Exemplo n.º 1
0
/* Camera move by Right-Axes function.
 * ARGUMENTS:
 *   - Distance to move:
 *       DBL Coef;  
 * RETURNS: None.
 */
VOID II2_RndCameraMoveRight( ii2CAMERA *Cam, DBL Coef )
{
  Cam->Dir = VecSubVec(Cam->At, Cam->Loc);
  Cam->Right = VecCrossVec(Cam->Dir, Cam->Up);
  Cam->Loc = VecAddVec(Cam->Loc, VecMulNum(VecNormalize(Cam->Right), Coef));
  Cam->At = VecAddVec(Cam->At, VecMulNum(VecNormalize(Cam->Right), Coef));
}  /* End of 'II2_RndCameraMoveByDir' funciton */
Exemplo n.º 2
0
/* Camera rotation by camera-axes-dir function.
* ARGUMENTS:
*   - Angle:
*       DBL Angle;
* RETURNS: None.
*/
VOID II2_RndCameraRotateDir( ii2CAMERA *Cam, DBL Angle )
{
  MATR RotMat;

  Cam->Dir = VecSubVec(Cam->At, Cam->Loc);
  Cam->Right = VecCrossVec(VecNormalize(Cam->Dir), Cam->Up);
  II2_RndCameraNormalize(Cam);

  RotMat = II2_RndCameraGetMatrix(Cam);
  RotMat = MatrMulMatr(MatrRotateX(Angle), RotMat);

  Cam->At = VecAddVec(Cam->Loc, VecSet(RotMat.A[0][0], RotMat.A[0][1], RotMat.A[0][2]));
}  /* End of 'II2_RndCameraRotateDir' funciton */
Exemplo n.º 3
0
/* Функция обновления межкадровых параметров объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       ao5UNIT_CTRL *Uni;
 *   - указатель на контекст анимации:
 *       ao5ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID AO5_AnimUnitResponse( ao5UNIT_CTRL *Uni, ao5ANIM *Ani )
{
  VEC Move, Dir, At;
  if (Ani->Keys[VK_ESCAPE])
    AO5_AnimDoExit();
  if (Ani->KeysClick['F'])
    AO5_AnimFlipFullScreen();
  if (Ani->KeysClick['P'])
    AO5_AnimSetPause(!Ani->IsPause);
  /* позиционирование корабля */
  //Uni->Omega = -3000 * Ani->JX * Ani->DeltaTime;
  //Uni->Head += -3 * 30 * Ani->JR * Ani->DeltaTime;
  Dir = VectorTransform(VecSet(0, 0, 1), MatrRotateY(Uni->Head));
  //Uni->V += -3 * Ani->JY * Ani->DeltaTime;
  //Uni->V *= max(1 - Ani->GlobalDeltaTime, 0);
  if(Ani->Keys['D'])
    Uni->Head -= 1;
  if(Ani->Keys['A'])
    Uni->Head += 1;
  if(Ani->Keys['W'])
    Uni->V = -5;
  else if(Ani->Keys['S'])
    Uni->V = 5;
  else
    Uni->V = 0;
  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(Dir, Uni->V * Ani->DeltaTime)); 

  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(VectorTransform(Dir, MatrRotateY(-90)), Uni->V));
  //Uni->Pos.Y += 30 * (Ani->JButs[1] - Ani->JButs[2]) * Ani->DeltaTime; 

  Uni->At = VecSubVec(Uni->Pos, VecMulNum(Dir, 100));
  Uni->At.Y += 10;
  Move = VecSubVec(Uni->At, Uni->CPos);
  Uni->CPos = VecAddVec(Uni->CPos, VecMulNum(Move, Ani->DeltaTime));
  AO5_RndMatrView = MatrView(Uni->CPos,
                             Uni->Pos,
                             VecSet(0, 1, 0)); 
  AO5_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrRotateY(Uni->Head), MatrTranslate(Uni->Pos.X, Uni->Pos.Y, Uni->Pos.Z)), MatrScale(0.1, 0.1, 0.1)); 
} /* End of 'AO5_AnimUnitResponse' function */
Exemplo n.º 4
0
/* Camera rotation by camera-axes-dir function.
* ARGUMENTS:
*   - Angle:
*       DBL Angle;
* RETURNS: None.
*/
VOID RK2_RndCameraRotateDir( rk2CAMERA *Cam, DBL Angle )
{
  rk2MATR4x4 RotMat;

  Cam->Dir = VecSubVec(Cam->At, Cam->Loc);
  Cam->Right = VecCrossVec(VecNormalize(Cam->Dir), Cam->Up);
  RK2_RndCameraNormalize(Cam);

  RotMat = RK2_RndCameraGetMatrix(Cam);
  RotMat = MatrMultMatr(MatrRotateX(MatrDefault(), Angle), RotMat);

  RK2_RndCameraSet(Cam, Cam->Loc,                                               /* Location */
    VecSumVec(Cam->Loc,
    VecSet(RotMat.A[0][0], RotMat.A[0][1], RotMat.A[0][2])),                    /* At */
    Cam->Up);                                                                   /* Up */
}  /* End of 'RK2_RndCameraRotateDir' funciton */
Exemplo n.º 5
0
Arquivo: VEC.C Projeto: Killaz/SUM2014
MATR MatrViewLookAt( VEC Loc, VEC At, VEC UpApprox )
{
  VEC Right, Up, Dir;
  MATR r;
  		
  Dir = VecNormalize(VecSubVec(At, Loc));
  Right = VecNormalize(VecCrossVec(Dir, UpApprox));
  Up = VecCrossVec(Right, Dir);

  r.A[0][0] = Right.x; r.A[0][1] = Up.x; r.A[0][2] = -Dir.x; r.A[0][3] = 0;
  r.A[1][0] = Right.y; r.A[1][1] = Up.y; r.A[1][2] = -Dir.y; r.A[1][3] = 0;
  r.A[2][0] = Right.z; r.A[2][1] = Up.z; r.A[2][2] = -Dir.z; r.A[2][3] = 0;
  r.A[3][0] = -VecDotVec(Loc, Right);
  r.A[3][1] = -VecDotVec(Loc, Up);
  r.A[3][2] = VecDotVec(Loc, Dir);
  r.A[3][3] = 1;
  return r;
}
Exemplo n.º 6
0
static VOID MP2_UnitResponse( mp2CONTROL *Uni, mp2ANIM *Ani )
{
  DBL r;
  VEC Dir = VecNormalize(VecSubVec(View, Uni->Pos)),
      Right = VecNormalize(VecCrossVec(Dir, VecSet(0, 1, 0)));
  if (Ani->Keys['T'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  if (Ani->Keys['Y'])
    glPolygonMode(GL_FRONT, GL_LINE);
  if (Ani->Keys['U'])
    glPolygonMode(GL_BACK, GL_LINE);
  /*if (Ani->Keys[VK_SPACE])
    MP2_AnimAddUnit(MP2_UnitCreateBall()); */
  if (Ani->KeysClick['C'])
    MP2_AnimAddUnit(MP2_UnitCreateCube(/*Rnd1() * 4, Rnd1() * 4, Rnd1() * 4*/0, 0, 0));
  if (Ani->KeysClick['V'])
    MP2_AnimAddUnit(MP2_UnitCreateSTATICMODEL(/*Rnd1() * 4, Rnd1() * 4, Rnd1() * 4*/0, 0, 0));
  if (Ani->KeysClick[VK_RETURN] && Ani->Keys[VK_MENU])
    MP2_FlipFullScreen(MP2_Anim.hWnd);
  /*if (Ani->KeysClick[VK_ESCAPE])
    MP2_AnimDoExit();*/
  if (Ani->KeysClick['P'])
    Ani->IsPause = !Ani->IsPause;

  /* Uni->Pos.Y += Ani->JY * Ani->GlobalDeltaTime; */
  Uni->Pos = PointTransform(Uni->Pos, MatrRotate((50 * Ani->JY * Ani->GlobalDeltaTime), Right));
  Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(10 * Ani->JX * Ani->GlobalDeltaTime));
   

  if (Ani->Keys[VK_LBUTTON])
  {
    Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(10 * Ani->Mdx * Ani->GlobalDeltaTime));
    Uni->Pos = PointTransform(Uni->Pos, MatrRotateX(10 * Ani->Mdy * Ani->GlobalDeltaTime));
  }
  View.X += Ani->JZ / 10;
  View.Z += Ani->JR / 10;
  Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(10 * Ani->Keys[VK_RIGHT] * Ani->GlobalDeltaTime));
  Uni->Pos = PointTransform(Uni->Pos, MatrRotateY(-10 * Ani->Keys[VK_LEFT] * Ani->GlobalDeltaTime));

  r = VecLen(Uni->Pos);
  Uni->Pos = VecMulNum(Uni->Pos, (r + (-Ani->Mdz) * Ani->DeltaTime * 1.0) / r);
  
  MP2_RndMatrView = MatrView(VecAddVec(Uni->Pos, View), View, VecSet(0, 1, 0));
}
Exemplo n.º 7
0
/* ‘ункци¤ преобразовани¤ из мировой системы коорлинат в кадр.
 * ј–√”ћ≈Ќ“џ:
 *   - исходна¤ точка:
 *       VEC Loc, VEC At, VEC Upaprox;
 * ¬ќ«¬–јўј≈ћќ≈ «Ќј„≈Ќ»≈:
 *   (MATR) ћатрица преоброзаваний камеры.
 */
MATR II2_VieverCamera( VEC Loc, VEC At, VEC Upaprox )
{
  VEC Right, Up, Dir;
  MATR r;

  Dir = VecNormalize(VecSubVec(At, Loc));
  Right = VecNormalize(VecCrossVec(Dir, Upaprox));
  Up = VecCrossVec(Right, Dir);

  r.A[0][0] = Right.X; r.A[0][1] = Up.X; r.A[0][2] = -Dir.X; r.A[0][3] = 0;
  r.A[1][0] = Right.Y; r.A[1][1] = Up.Y; r.A[1][2] = -Dir.Y; r.A[1][3] = 0;
  r.A[2][0] = Right.Z; r.A[2][1] = Up.Z; r.A[2][2] = -Dir.Z; r.A[2][3] = 0;
  r.A[3][0] = -VecDotVec(Loc, Right);
  r.A[3][1] = -VecDotVec(Loc, Up);
  r.A[3][2] = VecDotVec(Loc, Dir);
  r.A[3][3] = 1;


  /*r.A[0][0] = Right.X;
  r.A[1][0] = Up.X;
  r.A[2][0] = -Dir.X;
  r.A[3][0] = 0;
     
  r.A[0][1] = Right.Y;
  r.A[1][1] = Up.Y;
  r.A[2][1] = -Dir.Y;
  r.A[3][1] = 0;
     
  r.A[0][2] = Right.Z;
  r.A[1][2] = Up.Z;
  r.A[2][2] = -Dir.Z;
  r.A[3][2] = 0;
     
  r.A[0][3] = -VecDotVec(Loc, Right);
  r.A[1][3] = -VecDotVec(Loc, Up);
  r.A[2][3] = -VecDotVec(Loc, Dir);
  r.A[3][3] = 1;*/

  return r;
} /* End of 'Ani->WorldToScreen' function */
Exemplo n.º 8
0
/* Camera move by Dir-axes properties 
 * ARGUMENTS:
 *   - Distance to move:
 *       DBL Coef;  
 * RETURNS: None.
 */
VOID II2_RndCameraMoveDir( ii2CAMERA *Cam, DBL Coef )
{
  Cam->Dir = VecNormalize(VecSubVec(Cam->At, Cam->Loc));
  Cam->Loc = VecAddVec(Cam->Loc, VecMulNum(Cam->Dir, Coef));
  Cam->At = VecAddVec(Cam->At, VecMulNum(Cam->Dir, Coef));
}  /* End of 'II2_RndCameraMoveByDir' funciton */
Exemplo n.º 9
0
/* Camera move by Dir-axes properties 
 * ARGUMENTS:
 *   - Distance to move:
 *       DBL Coef;  
 * RETURNS: None.
 */
VOID RK2_RndCameraMoveDir( rk2CAMERA *Cam, DBL Coef )
{
  Cam->Dir = VecNormalize(VecSubVec(Cam->At, Cam->Loc));
  Cam->Loc = VecSumVec(Cam->Loc, VecMultNum(Cam->Dir, Coef));
  Cam->At = VecSumVec(Cam->At, VecMultNum(Cam->Dir, Coef));
}  /* End of 'RK2_RndCameraMoveByDir' funciton */
Exemplo n.º 10
0
/* Helpful triangle normal evaluation function.
 * ARGUMENTS:
 *   - triangle points:
 *       VEC P0, P1, P2;
 * RETURNS:
 *   (VEC) normal vector value.
 */
static VEC AK2_TriangleNormal( VEC P0, VEC P1, VEC P2 )
{
  return VecNormalize(VecCrossVec(VecSubVec(P1, P0), VecSubVec(P2, P0)));
} /* End of 'AK2_TriangleNormal' function */
Exemplo n.º 11
0
/* Функция обновления межкадровых параметров объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       vg4UNIT_CTRL *Uni;
 *   - указатель на контекст анимации:
 *       vg4ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID VG4_AnimUnitResponse( vg4UNIT_CTRL *Uni, vg4ANIM *Ani )
{
  VEC Dir, Move;
  static FLT y = -0.067452297, z = 2.6340842;
  static DBL time = 5;

  time += VG4_Anim.GlobalDeltaTime;
  if (time > 5)
  {
    time = 0;
    VG4_ShaderFree(Uni->Axes.ProgId);
    VG4_ShaderFree(Uni->Helic.ProgId);
    Uni->Helic.ProgId = VG4_ShaderLoad("HELIC");
    Uni->Axes.ProgId = VG4_ShaderLoad("AXIS");
    Uni->Sph.ProgId = Uni->Axes.ProgId;
  }

  /* позиционирование вертолета */
  Uni->Omega = -3000 * Ani->JR * Ani->DeltaTime;
  Uni->Head += -3 * 30 * Ani->JR * Ani->DeltaTime;

  Dir = VecMulMatr3(VecSet(0, 0, 1), MatrRotateY(Uni->Head));

  Uni->V += -30 * Ani->JY * Ani->DeltaTime;
  Uni->V *= max(1 - Ani->GlobalDeltaTime, 0);
  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(Dir, Uni->V * Ani->DeltaTime));

  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(VecMulMatr3(Dir, MatrRotateY(-90)), 30 * Ani->JX * Ani->DeltaTime));

  Uni->Pos.Y += 30 * (Ani->JButs[1] - Ani->JButs[2]) * Ani->DeltaTime;

  /* точка "интереса" */
  Uni->At = VecSubVec(Uni->Pos, VecMulNum(Dir, 9));
  Uni->At.Y += 5.30;

  Move = VecSubVec(Uni->At, Uni->CPos);
  Uni->CPos = VecAddVec(Uni->CPos, VecMulNum(Move, Ani->DeltaTime));



  VG4_RndMatrView = MatrView(Uni->CPos,
                             Uni->Pos,
                             VecSet(0, 1, 0));

  if (Ani->KeysClick['W'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  if (Ani->KeysClick['Q'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  if (Ani->Keys[VK_ESCAPE])
    VG4_AnimDoExit();
  if (Ani->KeysClick['F'])
    VG4_AnimFlipFullScreen();
  if (Ani->KeysClick['P'])
    VG4_AnimSetPause(!Ani->IsPause);

  /* анимация вертолета */
  Uni->Helic.Prims[2].M = MatrRotateY(999 * Ani->Time);
  Uni->Helic.Prims[4].M = MatrMulMatr(MatrMulMatr(MatrTranslate(0, y, z), MatrRotateX(888 * Ani->Time)), MatrTranslate(0, -y, -z));
  y += Ani->Keys[VK_ADD] * Ani->GlobalDeltaTime * 0.1 - Ani->Keys[VK_SUBTRACT] * Ani->GlobalDeltaTime * 0.1;
  z += Ani->Keys['A'] * Ani->GlobalDeltaTime * 0.1 - Ani->Keys['Z'] * Ani->GlobalDeltaTime * 0.1;
} /* End of 'VG4_AnimUnitResponse' function */