal * 2.0f * (vector.dotProduct( normal))) * length; 
}
コード例 #2
0
ファイル: mesh_tools.cpp プロジェクト: Benau/stk-code
// Copied from irrlicht
void calculateTangents(
    core::vector3df& normal,
    core::vector3df& tangent,
    core::vector3df& binormal,
    const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices
    const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords
{
    core::vector3df v1 = vt1 - vt2;
    core::vector3df v2 = vt3 - vt1;
    normal = v2.crossProduct(v1);
    normal.normalize();

    // binormal

    f32 deltaX1 = tc1.X - tc2.X;
    f32 deltaX2 = tc3.X - tc1.X;
    binormal = (v1 * deltaX2) - (v2 * deltaX1);
    binormal.normalize();

    // tangent

    f32 deltaY1 = tc1.Y - tc2.Y;
    f32 deltaY2 = tc3.Y - tc1.Y;
    tangent = (v1 * deltaY2) - (v2 * deltaY1);
    tangent.normalize();

    // adjust

    core::vector3df txb = tangent.crossProduct(binormal);
    if (txb.dotProduct(normal) < 0.0f)
    {
        tangent *= -1.0f;
        binormal *= -1.0f;
    }
}
コード例 #3
0
void CFreeCamera::Update(unsigned uDeltaTime)
{
    scene::ICameraSceneNode *pCamera = m_pSceneNode;
    
    // Check if dt is not 0 and we are animating active camera
    if(!uDeltaTime || pCamera->getSceneManager()->getActiveCamera() != pCamera)
        return;
    
    // Calculate some useful vectors
    core::vector3df vPos = pCamera->getPosition();
    const core::vector3df vForward = (pCamera->getTarget() - pCamera->getPosition()).normalize();
    const core::vector3df &vUp = pCamera->getUpVector();
    const core::vector3df vRight = vForward.crossProduct(vUp);
    float fSpeed = uDeltaTime / 100.0f;
    
    // Shift makes camera faster
    if(m_Controls[CTRL_FASTER])
        fSpeed *= 5.0f;
    
    // Calculate direction of movement
    core::vector3df vMovement(0.0f, 0.0f, 0.0f);
    if(m_Controls[CTRL_FORWARD])
        vMovement += vForward * fSpeed;
    if(m_Controls[CTRL_BACKWARD])
        vMovement -= vForward * fSpeed;
    if(m_Controls[CTRL_LEFT])
        vMovement += vRight * fSpeed;
    if(m_Controls[CTRL_RIGHT])
        vMovement -= vRight * fSpeed;
    
    // update camera velocity
    float fFactor = min(uDeltaTime / 200.0f, 1.0f);
    m_vVelocity = vMovement * fFactor + m_vVelocity * (1.0f - fFactor);
    vPos += m_vVelocity;
    pCamera->setPosition(vPos);
    
    // Update pitch and yaw
    if(m_vCursorPos != m_vCursorCenter)
    {
        core::vector2df vOffset = m_vCursorPos - m_vCursorCenter;
        
        m_fYaw = fmod(m_fYaw + vOffset.X, 2.0f * M_PI);
        
        const float fPitchMax = M_PI_2 - 0.1f;
        m_fPitch -= vOffset.Y;
        if(m_fPitch > fPitchMax)
            m_fPitch = fPitchMax;
        else if(m_fPitch < -fPitchMax)
            m_fPitch = -fPitchMax;
        
        m_pCursorCtrl->setPosition(0.5f, 0.5f);
        m_vCursorCenter = m_pCursorCtrl->getRelativePosition();
    }
    
    // Set camera target
    core::vector3df vTarget(sinf(m_fYaw) * cosf(m_fPitch), sinf(m_fPitch), cosf(m_fYaw) * cosf(m_fPitch));
    vTarget += vPos;
    pCamera->setTarget(vTarget);
}
コード例 #4
0
ファイル: CCSMLoader.cpp プロジェクト: jivibounty/irrlicht
	void Vertex::clear()
	{
		position.set(0,0,0);
		normal.set(0,0,0);
		color.clear();
		texCoords.set(0,0,0);
		lmapCoords.set(0,0,0);
	}
コード例 #5
0
//! sets the look at target of the camera
//! \param pos: Look at target of the camera.
void CCameraSceneNode::setTarget(const core::vector3df& pos)
{
	Target = pos;

	if(TargetAndRotationAreBound)
	{
		const core::vector3df toTarget = Target - getAbsolutePosition();
		ISceneNode::setRotation(toTarget.getHorizontalAngle());
	}
}
コード例 #6
0
void CBillboardGroupSceneNode::applyVertexShadows( const core::vector3df& lightDir, f32 intensity, f32 ambient )
{
    for ( s32 i=0; i<Billboards.size(); i++ )
    {
        core::vector3df normal = Billboards[i].Position;
        
        normal.normalize();
        
        f32 light = -lightDir.dotProduct(normal)*intensity + ambient;
        
        if ( light < 0 )
            light = 0;
        
        if ( light > 1 )
            light = 1;
        
        video::SColor color;
        
        color.setRed( (u8)(Billboards[i].Color.getRed() * light) );
        color.setGreen( (u8)(Billboards[i].Color.getGreen() * light) );
        color.setBlue( (u8)(Billboards[i].Color.getBlue() * light) );
        color.setAlpha( Billboards[i].Color.getAlpha() );
        
        for ( s32 j=0; j<4; j++ )
        {
            MeshBuffer.Vertices[i*4+j].Color = color;
        }
    }
}
コード例 #7
0
/** This only modifies the relative rotation of the node.
If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
then calling this will also change the camera's target to match the rotation.
\param rotation New rotation of the node in degrees. */
void CCameraSceneNode::setRotation(const core::vector3df& rotation)
{
	if(TargetAndRotationAreBound)
		Target = getAbsolutePosition() + rotation.rotationToDirection();

	ISceneNode::setRotation(rotation);
}
コード例 #8
0
ファイル: mesh_tools.cpp プロジェクト: Benau/stk-code
// Copied from irrlicht
static inline core::vector3df getAngleWeight(const core::vector3df& v1,
    const core::vector3df& v2,
    const core::vector3df& v3)
{
    // Calculate this triangle's weight for each of its three vertices
    // start by calculating the lengths of its sides
    const f32 a = v2.getDistanceFromSQ(v3);
    const f32 asqrt = sqrtf(a);
    const f32 b = v1.getDistanceFromSQ(v3);
    const f32 bsqrt = sqrtf(b);
    const f32 c = v1.getDistanceFromSQ(v2);
    const f32 csqrt = sqrtf(c);

    // use them to find the angle at each vertex
    return core::vector3df(
        acosf((b + c - a) / (2.f * bsqrt * csqrt)),
        acosf((-b + c + a) / (2.f * asqrt * csqrt)),
        acosf((b - c + a) / (2.f * bsqrt * asqrt)));
}
コード例 #9
0
	void Mesh::clear()
	{
		flags = 0;
		groupId = 0;
		visgroupId = 0;
		props = "";
		color.clear();
		position.set(0,0,0);

		for(u32 s = 0; s < surfaces.size(); s++)
		{
			delete surfaces[s];
		}
		surfaces.clear();
	}
コード例 #10
0
core::vector3df RotatePositionByDirectionalVector(core::vector3df vPos, core::vector3df vNormal )
{
	//OPTIMIZE Isn't there a much faster way to do this?

	//calculate rotated z
	core::vector3df vFinal = vNormal * vPos.Z;

	//calculate rotation x
	vFinal = vFinal + (vNormal.crossProduct(core::vector3df(0,1,0)) * vPos.X);

	//y will just be up.. yeah, not really right
	vFinal.Y += vPos.Y;
	return vFinal;


}
コード例 #11
0
ファイル: main.cpp プロジェクト: LibreGames/puzzlemoppet
	void ShaderOnSetConstants(IShader *shader) override
	{
		shader->SetPixelConstant("rippleScroll", engine->GetRenderUpdater().GetVirtualTime() * 0.02);
		
		
		// Are we looking in to the sun?
		core::vector3df camVec = maths::rotation_to_direction( engine->GetWorld()->GetCamera()->GetRotation() );
		
		sunDirection.normalize();
		
		f32 dp = camVec.dotProduct(sunDirection);
		//f32 brightness = 1.f + 0.5 * dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp*dp;
		f32 brightness = 1.f + 0.5 * dp*dp*dp*dp*dp*dp*dp*dp*dp*dp;
		
		if (brightness < 1.f || camVec.getDistanceFrom(sunDirection) > 1.f)
			brightness = 1.f;
		
		brightness = core::lerp(lastBrightness, brightness,
				core::clamp(engine->GetRenderUpdater().GetLastDeltaTime(), 0.f, 1.f));
		
		lastBrightness = brightness;
		
		shader->SetPixelConstant("brightness", brightness);
	}
コード例 #12
0
ファイル: CCSMLoader.cpp プロジェクト: jivibounty/irrlicht
	void CameraData::clear()
	{
		position.set(0,0,0);
		pitch = 0;
		yaw = 0;
	}
コード例 #13
0
ファイル: lambert2.cpp プロジェクト: oygx210/slingshot
/*------------------------------------------------------------------------------
|
|                           PROCEDURE LAMBERTUNIV
|
|  This PROCEDURE solves the Lambert problem for orbit determination and returns
|    the velocity vectors at each of two given position vectors.  The solution
|    uses Universal Variables for calculation and a bissection technique for
|    updating psi.
|
|  Algorithm     : Setting the initial bounds:
|                  Using -8Pi and 4Pi2 will allow single rev solutions
|                  Using -4Pi2 and 8Pi2 will allow multi-rev solutions
|                  The farther apart the initial guess, the more iterations
|                    because of the iteration
|                  Inner loop is for special cases. Must be sure to exit both!
|
|  Author        : David Vallado                  303-344-6037    1 Mar 2001
|
|  Inputs          Description                    Range / Units
|    R1          - IJK Position vector 1          ER
|    R2          - IJK Position vector 2          ER
|    DM          - direction of motion            'L','S'
|    DtTU        - Time between R1 and R2         TU
|
|  OutPuts       :
|    V1          - IJK Velocity vector            ER / TU
|    V2          - IJK Velocity vector            ER / TU
|    Error       - Error flag                     'ok', ...
|
|  Locals        :
|    VarA        - Variable of the iteration,
|                  NOT the semi or axis!
|    Y           - Area between position vectors
|    Upper       - Upper bound for Z
|    Lower       - Lower bound for Z
|    CosDeltaNu  - Cosine of true anomaly change  rad
|    F           - f expression
|    G           - g expression
|    GDot        - g DOT expression
|    XOld        - Old Universal Variable X
|    XOldCubed   - XOld cubed
|    ZOld        - Old value of z
|    ZNew        - New value of z
|    C2New       - C2(z) FUNCTION
|    C3New       - C3(z) FUNCTION
|    TimeNew     - New time                       TU
|    Small       - Tolerance for roundoff errors
|    i, j        - index
|
|  Coupling
|    MAG         - Magnitude of a vector
|    DOT         - DOT product of two vectors
|    FINDC2C3    - Find C2 and C3 functions
|
|  References    :
|    Vallado       2001, 459-464, Alg 55, Ex 7-5
|
-----------------------------------------------------------------------------*/
void LambertUniv
(
 core::vector3df Ro, core::vector3df R, char Dm, char OverRev, f64 DtTU,
 core::vector3df& Vo, core::vector3df& V, char* Error)
{
	const f64 TwoPi   = 2.0 * core::PI64;
	const f64 Small   = 0.0000001;
	const u32 NumIter = 40;

	u32 Loops, i, YNegKtr;
	f64 VarA, Y, Upper, Lower, CosDeltaNu, F, G, GDot, XOld, XOldCubed, FDot,
		PsiOld, PsiNew, C2New, C3New, dtNew;

	/* --------------------  Initialize values   -------------------- */
	strcpy(Error, "ok");
	PsiNew = 0.0;
	Vo = core::vector3df(0,0,0);
	V = core::vector3df(0,0,0);

	CosDeltaNu = Ro.dotProduct(R) / (Ro.getLength() * R.getLength());
	if (Dm == 'L')
		VarA = -sqrt(Ro.getLength() * R.getLength() * (1.0 + CosDeltaNu));
	else
		VarA =  sqrt(Ro.getLength() * R.getLength() * (1.0 + CosDeltaNu));

	/* ----------------  Form Initial guesses   --------------------- */
	PsiOld = 0.0;
	PsiNew = 0.0;
	XOld   = 0.0;
	C2New  = 0.5;
	C3New  = 1.0 / 6.0;

	/* -------- Set up initial bounds for the bissection ------------ */
	if (OverRev == 'N')
	{
		Upper = TwoPi * TwoPi;
		Lower = -4.0 * TwoPi;
	}
	else
	{
		Upper = -0.001 + 4.0 * TwoPi * TwoPi; // at 4, not alw work, 2.0, makes
		Lower =  0.001+TwoPi*TwoPi;           // orbit bigger, how about 2 revs??xx
	}

	/* --------  Determine IF the orbit is possible at all ---------- */
	if (fabs(VarA) > Small)
	{
		Loops   = 0;
		YNegKtr = 1; // y neg ktr
		while (1 == 1)
		{
			if (fabs(C2New) > Small)
				Y = Ro.getLength() + R.getLength() - (VarA * (1.0 - PsiOld * C3New) / sqrt(C2New));
			else
				Y = Ro.getLength() + R.getLength();
			/* ------- Check for negative values of y ------- */
			if ((VarA > 0.0) && (Y < 0.0))
			{
				YNegKtr = 1;
				while (1 == 1)
				{
					PsiNew = 0.8 * (1.0 / C3New) *
						(1.0 - (Ro.getLength() + R.getLength()) * sqrt(C2New) / VarA);

					/* ------ Find C2 and C3 functions ------ */
					FindC2C3(PsiNew, C2New, C3New);
					PsiOld = PsiNew;
					Lower  = PsiOld;
					if (fabs(C2New) > Small)
						Y = Ro.getLength() + R.getLength() -
						(VarA * (1.0 - PsiOld * C3New) / sqrt(C2New));
					else
						Y = Ro.getLength() + R.getLength();
					/*
					if (Show == 'Y')
						if (FileOut != NULL)
							fprintf(FileOut, "%3d %10.5f %10.5f %10.5f %7.3f %9.5f %9.5f\n",
							Loops, PsiOld, Y, XOld, dtNew, VarA, Upper, Lower);
					*/
					YNegKtr++;
					if ((Y >= 0.0) || (YNegKtr >= 10))
						break;
				}
			}

			if (YNegKtr < 10)
			{
				if (fabs(C2New) > Small)
					XOld = sqrt(Y / C2New);
				else
					XOld = 0.0;
				XOldCubed = XOld * XOld * XOld;
				dtNew     = XOldCubed * C3New + VarA * sqrt(Y);

				/* ----  Readjust upper and lower bounds ---- */
				if (dtNew < DtTU)
					Lower = PsiOld;
				if (dtNew > DtTU)
					Upper = PsiOld;
				PsiNew = (Upper + Lower) * 0.5;
				/*
				if (Show == 'Y')
					if (FileOut != NULL)
						fprintf(FileOut, "%3d %10.5f %10.5f %10.5f %7.3f %9.5f %9.5f\n",
						Loops, PsiOld, Y, XOld, dtNew, VarA, Upper, Lower);
				*/
				/* -------------- Find c2 and c3 functions ---------- */
				FindC2C3(PsiNew, C2New, C3New);
				PsiOld = PsiNew;
				Loops++;

				/* ---- Make sure the first guess isn't too close --- */
				if ((fabs(dtNew - DtTU) < Small) && (Loops == 1))
					dtNew = DtTU - 1.0;
			}

			if ((fabs(dtNew - DtTU) < Small) || (Loops > NumIter) || (YNegKtr > 10))
				break;
		}

		if ((Loops >= NumIter) || (YNegKtr >= 10))
		{
			strcpy(Error, "GNotConv");
			if (YNegKtr >= 10)
				strcpy(Error, "Y negative");
		}
		else
		{
			/* ---- Use F and G series to find Velocity Vectors ----- */
			F    = 1.0 - Y / Ro.getLength();
			GDot = 1.0 - Y / R.getLength();
			G    = 1.0 / (VarA * sqrt(Y)); // 1 over G
			FDot = sqrt(Y) * (-R.getLength() - Ro.getLength() + Y) / (R.getLength() * Ro.getLength() * VarA);
			/*
			for (u32 i = 0; i <= 2; i++)
			{
				Vo[i] = (R[i] - F * Ro[i]) * G;
				V[i] = (GDot * R[i] - Ro[i]) * G;
			}
			*/
			Vo.X = (R.X - F * Ro.X) * G;
			Vo.Y = (R.Y - F * Ro.Y) * G;
			Vo.Z = (R.Z - F * Ro.Z) * G;

			V.X = (GDot * R.X - Ro.X) * G;
			V.Y = (GDot * R.Y - Ro.Y) * G;
			V.Z = (GDot * R.Z - Ro.Z) * G;
		}
	}
	else
		strcpy(Error, "impos 180ø");

	/*
	---- For Fig 6-14 dev with testgau.pas ----
	IF Error = 'ok' THEN Write( FileOut,PsiNew:14:7,DtTU*13.44685:14:7 )
	ELSE Write( FileOut,' 9999.0 ':14,DtTU*13.44685:14:7 );
	*/
}
コード例 #14
0
ファイル: lambert2.cpp プロジェクト: oygx210/slingshot
/*------------------------------------------------------------------------------
|
|                           PROCEDURE LAMBERBATTIN
|
|  This PROCEDURE solves Lambert's problem using Battins method. The method is
|    developed in Battin (1987).
|
|  Author        : David Vallado                  303-344-6037    1 Mar 2001
|
|  Inputs          Description                    Range / Units
|    Ro          - IJK Position vector 1          ER
|    R           - IJK Position vector 2          ER
|    DM          - direction of motion            'L','S'
|    DtTU        - Time between R1 and R2         TU
|
|  OutPuts       :
|    Vo          - IJK Velocity vector            ER / TU
|    V           - IJK Velocity vector            ER / TU
|    Error       - Error flag                     'ok',...
|
|  Locals        :
|    i           - Index
|    Loops       -
|    u           -
|    b           -
|    Sinv        -
|    Cosv        -
|    rp          -
|    x           -
|    xn          -
|    y           -
|    l           -
|    m           -
|    CosDeltaNu  -
|    SinDeltaNu  -
|    DNu         -
|    a           -
|    Tan2w       -
|    RoR         -
|    h1          -
|    h2          -
|    Tempx       -
|    eps         -
|    denom       -
|    chord       -
|    k2          -
|    s           -
|    f           -
|    g           -
|    fDot        -
|    am          -
|    ae          -
|    be          -
|    tm          -
|    gDot        -
|    arg1        -
|    arg2        -
|    tc          -
|    AlpE        -
|    BetE        -
|    AlpH        -
|    BetH        -
|    DE          -
|    DH          -
|
|  Coupling      :
|    ARCSIN      - Arc sine FUNCTION
|    ARCCOS      - Arc cosine FUNCTION
|    MAG         - Magnitude of a vector
|    ARCSINH     - Inverse hyperbolic sine
|    ARCCOSH     - Inverse hyperbolic cosine
|    SINH        - Hyperbolic sine
|    POWER       - Raise a base to a POWER
|    ATAN2       - Arc tangent FUNCTION that resolves quadrants
|
|  References    :
|    Vallado       2001, 464-467, Ex 7-5
|
-----------------------------------------------------------------------------*/
void LambertBattin
(
 core::vector3df Ro, core::vector3df R, char dm, char OverRev, f64 DtTU,
 core::vector3df* Vo, core::vector3df* V, char* Error
 )
{
	const f64 Small = 0.000001;

	core::vector3df RCrossR;
	s32   i, Loops;
	f64   u, b, Sinv,Cosv, rp, x, xn, y, L, m, CosDeltaNu, SinDeltaNu,DNu, a,
		tan2w, RoR, h1, h2, Tempx, eps, Denom, chord, k2, s, f, g, FDot, am,
		ae, be, tm, GDot, arg1, arg2, tc, AlpE, BetE, AlpH, BetH, DE, DH;

	strcpy(Error, "ok");
	CosDeltaNu = Ro.dotProduct(R) / (Ro.getLength() * R.getLength());
	RCrossR    = Ro.crossProduct(R);
	SinDeltaNu = RCrossR.getLength() / (Ro.getLength() * R.getLength());
	DNu        = atan2(SinDeltaNu, CosDeltaNu);

	RoR   = R.getLength() / Ro.getLength();
	eps   = RoR - 1.0;
	tan2w = 0.25 * eps * eps / (sqrt(RoR) + RoR *(2.0 + sqrt(RoR)));
	rp    = sqrt(Ro.getLength()*R.getLength()) * (pow(cos(DNu * 0.25), 2) + tan2w);

	if (DNu < core::PI64)
		L = (pow(sin(DNu * 0.25), 2) + tan2w ) /
		(pow(sin(DNu * 0.25), 2) + tan2w + cos(DNu * 0.5));
	else
		L = (pow(cos(DNu * 0.25), 2) + tan2w - cos(DNu * 0.5)) /
		(pow(cos(DNu * 0.25), 2) + tan2w);

	m     = DtTU * DtTU / (8.0 * rp * rp * rp);
	xn    = 0.0;   // 0 for par and hyp
	chord = sqrt(Ro.getLength() * Ro.getLength() + R.getLength() * R.getLength() -
		2.0 * Ro.getLength() * R.getLength() * cos(DNu));
	s     = (Ro.getLength() + R.getLength() + chord) * 0.5;

	Loops = 1;
	while (1 == 1)
	{
		x     = xn;
		Tempx = See(x);
		Denom = 1.0 / ((1.0 + 2.0 * x + L) * (3.0 + x * (1.0 + 4.0 * Tempx)));
		h1    = pow(L + x, 2) * ( 1.0 + (1.0 + 3.0 * x) * Tempx) * Denom;
		h2    = m * ( 1.0 + (x - L) * Tempx) * Denom;

		/* ------------------------ Evaluate CUBIC ------------------ */
		b  = 0.25 * 27.0 * h2 / pow(1.0 + h1, 3);
		u  = -0.5 * b / (1.0 + sqrt(1.0 + b));
		k2 = k(u);

		y  = ((1.0 + h1) / 3.0) * (2.0 + sqrt(1.0 + b) /
			(1.0 - 2.0 * u * k2 * k2));
		xn = sqrt(pow((1.0 - L) * 0.5, 2) + m / (y * y)) - (1.0 + L) * 0.5;

		Loops++;

		if ((fabs(xn - x) < Small) || (Loops > 30))
			break;
	}

	a =  DtTU * DtTU / (16.0 * rp * rp * xn * y * y);
	
	/* -------------------- Find Eccentric anomalies ---------------- */
	/* -------------------------- Hyperbolic ------------------------ */
	if (a < -Small)
	{
		arg1 = sqrt(s / (-2.0 * a));
		arg2 = sqrt((s - chord) / (-2.0 * a));
		/* -------- Evaluate f and g functions -------- */
		
		//Visual Studio misses Hyperbolic Arc
		/*
		AlpH = 2.0 * asinh(arg1);
		BetH = 2.0 * asinh(arg2);
		*/
		AlpH = 2.0 * log(arg1 + sqrt(arg1 * arg1 + 1.0));
		BetH = 2.0 * log(arg2 + sqrt(arg2 * arg2 + 1.0));

		DH   = AlpH - BetH;
		f    = 1.0 - (a / Ro.getLength()) * (1.0 - cosh(DH));
		GDot = 1.0 - (a / R.getLength()) * (1.0 - cosh(DH));
		FDot = -sqrt(-a) * sinh(DH) / (Ro.getLength() * R.getLength());
	}
	else
	{
		/* ------------------------- Elliptical --------------------- */
		if (a > Small)
		{
			arg1 = sqrt(s / (2.0 * a));
			arg2 = sqrt((s - chord) / (2.0 * a));
			Sinv = arg2;
			Cosv = sqrt(1.0 - (Ro.getLength()+R.getLength() - chord) / (4.0 * a));
			BetE = 2.0 * acos(Cosv);
			BetE = 2.0 * asin(Sinv);
			if (DNu > core::PI64)
				BetE = -BetE;

			Cosv = sqrt(1.0 - s / (2.0 * a));
			Sinv = arg1;

			am = s * 0.5;
			ae = core::PI64;
			be = 2.0 * asin(sqrt((s - chord) / s));
			tm = sqrt(am * am * am) * (ae - (be - sin(be)));
			if (DtTU > tm)
				AlpE = 2.0 * core::PI64 - 2.0 * asin(Sinv);
			else
				AlpE = 2.0 * asin(Sinv);
			DE   = AlpE - BetE;
			f    = 1.0 - (a / Ro.getLength()) * (1.0 - cos(DE));
			GDot = 1.0 - (a / R.getLength()) * (1.0 - cos(DE));
			g    = DtTU - sqrt(a * a * a) * (DE - sin(DE));
			FDot = -sqrt(a) * sin(DE) / (Ro.getLength() * R.getLength());
		}
		else
		{
			/* ------------------------- Parabolic -------------------- */
			arg1 = 0.0;
			arg2 = 0.0;
			strcpy(Error, "a = 0 ");
			//if (FileOut != NULL)
				//fprintf(FileOut, " a parabolic orbit \n");
		}
	}
	
	/*
	for (u32 i = 0; i <= 2; i++)
	{
		Vo[i] = (R[i] - f * Ro[i])/ g;
		V[i] = (GDot * R[i] - Ro[i])/ g;
	}
	*/

	Vo->X = (R.X - f * Ro.X)/ g;
	Vo->Y = (R.Y - f * Ro.Y)/ g;
	Vo->Z = (R.Z - f * Ro.Z)/ g;

	V->X = (GDot * R.X - Ro.X)/ g;
	V->Y = (GDot * R.Y - Ro.Y)/ g;
	V->Z = (GDot * R.Z - Ro.Z)/ g;
	
	/*
	if (strcmp(Error, "ok") == 0)
		Testamt = f * GDot - FDot * g;
	else
		Testamt = 2.0;
	*/

	//if (FileOut != NULL)
		//fprintf(FileOut, "%8.5f %3d\n", Testamt, Loops);

	//BigT = sqrt(8.0 / (s * s * s)) * DtTU;
}
コード例 #15
0
ファイル: Lambert_Jat.cpp プロジェクト: oygx210/slingshot
/** Computes the delta-v's required to go from r0,v0 to rf,vf.
* @return Total delta-v (magnitude) required.
* @param dt Time of flight
* @param r0 Initial position vector.
* @param v0 Initial velocity vector.
* @param rf Desired final position vector.
* @param vf Desired final velocity vector.
* //pointers to return results
* @param deltaV0 computed Initial delta-V.
* @param deltaV1 computed Final delta-V.
* @param totalV0 computed Initial total-V.
* @param totalV0 computed Final total-V.
*/
void LambertCompute(f64 GM, 
                    core::vector3df r0,
                    core::vector3df v0,
                    core::vector3df rf,
                    core::vector3df vf, 
                    f64 dt,
                    core::vector3df* deltaV0,
                    core::vector3df* deltaV1,
                    core::vector3df* totalV0,
                    core::vector3df* totalV1)
{
    s = 0.0;
    c = 0.0;
    aflag = false;
    bflag = false;
    debug_print=true;

    f64 tp = 0.0;
    f64 magr0 = r0.getLength();
    f64 magrf = rf.getLength();
    //GM is expected in km^3/s^2
    mu = GM / 1000000000.0;
    //time of flight expected in seconds
    dt *= 86400;
    tof = dt;

    core::vector3df dr = r0 - (rf);
    c = dr.getLength();
    s = (magr0 + magrf + c) / 2.0;
    f64 amin = s / 2.0;
    
    if(debug_print)
        printf("amin = %.9E\n", amin);
    
    f64 dtheta = acos(r0.dotProduct(rf) / (magr0 * magrf));

    //dtheta = 2.0 * core::PI64 - dtheta;

    if(debug_print)
        printf("dtheta = %.9E\n", dtheta);
    
    if (dtheta < core::PI64)
    {
        tp = sqrt(2.0 / (mu)) * (pow(s, 1.5) - pow(s - c, 1.5)) / 3.0;
    }
    if (dtheta > core::PI64)
    {
        tp = sqrt(2.0 / (mu)) * (pow(s, 1.5) + pow(s - c, 1.5)) / 3.0;
        bflag = true;
    }

    if(debug_print)
        printf("tp = %.9f\n", tp);

    f64 betam = getbeta(amin);
    f64 tm = getdt(amin, core::PI64, betam);

    if(debug_print)
        printf("tm = %.9E\n", tm);

    if (dtheta == core::PI64)
    {
        printf(" dtheta = 180.0. Do a Hohmann\n");
        return;
    }

    f64 ahigh = 1000.0 * amin;
    f64 npts = 3000.0;
    
    if(debug_print)
        printf("dt = %.9E seconds\n", dt);

    if(debug_print)
        printf("************************************************\n");

    if (dt < tp)
    {
        printf(" No elliptical path possible \n");
        return;
    }

    if (dt > tm)
    {
        aflag = true;
    }

    f64 fm = evaluate(amin);
    f64 ftemp = evaluate(ahigh);

    if ((fm * ftemp) >= 0.0)
    {
        printf(" initial guesses do not bound \n");
        return;
    }

    //ZeroFinder regfalsi = new ZeroFinder(this, 10000, 1.0E-6, 1.0E-15);

    f64 sma = regulaFalsi(amin, ahigh);

    f64 alpha = getalpha(sma);
    f64 beta = getbeta(sma);
    
    f64 de = alpha - beta;
    
    f64 f = 1.0 - (sma / magr0) * (1.0 - cos(de));
    f64 g = dt - sqrt(sma * sma * sma / mu) * (de - sin(de));
    
    core::vector3df newv0;
    core::vector3df newvf;

    newv0.X = (rf.X - f * r0.X) / g;
    newv0.Y = (rf.Y - f * r0.Y) / g;
    newv0.Z = (rf.Z - f * r0.Z) / g;
    
    //if it wont work for you, take away the -1.0 multiplications
    //I guess my coordinate system is little screwed...
    *deltaV0 = (newv0 - (v0*-1.0))*-1.0;
    *totalV0 = (newv0*-1.0);

    if(debug_print)
        printf("deltav-0 X=%.9f, Y=%.9f, Z=%.9f\n",deltaV0->X,deltaV0->Y,deltaV0->Z);

    f64 dv0 = deltaV0->getLength();

    f64 fdot = -1.0 * (sqrt(mu * sma) / (magr0 * magrf)) * sin(de);
    f64 gdot = 1.0 - (sma / magrf) * (1.0 - cos(de));

    newvf.X = fdot * r0.X + gdot * newv0.X;
    newvf.Y = fdot * r0.Y + gdot * newv0.Y;
    newvf.Z = fdot * r0.Z + gdot * newv0.Z;
    
    //Same here:
    //if it wont work for you, take away the -1.0 multiplications
    //I guess my coordinate system is little screwed...
    *deltaV1 = ((vf*-1.0) - newvf)*-1.0;
    *totalV1 = (newvf*-1.0);

    if(debug_print)
        printf("deltav-f X=%.9f, Y=%.9f, Z=%.9f\n",deltaV1->X,deltaV1->Y,deltaV1->Z);

    f64 dvf = deltaV1->getLength();
    f64 totaldv = dv0 + dvf;

    if(debug_print)
        printf("\n\nInitial DeltaV dv0 = %.9f\nFinal DeltaV   dvf = %.9f\nTotal DeltaV    dv = %.9f\nSemi Major Axis    = %.9f\n\n",dv0,dvf,totaldv,sma);
        
    /*debug
    printf("************************************************\n");
    printf("alpha = %.9f\n",alpha);
    printf("beta = %.9f\n",beta);
    printf("de = %.9f\n",de);
    printf("f = %.9f\n",f);
    printf("g = %.9f\n",g);
    printf("mu = %.9E\n",mu);

    f64 firstPartOfG = sqrt(sma * sma * sma / mu);
    f64 secondPartOfG = (de - sin(de));

    printf("firstPart = %.9f\n",firstPartOfG);
    printf("secondPart = %.9f\n",secondPartOfG);
    
    f64 firstTimesSecond = firstPartOfG * secondPartOfG;
    f64 timeMinusfirstTimesSecond = dt - test;

    printf("firstTimesSecond = %.9E\n",firstTimesSecond);
    printf("timeMinusfirstTimesSecond = %.9f\n",timeMinusfirstTimesSecond);

    printf("start X=%.9f, Y=%.9f, Z=%.9f\n",r0.X,r0.Y,r0.Z);
    printf("desti X=%.9f, Y=%.9f, Z=%.9f\n\n",rf.X,rf.Y,rf.Z);
    
    printf("start Length: %.9Ef\n",r0.getLength());
    printf("desti Length: %.9Ef\n\n",rf.getLength());
    */
}
コード例 #16
0
core::vector3df collideWithWorld(s32 recursionDepth, SCollisionData &colData, core::vector3df pos, core::vector3df vel)
{
	f32 veryCloseDistance = colData.slidingSpeed;
	
	if (recursionDepth > 5)
		return pos;

	colData.velocity = vel;
	colData.normalizedVelocity = vel;
	colData.normalizedVelocity.normalize();
	colData.basePoint = pos;
	colData.foundCollision = false;
	colData.nearestDistance = FLT_MAX;

	double uhel_cos = 90 - acos(colData.normalizedVelocity.dotProduct(vector3df(0, -1, 0).normalize())) * 180.0 / PI;

	if (recursionDepth > 0 && vel.getLength() > 0 && vel.Y < 0)
	{
		if (abs(uhel_cos) < 50)
			return pos;
	}


	//------------------ collide with world

	// get all triangles with which we might collide
	core::aabbox3d<f32> box(colData.R3Position);
	box.addInternalPoint(colData.R3Position + colData.R3Velocity);
	box.MinEdge -= colData.eRadius;
	box.MaxEdge += colData.eRadius;

	s32 totalTriangleCnt = colData.selector->getTriangleCount();
	Triangles.set_used(totalTriangleCnt);

	core::matrix4 scaleMatrix;
	scaleMatrix.setScale(
			core::vector3df(1.0f / colData.eRadius.X,
					1.0f / colData.eRadius.Y,
					1.0f / colData.eRadius.Z));

	s32 triangleCnt = 0;


	colData.selector->getTriangles(Triangles.pointer(), totalTriangleCnt, triangleCnt, box, &scaleMatrix);


	for (s32 i=0; i<triangleCnt; ++i)
		if(testTriangleIntersection(&colData, Triangles[i]))
			colData.triangleIndex = i;


	//---------------- end collide with world

	if (!colData.foundCollision)
		return pos + vel;

	// original destination point
	const core::vector3df destinationPoint = pos + vel;
	core::vector3df newBasePoint = pos;

	if (colData.nearestDistance >= veryCloseDistance)
	{
		core::vector3df v = vel;
		v.setLength( colData.nearestDistance - veryCloseDistance );
		newBasePoint = colData.basePoint + v;

		v.normalize();
		colData.intersectionPoint -= (v * veryCloseDistance);
	}

	// calculate sliding plane

	const core::vector3df slidePlaneOrigin = colData.intersectionPoint;
	const core::vector3df slidePlaneNormal = (newBasePoint - colData.intersectionPoint).normalize();
	core::plane3d<f32> slidingPlane(slidePlaneOrigin, slidePlaneNormal);

	core::vector3df newDestinationPoint =
		destinationPoint -
		(slidePlaneNormal * slidingPlane.getDistanceTo(destinationPoint));

	// generate slide vector

	const core::vector3df newVelocityVector = newDestinationPoint -
		colData.intersectionPoint;

	if (newVelocityVector.getLength() < veryCloseDistance)
		return newBasePoint;

	//printf("Puvodni delka: %f | nova delka: %f\n", colData.velocity.getLength(), newVelocityVector.getLength());

	return collideWithWorld(recursionDepth+1, colData,
		newBasePoint, newVelocityVector);
}
コード例 #17
0
ファイル: CCSMLoader.cpp プロジェクト: jivibounty/irrlicht
	void Entity::clear()
	{
		visgroupId = groupId = 0;
		props = "";
		position.set(0,0,0);
	}
コード例 #18
0
ファイル: irrTreeEx.cpp プロジェクト: pdpdds/win32opensource2
int main()
{
	srand((u32)time(0)); // This is to generate random seeds.

	IrrlichtDevice* device = createDevice(video::EDT_OPENGL);

	CEventReceiver receiver;
	device->setEventReceiver(&receiver);

	manager = device->getSceneManager();
	driver = device->getVideoDriver();

	gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
	//
	// Load tree designs
	//
	for (s32 i = 0; i<NUM_TREE_DESIGNS; i++)
	{
		treeDesigns[i].Generator = new CTreeGenerator(manager);

		io::IXMLReader* xml = device->getFileSystem()->createXMLReader(treeDesignFiles[i].DesignFile);

		treeDesigns[i].Generator->loadFromXML(xml);

		xml->drop();

		treeDesigns[i].TreeTexture = driver->getTexture(treeDesignFiles[i].TreeTextureFile);

		treeDesigns[i].LeafTexture = driver->getTexture(treeDesignFiles[i].LeafTextureFile);

		treeDesigns[i].BillTexture = driver->getTexture(treeDesignFiles[i].BillTextureFile);
	}

	//
	// Load leaf shader
	//
	leafMaterialType = (video::E_MATERIAL_TYPE) driver->getGPUProgrammingServices()->addHighLevelShaderMaterialFromFiles(
		"./shaders/leaves.vert",
		"main",
		EVST_VS_2_0,
		"./shaders/leaves.frag",
		"main",
		EPST_PS_2_0,
		0,
		EMT_TRANSPARENT_ALPHA_CHANNEL,
		0);



	//
	// Tree scene node
	//    
	tree = new CTreeSceneNode(manager->getRootSceneNode(), manager);
	tree->drop();

	tree->setMaterialFlag(video::EMF_LIGHTING, lightsEnabled);


	//
	// Camera
	//
	scene::ICameraSceneNode* camera = manager->addCameraSceneNodeFPS(0, 100, 100);

	camera->setPosition(core::vector3df(23.4f, 233.4f, -150.9f));


	//
	// Light
	//
	scene::ILightSceneNode* light = manager->addLightSceneNode(0, core::vector3df(100, 100, 100), video::SColorf(1, 1, 1, 1), 10000.0f);

	light->getLightData().AmbientColor.set(0.25f, 0.25f, 0.25f, 0.25f);

	lightDir = core::vector3df(-1, -1, -1);
	lightDir.normalize();


	generateNewTree();

	//
	// Interface
	//
	guienv->getSkin()->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 200, 255, 255));

	guienv->addStaticText(L"By Asger Feldthaus", core::rect<s32>(10, 40, 100, 60));

	guienv->addStaticText(L"F6: Toggle lighting", core::rect<s32>(10, 260, 100, 280));
	guienv->addStaticText(L"F7: Previous tree design", core::rect<s32>(10, 280, 100, 300));
	guienv->addStaticText(L"F8: Next tree design", core::rect<s32>(10, 300, 100, 320));
	guienv->addStaticText(L"F9: Generate new tree", core::rect<s32>(10, 320, 100, 340));

	//
	// Run loop
	//
	while (device->run())
	{
		//
		// Render
		//
		driver->beginScene(true, true, video::SColor(0, 40, 40, 40));

		manager->drawAll();
		guienv->drawAll();

		driver->endScene();


		//
		// Window caption
		//
		wchar_t caption[60];

		s32 tri = driver->getPrimitiveCountDrawn();

		swprintf(&caption[0], 60, L"FPS: %i, Triangles: %i, Vertices: %i", driver->getFPS(), tri, tree->getVertexCount());

		device->setWindowCaption(&caption[0]);


		//
		// Controls
		//
		if (receiver.TappedKeys[KEY_F6])
		{
			lightsEnabled = !lightsEnabled;
			tree->setMaterialFlag(video::EMF_LIGHTING, lightsEnabled);
			if (lightsEnabled)
				tree->getLeafNode()->applyVertexShadows(lightDir, 1.0f, 0.25f);
			else
				tree->getLeafNode()->resetVertexShadows();
		}
		if (receiver.TappedKeys[KEY_F7])
		{
			currentTreeDesign--;
			if (currentTreeDesign < 0)
				currentTreeDesign += NUM_TREE_DESIGNS;
			generateNewTree();
		}
		if (receiver.TappedKeys[KEY_F8])
		{
			currentTreeDesign = (currentTreeDesign + 1) % NUM_TREE_DESIGNS;
			generateNewTree();
		}
		if (receiver.TappedKeys[KEY_F9])
		{
			seed = rand();
			generateNewTree();
		}
		if (receiver.TappedKeys[KEY_ESCAPE])
		{
			device->closeDevice();
		}

		receiver.reset();
	}

	//
	// Clean up
	//
	for (s32 i = 0; i<NUM_TREE_DESIGNS; i++)
	{
		treeDesigns[i].Generator->drop();
	}

	device->drop();

	return 0;
}