Exemplo n.º 1
0
	SpaceShooter::SpaceShooter()
	{
		Renderer::Get().Initialize();

		// Create the player's view.
		Quaternion viewRotation( Vector3::Right, Pi / 2.f );
		mCamera = ViewPtr( new View( Vector3( 0.f, 60.f, 0.f ), viewRotation, 1.04719755f, 1920.0f / 1080.0f, 0.1f, 100.f, false ) );
		Renderer::Get().SetCamera( mCamera );

		// Create the background.
		MaterialPtr backgroundMaterial = MaterialPtr( new Material( L"Resources\\Shaders\\tangent.hlsl", L"Resources\\Textures\\starfield.dds" ) );
		RawMeshPtr backgroundMesh = RawMeshPtr( new RawMesh() );
		GenerateQuadVerticies( *backgroundMesh.get(), 90.f, 45.f );
		MeshPrimitivePtr background = MeshPrimitivePtr( new MeshPrimitive( backgroundMesh, backgroundMaterial, GetTangentSpaceVertexSource() ) );
		mBackground = GameObjectPtr( new GameObject( background ) );
		Matrix4 backgroundOffset;
		backgroundOffset.CreateFromQuaternion( Quaternion( Vector3::Right, Pi / 2.f ) );
		mBackground->SetOffset( backgroundOffset );
		mBackground->SetTranslation( Vector3( 0.f, -10.f, 0.f ) );
		mBackground->Attach();

		// Load the player's ship.
		MaterialPtr playerShipMaterial = MaterialPtr( new Material( L"Resources\\Shaders\\tangent.hlsl", L"Resources\\Textures\\frigate.dds" ) );
		RawMeshPtr shipMesh = RawMeshPtr( new RawMesh() );
		LoadMeshFromObjFile( "Resources\\Meshes\\frigate_normal.obj", *shipMesh.get() );
		CalculateTangents( *shipMesh.get() );
		MeshPrimitivePtr player = MeshPrimitivePtr( new MeshPrimitive( shipMesh, playerShipMaterial, GetTangentSpaceVertexSource() ) );
		mPlayerObject = PlayerShipPtr( new PlayerShip( player ) );
		mPlayerObject->SetScale( 0.3f );
		mPlayerObject->SetBounds( 6.5f );
		Matrix4 playerOffset;
		playerOffset.CreateFromQuaternion( Quaternion( Vector3::Up, Pi / 2.f ) );
		mPlayerObject->SetOffset( playerOffset );
		mPlayerObject->SetFrictionFactor( 0.5f );
		mPlayerObject->Attach();

		// Load asteroids
		MaterialPtr asteroidMaterial = MaterialPtr( new Material( L"Resources\\Shaders\\tangent.hlsl", L"Resources\\Textures\\asteroid.dds" ) );
		RawMeshPtr asteroidMesh = RawMeshPtr( new RawMesh() );
		LoadMeshFromObjFile( "Resources\\Meshes\\asteroid1.obj", *asteroidMesh.get() );
		CalculateTangents( *asteroidMesh.get() );
		for ( int i = 0; i < 5; i++ )
		{
			MeshPrimitivePtr asteroid = MeshPrimitivePtr( new MeshPrimitive( asteroidMesh, asteroidMaterial, GetTangentSpaceVertexSource() ) );
			GameObjectPtr newAsteroid = GameObjectPtr( new Asteroid( asteroid ) );
			newAsteroid->SetScale( 1.f );
			newAsteroid->SetBounds( 4.f );
			newAsteroid->SetTranslation( Vector3( RandomFloat( -40.f, 40.f ), 0.f, RandomFloat( -40.f, 40.f ) ) );
			mAsteroids.push_back( newAsteroid );
			newAsteroid->Attach();
		}

		// Load the player's jet particles.
		playerJetParticles = ParticleSystemPtr( new ParticleSystem() );
		ParticleSystemLoader loader;
		loader.LoadFromFile( "Resources\\ParticleSystems\\jet_fuel.part", playerJetParticles );
		playerJetParticles->SetEmitterState( false );	// turn the particles off to start with
		Renderer::Get().AddTranslucentPrimitive( playerJetParticles );
	}
Exemplo n.º 2
0
void CMovementExtension::PostUpdate(float frameTime)
{
	SmartScriptTable inputParams(gEnv->pScriptSystem);
	if (GetGameObject()->GetExtensionParams("InputExtension", inputParams))
	{
		Ang3 rotation(ZERO);
		inputParams->GetValue("rotation", rotation);
	
		Quat viewRotation(rotation);		
		GetEntity()->SetRotation(viewRotation.GetNormalized());

		Vec3 vDeltaMovement(ZERO);
		inputParams->GetValue("deltaMovement", vDeltaMovement);

		bool bBoost = false;
		inputParams->GetValue("boost", bBoost);

		const float boostMultiplier = bBoost ? m_boostMultiplier : 1.0f;

		GetEntity()->SetPos(GetEntity()->GetWorldPos() + viewRotation * (vDeltaMovement * frameTime * boostMultiplier * m_movementSpeed));
	}
}
Exemplo n.º 3
0
//------------------------------------------------------------------------
void CIronSight::UpdateDepthOfField(CActor *pActor, float frameTime, float t)
{
	if(pActor)
	{
		CPlayer *pPlayer = static_cast<CPlayer *>(pActor);

		if(IMovementController *pMV = pActor->GetMovementController())
		{
			SMovementState ms;
			pMV->GetMovementState(ms);
			Vec3 start = ms.eyePosition;
			Vec3 dir = ms.eyeDirection;
			static ray_hit hit;

			IPhysicalEntity *pSkipEntities[10];
			int nSkip = CSingle::GetSkipEntities(m_pWeapon, pSkipEntities, 10);
			// jitter the direction (non-uniform disk sampling ... we want to bias the center in this case)
			f32 cosTheta, sinTheta;
			f32 theta = Random() * gf_PI2;
			f32 spreadAngle = DEG2RAD(g_pGameCVars->g_dof_sampleAngle)/2.0f;
			f32 scale = tan_tpl(spreadAngle);
			f32 radiusSqrt = scale * Random();
			sincos_tpl(theta, &cosTheta, &sinTheta);
			f32 x = radiusSqrt * cosTheta;
			f32 y = radiusSqrt * sinTheta;

			Matrix33 viewRotation(pPlayer->GetViewQuatFinal());

			Vec3 xOff = x * viewRotation.GetColumn0();
			Vec3 yOff = y * viewRotation.GetColumn2();

			// jitter
			if(true)
			{
				dir += xOff + yOff;
				dir.Normalize();
			}

			const float maxRelaxSpeed = 1.0f;

			f32 delta;

			if(gEnv->pPhysicalWorld->RayWorldIntersection(start, 1000.0f*dir, ent_all,
					rwi_pierceability(10)|rwi_ignore_back_faces, &hit, 1, pSkipEntities, nSkip))
			{
				delta = g_pGameCVars->g_dof_minHitScale*hit.dist - m_minDoF;
				Limit(delta, -g_pGameCVars->g_dof_minAdjustSpeed, g_pGameCVars->g_dof_minAdjustSpeed);
				//delta *= fabs(delta/minAdjustSpeed);
				m_minDoF += delta * frameTime;

				delta = g_pGameCVars->g_dof_maxHitScale*hit.dist - m_maxDoF;
				Limit(delta, -g_pGameCVars->g_dof_maxAdjustSpeed, g_pGameCVars->g_dof_maxAdjustSpeed);
				//delta *= fabs(delta/maxAdjustSpeed);
				m_maxDoF += delta * frameTime;
			}

			if(m_maxDoF - g_pGameCVars->g_dof_distAppart < m_minDoF)
			{
				m_maxDoF = m_minDoF + g_pGameCVars->g_dof_distAppart;
			}
			else
			{
				// relax max to min
				delta = m_minDoF - m_maxDoF;
				Limit(delta, -maxRelaxSpeed, maxRelaxSpeed);
				//delta *= fabs(delta/maxRelaxSpeed);
				m_maxDoF += delta * frameTime;
			}

			// the average is relaxed to the center between min and max
			m_averageDoF = (m_maxDoF - m_minDoF)/2.0f;
			Limit(delta, -g_pGameCVars->g_dof_averageAdjustSpeed, g_pGameCVars->g_dof_averageAdjustSpeed);
			//delta *= fabs(delta/averageAdjustSpeed);
			m_averageDoF += delta * frameTime;
		}
	}
}