void EditorPoint::setMinAndMaxShiftPoint(int p_index) { if (p_index >= 0 && p_index < m_track.getPointCount()) { const TrackPoint& trackPoint = m_track.getPoint(p_index); float minShift = -1.0f - trackPoint.getShift(); float maxShift = 1.0f - trackPoint.getShift(); float radius = trackPoint.getRadius(); CL_Vec2f guide = m_gfxLevel.getTrackTriangulator().getGuide(p_index); guide /= guide.length(); CL_Vec2f minShiftGuide = guide; setToPerpendicular(minShiftGuide, true); minShiftGuide *= radius * minShift; CL_Vec2f maxShiftGuide = guide; setToPerpendicular(maxShiftGuide, true); maxShiftGuide *= radius * maxShift; const CL_Pointf& pos = trackPoint.getPosition(); m_impl->m_minShiftPoint = pos + minShiftGuide; m_impl->m_maxShiftPoint = pos + maxShiftGuide; } }
void Car::applyCollision(const CL_LineSegment2f &p_seg) { static const float DAMAGE_MULT = 0.2f; const float side = -p_seg.point_right_of_line(m_impl->m_position); const CL_Vec2f segVec = p_seg.q - p_seg.p; // need front normal (crash side) CL_Vec2f fnormal(segVec.y, -segVec.x); // right side normal fnormal.normalize(); if (side < 0) { fnormal *= -1; } // move away m_impl->m_position += (fnormal * fabs(m_impl->m_speed)); // calculate collision angle to estaminate speed reduction CL_Angle angleDiff(m_impl->m_phyMoveRot - m_impl->vecToAngle(fnormal)); Workarounds::clAngleNormalize180(&angleDiff); const float colAngleDeg = fabs(angleDiff.to_degrees()) - 90.0f; const float reduction = fabs(1.0f - fabs(colAngleDeg - 90.0f) / 90.0f); // calculate and apply damage const float damage = m_impl->m_speed * reduction * DAMAGE_MULT; m_impl->m_damage = Math::Float::reduce(m_impl->m_damage + damage, 0.0f, 1.0f); cl_log_event(LOG_DEBUG, "damage: %1, total: %2", damage, m_impl->m_damage); // reduce speed m_impl->m_speed -= m_impl->m_speed * reduction; // bounce movement vector and angle away // get mirror point if (m_impl->m_phyMoveVec.length() > 0.01f) { m_impl->m_phyMoveVec.normalize(); const float lengthProj = m_impl->m_phyMoveVec.length() * cos(segVec.angle(m_impl->m_phyMoveVec).to_radians()); const CL_Vec2f mirrorPoint(segVec * (lengthProj / segVec.length())); // invert move vector by mirror point const CL_Vec2f mirrorVec = (m_impl->m_phyMoveVec - mirrorPoint) * -1; m_impl->m_phyMoveVec = mirrorPoint + mirrorVec; // update physics angle m_impl->m_phyMoveRot = m_impl->vecToAngle(m_impl->m_phyMoveVec); } }
void Misil::mover(float dt) { if(perseguidor) { int tiempdodesdedisparo= CL_System::get_time() - tiempodisparo; if(tiempdodesdedisparo >= 10) { CL_Vec2f vector = Posicion - TargetTanque->getPos(); float distancia = vector.length(); mundo->AgregarCadenaChat(cl_format("%1",distancia)); CL_Vec2f up(0.0f, 1.0f); float angulodest = up.angle(vector).to_degrees(); /*if(TargetTanque->getPos().x < Posicion.x) angulodest = 360.0f - angulo;*/ /* else angulodest = 360.0f angulo;*/ angulodelta = angulodest - angulo; if(distancia < 150) { if(angulodelta > 0) angulodelta +=5; } if(angulodelta > 180.0f) { angulodelta -= 360.0f; angulo += 360.0f; } if(angulodelta < -180.0f) { angulodelta += 360.0f; angulo -= 360.0f; } angulo +=angulodelta*dt/velocidad; setAngulo(angulo); } } Posicion.x += dt* float(sin(angulo* CL_PI / 180.0f)); Posicion.y += dt* float(-cos(angulo * CL_PI / 180.0f)); collisionMisil->set_translation(Posicion.x, Posicion.y); }
void EditorPoint::getShiftRect(int p_index, int* x1, int* y1, int* x2, int* y2) { const TrackPoint& p_trackPoint = m_track.getPoint(p_index); CL_Vec2f guide = m_gfxLevel.getTrackTriangulator().getGuide(p_index); float guideLength = guide.length(); guide *= p_trackPoint.getShift() * p_trackPoint.getRadius(); guide /= guideLength; setToPerpendicular(guide, false); const CL_Pointf& pos = p_trackPoint.getPosition(); *x1 = pos.x; *y1 = pos.y; *x2 = pos.x + guide.x; *y2 = pos.y + guide.y; }
void DrawLine( GLuint rgba, float ax, float ay, float bx, float by, float lineWidth ) { SetupOrtho(); //g_globalBatcher.Flush(); glDisable( GL_TEXTURE_2D ); glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_CULL_FACE); static GLfloat vertices[3*4]; CL_Vec2f start = CL_Vec2f(ax, ay); CL_Vec2f end = CL_Vec2f(bx, by); float dx = ax - bx; float dy = ay - by; CL_Vec2f rightSide = CL_Vec2f(dy, -dx); if (rightSide.length() > 0) { rightSide.normalize(); rightSide *= lineWidth/2; } CL_Vec2f leftSide =CL_Vec2f(-dy, dx); if (leftSide.length() > 0) { leftSide.normalize(); leftSide *= lineWidth/2; } CL_Vec2f one = leftSide + start; CL_Vec2f two = rightSide + start; CL_Vec2f three = rightSide + end; CL_Vec2f four = leftSide = end; vertices[0*3+0] = one.x; vertices[0*3+1] = one.y; vertices[1*3+0] = two.x; vertices[1*3+1] = two.y; vertices[2*3+0] = three.x; vertices[2*3+1] = three.y; vertices[3*3+0] = four.x; vertices[3*3+1] = four.y; //set the Z vertices[0*3+2] = 0; vertices[1*3+2] = 0; vertices[2*3+2] = 0; vertices[3*3+2] = 0; glVertexPointer(3, GL_FLOAT, 0, vertices); //glColor4f(1, 1, 1, 1); glEnable( GL_BLEND ); glColor4x( (rgba >>8 & 0xFF)*256, (rgba>>16& 0xFF)*256, (rgba>>24& 0xFF)*256, (rgba&0xFF)*256); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glColor4x(1 << 16, 1 << 16, 1 << 16, 1 << 16); glEnable(GL_CULL_FACE); glDisable( GL_BLEND ); glEnable( GL_TEXTURE_2D ); glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR(); }