Пример #1
0
void Mesh::move_controlpoint(float dx, float dy, float dz){
    if(m_selectedpoint){
        TestMove(m_chainmail,&dx,&dy,&dz,0);
        center_cm2bb();
        deform_verts(5,5,5);
    }
}
Пример #2
0
void Mesh::center_cm2bb(){

    float dx = m_bbox->centre[0] - m_chainmail->centre->x;
    float dy = m_bbox->centre[1] - m_chainmail->centre->y;
    float dz = m_bbox->centre[2] - m_chainmail->centre->z;

    Vector3D trsl(dx,dy,dz);
    if(trsl.length2() > M_EPS)
        TestMove(m_chainmail, &dx, &dy, &dz, 1);
}
Пример #3
0
int main( int argc, char *argv[] )
{
#ifdef __SW_BW
    FILE *my_stdout;
    my_stdout = freopen( "tmp.log", "a", stdout );
    if( my_stdout == NULL ) {
        fprintf( stderr, "Unable to redirect stdout\n" );
        exit( -1 );
    }
#endif
    /*** Initialize ***/
    strcpy( ProgramName, strlwr( argv[0] ) );   /* store filename */

    /*** Test various functions ***/
    TestCompare();                              /* compare stuff */
    TestMove();                                 /* moving data about */
    TestCase();                                 /* upper/lowercase stuff */
    TestSearch();                               /* searching stuff */
    TestSubstring();                            /* substring stuff */
    TestToken();                                /* tokenizing stuff */
    TestLocale();                               /* locale stuff */
    TestError();                                /* error string stuff */
    TestFormatted();                            /* formatted I/O stuff */
    TestBounded();                              /* bounded string stuff */
#ifdef __X86__
    TestCompareF();
    TestMoveF();
    TestCaseF();
    TestSearchF();
    TestSubstringF();
    TestTokenF();
#endif

    /*** Print a pass/fail message and quit ***/
    if( NumErrors != 0 ) {
        printf( "%s: FAILURE (%d errors).\n", ProgramName, NumErrors );
        return( EXIT_FAILURE );
    }
    printf( "Tests completed (%s).\n", strlwr( argv[0] ) );
#ifdef __SW_BW
    fprintf( stderr, "Tests completed (%s).\n", strlwr( argv[0] ) );
    fclose( my_stdout );
    _dwShutDown();
#endif
    return( 0 );
}
Пример #4
0
//-----------------------------------------------------------------------------
// Client-side obstacle avoidance
//-----------------------------------------------------------------------------
void C_BaseHLPlayer::PerformClientSideObstacleAvoidance( float flFrameTime, CUserCmd *pCmd )
{
	// Don't avoid if noclipping or in movetype none
	switch ( GetMoveType() )
	{
	case MOVETYPE_NOCLIP:
	case MOVETYPE_NONE:
	case MOVETYPE_OBSERVER:
		return;
	default:
		break;
	}

	// Try to steer away from any objects/players we might interpenetrate
	Vector size = WorldAlignSize();

	float radius = 0.7f * sqrt( size.x * size.x + size.y * size.y );
	float curspeed = GetLocalVelocity().Length2D();

	//int slot = 1;
	//engine->Con_NPrintf( slot++, "speed %f\n", curspeed );
	//engine->Con_NPrintf( slot++, "radius %f\n", radius );

	// If running, use a larger radius
	float factor = 1.0f;

	if ( curspeed > 150.0f )
	{
		curspeed = MIN( 2048.0f, curspeed );
		factor = ( 1.0f + ( curspeed - 150.0f ) / 150.0f );

		//engine->Con_NPrintf( slot++, "scaleup (%f) to radius %f\n", factor, radius * factor );

		radius = radius * factor;
	}

	Vector currentdir;
	Vector rightdir;

	QAngle vAngles = pCmd->viewangles;
	vAngles.x = 0;

	AngleVectors( vAngles, &currentdir, &rightdir, NULL );
		
	bool istryingtomove = false;
	bool ismovingforward = false;
	if ( fabs( pCmd->forwardmove ) > 0.0f || 
		fabs( pCmd->sidemove ) > 0.0f )
	{
		istryingtomove = true;
		if ( pCmd->forwardmove > 1.0f )
		{
			ismovingforward = true;
		}
	}

	if ( istryingtomove == true )
		 radius *= 1.3f;

	CPlayerAndObjectEnumerator avoid( radius );
	partition->EnumerateElementsInSphere( PARTITION_CLIENT_SOLID_EDICTS, GetAbsOrigin(), radius, false, &avoid );

	// Okay, decide how to avoid if there's anything close by
	int c = avoid.GetObjectCount();
	if ( c <= 0 )
		return;

	//engine->Con_NPrintf( slot++, "moving %s forward %s\n", istryingtomove ? "true" : "false", ismovingforward ? "true" : "false"  );

	float adjustforwardmove = 0.0f;
	float adjustsidemove	= 0.0f;

	for ( int i = 0; i < c; i++ )
	{
		C_AI_BaseNPC *obj = dynamic_cast< C_AI_BaseNPC *>(avoid.GetObject( i ));

		if( !obj )
			continue;

		Vector vecToObject = obj->GetAbsOrigin() - GetAbsOrigin();

		float flDist = vecToObject.Length2D();
		
		// Figure out a 2D radius for the object
		Vector vecWorldMins, vecWorldMaxs;
		obj->CollisionProp()->WorldSpaceAABB( &vecWorldMins, &vecWorldMaxs );
		Vector objSize = vecWorldMaxs - vecWorldMins;

		float objectradius = 0.5f * sqrt( objSize.x * objSize.x + objSize.y * objSize.y );

		//Don't run this code if the NPC is not moving UNLESS we are in stuck inside of them.
		if ( !obj->IsMoving() && flDist > objectradius )
			  continue;

		if ( flDist > objectradius && obj->IsEffectActive( EF_NODRAW ) )
		{
			obj->RemoveEffects( EF_NODRAW );
		}

		Vector vecNPCVelocity;
		obj->EstimateAbsVelocity( vecNPCVelocity );
		float flNPCSpeed = VectorNormalize( vecNPCVelocity );

		Vector vPlayerVel = GetAbsVelocity();
		VectorNormalize( vPlayerVel );

		float flHit1, flHit2;
		Vector vRayDir = vecToObject;
		VectorNormalize( vRayDir );

		float flVelProduct = DotProduct( vecNPCVelocity, vPlayerVel );
		float flDirProduct = DotProduct( vRayDir, vPlayerVel );

		if ( !IntersectInfiniteRayWithSphere(
				GetAbsOrigin(),
				vRayDir,
				obj->GetAbsOrigin(),
				radius,
				&flHit1,
				&flHit2 ) )
			continue;

        Vector dirToObject = -vecToObject;
		VectorNormalize( dirToObject );

		float fwd = 0;
		float rt = 0;

		float sidescale = 2.0f;
		float forwardscale = 1.0f;
		bool foundResult = false;

		Vector vMoveDir = vecNPCVelocity;
		if ( flNPCSpeed > 0.001f )
		{
			// This NPC is moving. First try deflecting the player left or right relative to the NPC's velocity.
			// Start with whatever side they're on relative to the NPC's velocity.
			Vector vecNPCTrajectoryRight = CrossProduct( vecNPCVelocity, Vector( 0, 0, 1) );
			int iDirection = ( vecNPCTrajectoryRight.Dot( dirToObject ) > 0 ) ? 1 : -1;
			for ( int nTries = 0; nTries < 2; nTries++ )
			{
				Vector vecTryMove = vecNPCTrajectoryRight * iDirection;
				VectorNormalize( vecTryMove );
				
				Vector vTestPosition = GetAbsOrigin() + vecTryMove * radius * 2;

				if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
				{
					fwd = currentdir.Dot( vecTryMove );
					rt = rightdir.Dot( vecTryMove );
					
					//Msg( "PUSH DEFLECT fwd=%f, rt=%f\n", fwd, rt );
					
					foundResult = true;
					break;
				}
				else
				{
					// Try the other direction.
					iDirection *= -1;
				}
			}
		}
		else
		{
			// the object isn't moving, so try moving opposite the way it's facing
			Vector vecNPCForward;
			obj->GetVectors( &vecNPCForward, NULL, NULL );
			
			Vector vTestPosition = GetAbsOrigin() - vecNPCForward * radius * 2;
			if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
			{
				fwd = currentdir.Dot( -vecNPCForward );
				rt = rightdir.Dot( -vecNPCForward );

				if ( flDist < objectradius )
				{
					obj->AddEffects( EF_NODRAW );
				}

				//Msg( "PUSH AWAY FACE fwd=%f, rt=%f\n", fwd, rt );

				foundResult = true;
			}
		}

		if ( !foundResult )
		{
			// test if we can move in the direction the object is moving
			Vector vTestPosition = GetAbsOrigin() + vMoveDir * radius * 2;
			if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
			{
				fwd = currentdir.Dot( vMoveDir );
				rt = rightdir.Dot( vMoveDir );

				if ( flDist < objectradius )
				{
					obj->AddEffects( EF_NODRAW );
				}

				//Msg( "PUSH ALONG fwd=%f, rt=%f\n", fwd, rt );

				foundResult = true;
			}
			else
			{
				// try moving directly away from the object
				Vector vTestPosition = GetAbsOrigin() - dirToObject * radius * 2;
				if ( TestMove( vTestPosition, size.z * 2, radius * 2, obj->GetAbsOrigin(), vMoveDir ) )
				{
					fwd = currentdir.Dot( -dirToObject );
					rt = rightdir.Dot( -dirToObject );
					foundResult = true;

					//Msg( "PUSH AWAY fwd=%f, rt=%f\n", fwd, rt );
				}
			}
		}

		if ( !foundResult )
		{
			// test if we can move through the object
			Vector vTestPosition = GetAbsOrigin() - vMoveDir * radius * 2;
			fwd = currentdir.Dot( -vMoveDir );
			rt = rightdir.Dot( -vMoveDir );

			if ( flDist < objectradius )
			{
				obj->AddEffects( EF_NODRAW );
			}

			//Msg( "PUSH THROUGH fwd=%f, rt=%f\n", fwd, rt );

			foundResult = true;
		}

		// If running, then do a lot more sideways veer since we're not going to do anything to
		//  forward velocity
		if ( istryingtomove )
		{
			sidescale = 6.0f;
		}

		if ( flVelProduct > 0.0f && flDirProduct > 0.0f )
		{
			sidescale = 0.1f;
		}

		float force = 1.0f;
		float forward = forwardscale * fwd * force * AVOID_SPEED;
		float side = sidescale * rt * force * AVOID_SPEED;

		adjustforwardmove	+= forward;
		adjustsidemove		+= side;
	}

	pCmd->forwardmove	+= adjustforwardmove;
	pCmd->sidemove		+= adjustsidemove;
	
	// Clamp the move to within legal limits, preserving direction. This is a little
	// complicated because we have different limits for forward, back, and side

	//Msg( "PRECLAMP: forwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );

	float flForwardScale = 1.0f;
	if ( pCmd->forwardmove > fabs( cl_forwardspeed.GetFloat() ) )
	{
		flForwardScale = fabs( cl_forwardspeed.GetFloat() ) / pCmd->forwardmove;
	}
	else if ( pCmd->forwardmove < -fabs( cl_backspeed.GetFloat() ) )
	{
		flForwardScale = fabs( cl_backspeed.GetFloat() ) / fabs( pCmd->forwardmove );
	}
	
	float flSideScale = 1.0f;
	if ( fabs( pCmd->sidemove ) > fabs( cl_sidespeed.GetFloat() ) )
	{
		flSideScale = fabs( cl_sidespeed.GetFloat() ) / fabs( pCmd->sidemove );
	}
	
	float flScale = MIN( flForwardScale, flSideScale );
	pCmd->forwardmove *= flScale;
	pCmd->sidemove *= flScale;

	//Msg( "POSTCLAMP: forwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );
}
Пример #5
0
int main(int argc, char** argv)
{
    ScopedXPCOM xpcom("nsLocalFile");
    if (xpcom.failed())
        return 1;

    nsCOMPtr<nsIFile> base;
    nsresult rv = NS_GetSpecialDirectory(NS_OS_TEMP_DIR, getter_AddRefs(base));
    if (!VerifyResult(rv, "Getting temp directory"))
        return 1;
    rv = base->AppendNative(nsDependentCString("mozfiletests"));
    if (!VerifyResult(rv, "Appending mozfiletests to temp directory name"))
        return 1;
    // Remove the directory in case tests failed and left it behind.
    // don't check result since it might not be there
    base->Remove(true);

    // Now create the working directory we're going to use
    rv = base->Create(nsIFile::DIRECTORY_TYPE, 0700);
    if (!VerifyResult(rv, "Creating temp directory"))
        return 1;
    // Now we can safely normalize the path
    rv = base->Normalize();
    if (!VerifyResult(rv, "Normalizing temp directory name"))
        return 1;

    // Initialize subdir object for later use
    nsCOMPtr<nsIFile> subdir = NewFile(base);
    if (!subdir)
        return 1;
    rv = subdir->AppendNative(nsDependentCString("subdir"));
    if (!VerifyResult(rv, "Appending 'subdir' to test dir name"))
        return 1;

    passed("Setup");

    // Test path parsing
    if (TestInvalidFileName(base, "a/b")) {
        passed("AppendNative with invalid file name");
    }
    if (TestParent(base, subdir)) {
        passed("GetParent");
    }

    // Test file creation
    if (TestCreate(base, "file.txt", nsIFile::NORMAL_FILE_TYPE, 0600)) {
        passed("Create file");
    }
    if (TestRemove(base, "file.txt", false)) {
        passed("Remove file");
    }

    // Test directory creation
    if (TestCreate(base, "subdir", nsIFile::DIRECTORY_TYPE, 0700)) {
        passed("Create directory");
    }

    // Test move and copy in the base directory
    if (TestCreate(base, "file.txt", nsIFile::NORMAL_FILE_TYPE, 0600) &&
        TestMove(base, base, "file.txt", "file2.txt")) {
        passed("MoveTo rename file");
    }
    if (TestCopy(base, base, "file2.txt", "file3.txt")) {
        passed("CopyTo copy file");
    }
    // Test moving across directories
    if (TestMove(base, subdir, "file2.txt", "file2.txt")) {
        passed("MoveTo move file");
    }
    // Test moving across directories and renaming at the same time
    if (TestMove(subdir, base, "file2.txt", "file4.txt")) {
        passed("MoveTo move and rename file");
    }
    // Test copying across directoreis
    if (TestCopy(base, subdir, "file4.txt", "file5.txt")) {
        passed("CopyTo copy file across directories");
    }

    // Run normalization tests while the directory exists
    if (TestNormalizeNativePath(base, subdir)) {
        passed("Normalize with native paths");
    }

    // Test recursive directory removal
    if (TestRemove(base, "subdir", true)) {
        passed("Remove directory");
    }

    if (TestCreateUnique(base, "foo", nsIFile::NORMAL_FILE_TYPE, 0600) &&
        TestCreateUnique(base, "foo", nsIFile::NORMAL_FILE_TYPE, 0600)) {
        passed("CreateUnique file");
    }
    if (TestCreateUnique(base, "bar.xx", nsIFile::DIRECTORY_TYPE, 0700) &&
        TestCreateUnique(base, "bar.xx", nsIFile::DIRECTORY_TYPE, 0700)) {
        passed("CreateUnique directory");
    }

    if (TestDeleteOnClose(base, "file7.txt", PR_RDWR | PR_CREATE_FILE, 0600)) {
        passed("OpenNSPRFileDesc DELETE_ON_CLOSE");
    }

    gFunction = "main";
    // Clean up temporary stuff
    rv = base->Remove(true);
    VerifyResult(rv, "Cleaning up temp directory");

    return gFailCount > 0;
}
Пример #6
0
void Stage::Update()
{
	TestMove();
}