예제 #1
0
파일: vec3.cpp 프로젝트: jnz/Lynx
float vec3_t::GetAngleDeg(const vec3_t& a, const vec3_t& b)
{
    float d = a.Abs() * b.Abs();
#ifdef _DEBUG
    if(fabsf(d) < lynxmath::EPSILON)
    {
        assert(0);
        return 0.0f;
    }
#endif
    return acosf((a * b) / d) * lynxmath::RADTODEG;
}
예제 #2
0
파일: Mixer.cpp 프로젝트: jnz/Lynx
void CMixer::Update(const float dt, const uint32_t ticks)
{
    OBJITER iter;
    CObj* obj;
    bool success;

    for(iter=m_world->ObjBegin();iter!=m_world->ObjEnd();iter++)
    {
        obj = (*iter).second;

        if(obj->GetSound() && !obj->GetSoundState()->is_playing)
        {
            success = obj->GetSound()->Play(obj->GetSoundState());

            CObj* localplayer = m_world->GetLocalObj();
            if(success && localplayer)
            {
                // Distance to sound source
                const vec3_t diff = localplayer->GetOrigin() - obj->GetOrigin();
                const float dist = std::min(diff.Abs(), SOUND_MAX_DIST);
                int volume = (int)(dist*255/SOUND_MAX_DIST);
                if(volume > 255)
                    volume = 255;

                uint16_t angle; // 0-360 deg. for Mix_SetPosition
                vec3_t playerlook; // player is looking in this direction
                float fAlpha; // riwi to sound source
                float fBeta; // riwi look dir
                m_world->GetLocalController()->GetDir(&playerlook, NULL, NULL);

                fAlpha = atan2(diff.x, -diff.z);
                fBeta = atan2(playerlook.x, -playerlook.z);
                angle = (uint16_t)((fAlpha - fBeta)*180/lynxmath::PI);
                Mix_SetPosition(obj->GetSoundState()->cur_channel,
                                angle, (uint8_t)volume);
            }
        }
    }
}