예제 #1
0
void CX3DCylinderNode::print(int indent)
{
	FILE *fp = CX3DParser::getDebugLogFp();

	char *nodeName = getNodeName();
	if (nodeName)
	{
		CX3DParser::printIndent(indent);
		fprintf(fp, "%s (%s)\n", nodeName, CX3DNode::getNodeTypeString(getNodeType()));

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "solid : %s\n", getSolid()->getValue() ? "TRUE" : "FALSE");

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "radius : (%f)\n", getRadius()->getValue());

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "height : (%f)\n", getHeight()->getValue());

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "bottom : %s\n", getBottom()->getValue() ? "TRUE" : "FALSE");

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "side : %s\n", getSide()->getValue() ? "TRUE" : "FALSE");

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "top : %s\n", getTop()->getValue() ? "TRUE" : "FALSE");
	}
}
예제 #2
0
파일: Area.cpp 프로젝트: dcbishop/tx
/**
 * Checks if a tile is solid or not.
 * @param x The X grid coordinate.
 * @param y The Y grid coordinate.
 * @see setSolid()
 */
bool Area::isSolid(const int x, const int y) {
    if(x >= getWidth() || y >= getHeight() || x < 0 || y < 0) {
        return true;
    }

    return getSolid(x, y);
}
void CX3DSphereNode::print(int indent)
{
	FILE *fp = CX3DParser::getDebugLogFp();

	char *nodeName = getNodeName();
	if (nodeName)
	{
		CX3DParser::printIndent(indent);
		fprintf(fp, "%s (%s)\n", nodeName, CX3DNode::getNodeTypeString(getNodeType()));

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "solid  : %s\n", getSolid()->getValue() ? "TRUE" : "FALSE");

		CX3DParser::printIndent(indent+1);
		fprintf(fp, "radius : (%f)\n", getRadius()->getValue());
	}
}
예제 #4
0
파일: Graphics.cpp 프로젝트: jazonxyz/Test
bool Map::rectOverlaps(int code, Rect r)//Basically, this function checks all the points in the rectangle
{                                       //So that if a tile was to be overlapping the rectangle, at least one
                                        //of the points is sure to be contained in the tile.
                                        //Points are checked in a grid the with each square of the grid
                                        //being tile sized and encompassing the entire rectangle
    int stepsX = r.getWidth()/tileWidth;
    int stepsY = r.getHeight()/tileHeight;

    /*if(r.getWidth() == 1)
    {
        for(int i = 0; i <= stepsY; i++)
        {
            int y = r.getY()-4;//(r.getY()+i*tileHeight);
            int x = r.getX()-4;
            system->getGraphics()->drawPoint(x,y,Color(0,0,0));
            if(getSolid(x/tileWidth,y/tileHeight) == code)
                return true;
        }

        system->getGraphics()->drawPoint(r.getX(),r.getY2(),Color(0,0,0));

        if(getSolid(r.getX()/tileWidth, r.getY2()/tileHeight))
            return true;

        return false;
    }*/

    for(int y1 = 0; y1 <= stepsY; y1++) //Check all the points on the top, left, and center
        for(int x1 = 0; x1 <= stepsX; x1++)
        {
            int x = (r.getX()+x1*tileWidth);
            int y = (r.getY()+y1*tileHeight);

            if(y1 > 0)
                y--;

            if(x1 > 0)
                x--;

            //system->getGraphics()->drawPoint(x,y,Color(0,0,0));
            if(getSolid(x/tileWidth,y/tileHeight) == code)
                return true;
        }

    for(int y1 = 0; y1 <= stepsY; y1++)  //Check all points on the right
    {
        int x = r.getX2();
        int y = (r.getY()+(y1*tileHeight));
        if(y1 > 0)
            y--;
        //system->getGraphics()->drawPoint(x,y,Color(0,0,0));
        if(getSolid(x/tileWidth, y/tileHeight) == code)
            return true;
    }

    for(int x1 = 0; x1 <= stepsX; x1++)  //Check all points on the bottom
    {
        int x = (r.getX()+x1*tileWidth);
        int y = r.getY2();

        if(x1 > 0)
            x--;

        //system->getGraphics()->drawPoint(x,y,Color(0,0,0));//Debuggin purposes

        if(getSolid(x/tileWidth, y/tileHeight) == code)
            return true;
    }


    //system->getGraphics()->drawPoint(r.getX2(),r.getY2(),Color(0,0,0));//Debuggin purposes
    if(getSolid(r.getX2()/tileWidth, r.getY2()/tileHeight) == code) //Check bottom right corner
        return true;

    return false;
}
예제 #5
0
파일: Area.cpp 프로젝트: dcbishop/tx
/**
 * Renders the area and all its objects.
 * @param rm The resource manager to use to manage models and images.
 */
void Area::draw(Interface* interface) {
#warning ['TODO']: Delete me....
    ResourceManager* rm = interface->getResourceManager();
    if(!rm) {
        return;
    }

    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
    //glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

    /* This was cut, attenuation never worked right for some reason...
    // Disable unused lights
    for(int i = 0; i < MAX_LIGHTS; i++) {
    	glDisable(GL_LIGHT0 + i);
    }

    // Process lights
    int light = 0; // We want to skip the first light as its a global one...
    for(vector<Light*>::iterator iter = lights_.begin(); iter != lights_.end(); iter++) {
    	if(light > MAX_LIGHTS) {
    		break;
    	}
    	Light* pl = *iter;
    	if(!pl) {
    		ERROR("A Light that is Not a light...");
    		continue;
    	}
    	glEnable(GL_LIGHT0 + light);

    	// Set light position
    	float position[] = {pl->getX(), pl->getY(), pl->getX(), pl->getDirectional()};
    	glLightfv(GL_LIGHT0 + light, GL_POSITION, position);

    	float argba[] = {pl->ambient.red, pl->ambient.green, pl->ambient.blue, pl->ambient.alpha};
    	glLightfv(GL_LIGHT0+light, GL_AMBIENT, argba);

    	float drgba[] = {pl->diffuse.red, pl->diffuse.green, pl->diffuse.blue, pl->diffuse.alpha};
    	glLightfv(GL_LIGHT0+light, GL_DIFFUSE, drgba);

    	float srgba[] = {pl->specular.red, pl->specular.green, pl->specular.blue, pl->specular.alpha};
    	glLightfv(GL_LIGHT0+light, GL_SPECULAR, srgba);

    	float ergba[] = {pl->emission.red, pl->emission.green, pl->emission.blue, pl->emission.alpha};
    	glLightfv(GL_LIGHT0+light, GL_EMISSION, ergba);

    	glLightf(GL_LIGHT0+light, GL_CONSTANT_ATTENUATION, pl->getConstantAttenuation());
    	glLightf(GL_LIGHT0+light, GL_LINEAR_ATTENUATION, pl->getLinearAttenuation());
    	glLightf(GL_LIGHT0+light, GL_QUADRATIC_ATTENUATION, pl->getQuadraticAttenuation());

    	light++;
    }*/

    glPushMatrix();
    glTranslatef( TILEWIDTH * width_ / 2, 0.0f, TILEWIDTH * height_ / 2 );
    for(int y = 0; y < height_; y++) {
        glPushMatrix();
        for(int x = 0; x < width_; x++) {
            Tile* tile = getTile(x, y);
            if(tile) {
                if(interface->getEditMode() != MODE_NONE) {
                    glEnable(GL_COLOR_MATERIAL);
                    if(getSolid(x, y)) {
                        glColor3f(1.0, 0.0, 0.0);
                    } else {
                        glColor3f(1.0, 1.0, 1.0);
                    }
                    tile->draw(interface);
                } else {
                    tile->draw(interface);
                }
            }
            glTranslatef(-TILEWIDTH, 0.0f, 0.0f);
        }
        glPopMatrix();
        glTranslatef(0.0f, 0.0f, -TILEWIDTH);
    }
    glPopMatrix();

    // draw all the objects in the map
    for(vector<Contained*>::iterator iter = children_.begin(); iter != children_.end(); iter++) {
        Visual* object = dynamic_cast<Visual*>(*iter);
        if(object) {
            object->draw(interface);
        }
    }
}