void MiniMap::render(OBJECTid fronterID, Lyubu* lyubu, OurEnemyActor **enemyActor, int enemy_num) { //render miniMap FnObject miniMapStand, mapRef, anchor_lyubu; float pos[3]; lyubu->actor.GetWorldDirection(pos,NULL); anchor_lyubu.Object(anchorID); anchor_lyubu.SetWorldDirection(pos,NULL); miniMapStand.Object(miniMapStandID); mapRef.Object(fronterID); miniMapStand.SetMatrix(mapRef.GetMatrix(FALSE), REPLACE); for(int i = 0; i < enemy_num; i++) { FnObject base, anchor; OBJECTid baseID = enemyActor[i]->actor.GetBaseObject(); base.Object(baseID); anchor.Object(enemyActor[i]->anchorID); anchor.SetMatrix(base.GetMatrix(FALSE), REPLACE); } FnViewport vp; vp.Object(vpMiniMapID); //vp.Render(miniMapCameraID, FALSE, FALSE); vp.Render(miniMapCameraID, FALSE, TRUE); }
/*-------------------------- set rendering target data C.Wang 0522, 2006 ---------------------------*/ void FuCShadowModify::SetRenderTarget(int w, float *bgColor) { FnScene scene; FnWorld gw; FnViewport vp; char shadowName[256]; scene.Object(mHost); gw.Object(scene.GetWorld()); gw.DeleteMaterial(mRenderTarget); gw.DeleteViewport(mViewport); // create the viewport with the associated size mViewport = gw.CreateViewport(0, 0, w, w); // create the render target material mRenderTarget = gw.CreateMaterial(NULL, NULL, NULL, 1.0f, NULL); // generate a unique shadow texture name sprintf(shadowName, "shadow%d", mRenderTarget); FnMaterial mat; mat.Object(mRenderTarget); mat.AddRenderTargetTexture(0, 0, shadowName, TEXTURE_32, mViewport); mat.SetTextureAddressMode(0, CLAMP_TEXTURE); // set render target vp.Object(mViewport); vp.SetRenderTarget(mRenderTarget, 0, 0, 0); vp.SetBackgroundColor(bgColor[0], bgColor[1], bgColor[2]); }
/* ---------------------- perform the rendering C.Wang 0720, 2006 ---------------------- - / / ---------------------- perform the rendering C.Wang 0720, 2006 ---------------------- - */ void RenderIt(int skip) { FnViewport vp; // render the whole scene vp.ID(vID); vp.Render3D(cID, TRUE, TRUE); // get camera's data FnCamera camera; camera.ID(cID); float pos[3], fDir[3], uDir[3]; camera.GetPosition(pos); camera.GetDirection(fDir, uDir); // show frame rate static char string[128]; if (frame == 0) { FyTimerReset(0); } if (frame / 10 * 10 == frame) { float curTime; curTime = FyTimerCheckTime(0); sprintf(string, "Fps: %6.2f", frame / curTime); } frame += skip; if (frame >= 1000) { frame = 0; } FnText text; text.ID(textID); text.Begin(vID); text.Write(string, 20, 20, 255, 0, 0); char posS[256], fDirS[256], uDirS[256]; float cpos[3], apos[3], distance, height, length;// FnCharacter actor; actor.ID(actorID); FnObject terrain; terrain.ID(tID); sprintf(posS, "pos: %8.3f %8.3f %8.3f", pos[0], pos[1], pos[2]); sprintf(fDirS, "facing: %8.3f %8.3f %8.3f", fDir[0], fDir[1], fDir[2]); sprintf(uDirS, "up: %8.3f %8.3f %8.3f", uDir[0], uDir[1], uDir[2]); text.Write(posS, 20, 35, 255, 255, 0); text.Write(fDirS, 20, 50, 255, 255, 0); text.Write(uDirS, 20, 65, 255, 255, 0); text.End(); // swap buffer FySwapBuffers(); }
/*------------------ the main program C.Wang 0904, 2012 -------------------*/ void FyMain(int argc, char **argv) { // create a new world FyStartFlyWin32("Hello Fly2 !", 0, 0, 800, 600, FALSE); FySetModelPath("Data\\Models"); FySetTexturePath("Data\\textures"); FySetShaderPath("Data\\shaders"); // create a viewport vID = FyCreateViewport(0, 0, 800, 600); FnViewport vp; vp.ID(vID); vp.SetBackgroundColor(0.3f, 0.4f, 0.5f); // create a 3D scene & the 3D entities sID = FyCreateScene(1); FnScene scene; scene.ID(sID); nID = scene.CreateObject(OBJECT); cID = scene.CreateObject(CAMERA); lID = scene.CreateObject(LIGHT); // load the teapot model FnObject model; model.ID(nID); model.Load("teapot"); // translate the camera FnCamera camera; camera.ID(cID); camera.Rotate(X_AXIS, 90.0f, LOCAL); camera.Translate(0.0f, 10.0f, 100.0f, LOCAL); // translate the light FnLight light; light.ID(lID); light.SetName("MainLight"); light.Translate(-50.0f, -50.0f, 50.0f, GLOBAL); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); // bind a timer, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); // invoke the system FyInvokeFly(TRUE); }
/*------------------ render the shadow C.Wang 0522, 2006 -------------------*/ void FuCShadowModify::Render() { if ( !m_objVec.empty() ) { FnViewport vp; vp.Object(mViewport); m_fyActor.GetWorldPosition( m_actorPos ); m_lightCam.SetWorldPosition( m_actorPos + m_lightPos ); vp.RenderShadow( m_lightCam.Object() , &m_objVec[0] , m_objVec.size() , mShadowMat, TRUE); } }
/*------------------------------------------------------------------------------- timer callback function which will be invoked by Fly2 System every 1/30 second C.Wang 0308, 2004 --------------------------------------------------------------------------------*/ void GameAI(int skip) { // render the scene FnViewport vp; vp.Object(vID); vp.Render3D(cID, TRUE, TRUE); int nV, nT; FyRenderBenchMark(&nT, &nV); FySwapBuffers(); }
//------------------------------------------------------------------------------------ // timer callback function which will be invoked by TheFly3D System every 1/30 second // C.Wang 0308, 2004 //------------------------------------------------------------------------------------ void GameAI(int skip) { if (mmID != FAILED_ID) { FnMedia md; md.Object(mmID); if (md.GetState() == MEDIA_STOPPED) { // after playing, delete the media object FyDeleteMediaPlayer(mmID); mmID = FAILED_ID; } else { return; } } FnLight lgt; lgt.Object(lID); lgt.Rotate(Z_AXIS, 0.5f, GLOBAL); FnObject model; model.Object(nID); model.Rotate(Z_AXIS, 3.0f, GLOBAL); // render the scene FnViewport vp; vp.Object(vID); vp.Render3D(cID, TRUE, TRUE); // show frame rate static char string[128]; if (frame == 0) { FyTimerReset(0); } if (frame/10*10 == frame) { float curTime; curTime = FyTimerCheckTime(0); sprintf(string, "Fps: %6.2f", frame/curTime); } frame += skip; if (frame >= 1000) { frame = 0; } FySwapBuffers(); }
/*------------------ the main program C.Wang 0308, 2004 -------------------*/ void FyMain(int argc, char **argv) { // create a new world FyStartFlyWin32("Hello TheFly3D !", 0, 0, 800, 600, beFullScreen); FySetModelPath("Data\\Models"); FySetTexturePath("Data\\textures"); FySetShaderPath("Data\\Shaders"); FyBeginMedia("data\\media", 2); //mmID = FyCreateMediaPlayer("dawn.mpg", 0, 0, 800, 600); //mmID = FyCreateMediaPlayer("opening.avi", 0, 0, 800, 600); mmID = FyCreateMediaPlayer("MUSIC_fogforest.mp3", 0, 0, 800, 600); FnMedia mP; mP.Object(mmID); mP.Play(ONCE); //mP.SetVolume(0.1f); // create a viewport vID = FyCreateViewport(0, 0, 800, 600); FnViewport vp; vp.Object(vID); vp.SetBackgroundColor(0.3f, 0.4f, 0.5f); // create a 3D scene & the 3D entities sID = FyCreateScene(1); FnScene scene; scene.Object(sID); nID = scene.CreateObject(OBJECT); cID = scene.CreateObject(CAMERA); lID = scene.CreateObject(LIGHT); // load the teapot FnObject model; model.ID(nID); model.Load("teapot.cw3"); model.Translate(20.0f, 0.0f, 0.0f, GLOBAL); // translate the camera FnCamera camera; camera.ID(cID); camera.Rotate(X_AXIS, 90.0f, LOCAL); camera.SetAspectRatio(800.0f/600.0f); camera.Translate(0.0f, 10.0f, 200.0f, LOCAL); // translate the light FnLight light; light.ID(lID); light.Translate(-30.0f, -30.0f, 0.0f, GLOBAL); light.SetName("MainLight"); light.SetColor(0.9f, 0.9f, 0.7f); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); /* bind a timer, frame rate = 30 fps */ FyBindTimer(0, 30.0f, GameAI, TRUE); // invoke the system FyInvokeFly(TRUE); }
void RenderIt(int skip){ float pos[3], fDir[3], uDir[3]; FnViewport vp; if(!stateMenu) {mouseInput.update();} //render the whole scene vp.ID(viewportID); if (!stateGhost) vp.Render3D(cameraID, TRUE, TRUE); if(stateMenu) vp.RenderSprites(sID2menu, FALSE, TRUE); // no clear the background but clear the z buffer else vp.RenderSprites(sID2, FALSE, TRUE); // no clear the background but clear the z buffer //show frame rate static char string[128]; if(frame == 0){ FyTimerReset(0); } if((frame/10)*10 == frame){ float curTime; curTime = FyTimerCheckTime(0); sprintf_s(string, "Fps: %6.2f", frame/curTime); } frame += skip; if(frame >= 1000){ frame = 0; } FnText text, charactorInfo,char_HP,info; text.ID(textID); charactorInfo.ID(textCharID); char_HP.ID(textHP_vID); info.ID(textInfo_vID); text.Begin(viewportID); charactorInfo.Begin(viewportID); text.Write(string, 20, 20, 255, 0, 0); //get camera's data camera.getCameraPos(pos); camera.getCameraDir(fDir, uDir); float fCameraAngle = camera.getCameraAngle(); char posS[256], fDirS[256], uDirS[256]; sprintf_s(posS, "pos: %8.3f %8.3f %8.3f", pos[0], pos[1], pos[2]); sprintf_s(fDirS, "facing: %8.3f %8.3f %8.3f", fDir[0], fDir[1], fDir[2]); sprintf_s(uDirS, "up: %8.3f %8.3f %8.3f", uDir[0], uDir[1], uDir[2]); char sCameraAngle[256], sMousePosX[256], sMousePosY[256]; sprintf_s(sCameraAngle, "camera angle: %8.3f", fCameraAngle); sprintf_s(sMousePosX, "mouse X %d ", mouseInput.mousePosX); sprintf_s(sMousePosY, "mouse Y %d ", mouseInput.mousePosY); text.Write(sCameraAngle, 20, 35, 255, 255, 0); text.Write(sMousePosX, 20, 50, 255, 255, 0); text.Write(sMousePosY, 20, 65, 255, 255, 0); text.Write(posS, 20, 80, 255, 255, 0); text.Write(fDirS, 20, 95, 255, 255, 0); text.Write(uDirS, 20, 110, 255, 255, 0); FnCharacter actor; actor.ID(actorID); //get actor's data actor.GetPosition(pos); actor.GetDirection(fDir, uDir); sprintf_s(posS, "pos: %8.3f %8.3f %8.3f", pos[0], pos[1], pos[2]); sprintf_s(fDirS, "facing: %8.3f %8.3f %8.3f", fDir[0], fDir[1], fDir[2]); sprintf_s(uDirS, "up: %8.3f %8.3f %8.3f", uDir[0], uDir[1], uDir[2]); text.Write(posS, 20, 125, 255, 255, 0); text.Write(fDirS, 20, 140, 255, 255, 0); text.Write(uDirS, 20, 155, 255, 255, 0); text.End(); sprintf_s(posS, "HEALTH"); charactorInfo.Write(posS, 50, 700, 255, 255, 100); sprintf_s(posS, "ROUND"); charactorInfo.Write(posS, 400, 700, 255, 255, 100); sprintf_s(posS, "TIME"); charactorInfo.Write(posS, 515, 700, 255, 255, 100); charactorInfo.End(); sprintf_s(posS, "%d", chrMgtSystem.getCharacterblood(actorID)); char_HP.Write(posS, 110, 672, 255, 255, 255); sprintf_s(posS, "%d", game_timer.getCurrentRound()); info.Write(posS, 460, 694 ,255, 255, 255); sprintf_s(posS, "%d", game_timer.getTimeLeft()); info.Write(posS, 560, 694, 255, 255, 255); info.End(); FySwapBuffers(); }
/*------------------ the main program C.Wang 1010, 2014 -------------------*/ void FyMain(int argc, char **argv) { // create a new world BOOL4 beOK = FyStartFlyWin32("NTU@2015 Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE); // setup the data searching paths FySetShaderPath("Data\\NTU6\\Shaders"); FySetModelPath("Data\\NTU6\\Scenes"); FySetTexturePath("Data\\NTU6\\Scenes\\Textures"); FySetScenePath("Data\\NTU6\\Scenes"); //Tang: FX FySetGameFXPath("Data\\NTU6\\FX"); //Tang // create a viewport vID = FyCreateViewport(0, 0, 1024, 768); FnViewport vp; vp.ID(vID); // create a 3D scene sID = FyCreateScene(10); FnScene scene; scene.ID(sID); // load the scene scene.Load("gameScene02"); scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f); // load the terrain tID = scene.CreateObject(OBJECT); FnObject terrain; terrain.ID(tID); BOOL beOK1 = terrain.Load("terrain"); terrain.Show(FALSE); // set terrain environment terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10); FnRoom room; room.ID(terrainRoomID); room.AddObject(tID); // load the character FySetModelPath("Data\\NTU6\\Characters"); FySetTexturePath("Data\\NTU6\\Characters"); FySetCharacterPath("Data\\NTU6\\Characters"); actorID = scene.LoadCharacter("Lyubu2"); // put the character on terrain float pos[3], fDir[3], uDir[3]; SetValues(pos, 3569.0f, -3208.0f, 1000.0f); SetValues(fDir, 1.0f, 1.0f, 0.0f); SetValues(uDir, 0.0f, 0.0f, 1.0f); ActorGen(scene, terrainRoomID, LyubuID, "Lyubu2", "Idle", pos, fDir, uDir); actorID = LyubuID.actorID; FnCharacter actor; actor.ID(actorID); // Get two character actions pre-defined at Lyubu2 idleID = actor.GetBodyAction(NULL, "Idle"); runID = actor.GetBodyAction(NULL, "Run"); NormalAttack1ID = actor.GetBodyAction(NULL, "NormalAttack1"); NormalAttack2ID = actor.GetBodyAction(NULL, "NormalAttack2"); HeavyAttack1ID = actor.GetBodyAction(NULL, "HeavyAttack1"); // translate the camera cID = scene.CreateObject(CAMERA); FnCamera camera; camera.ID(cID); camera.SetNearPlane(5.0f); camera.SetFarPlane(100000.0f); //hw3 : Donzo and Robber02 initialization float temp_pos[3]; float temp_fDir[3]; /* for (int i = 0; i < NUM_OF_BADGUYS; i++) { temp_pos[0] = pos[0] + 30 * (rand()%8); temp_pos[1] = pos[1] + 30 * (rand()%8); temp_pos[2] = pos[2] + 30 * (rand()%8); temp_fDir[0] = -1.0f; temp_fDir[1] = -1.0f; temp_fDir[2] = 1.0f; ActorGen(scene, terrainRoomID, badguyID[i], "Robber02", "CombatIdle", temp_pos, temp_fDir, uDir); } */ for (int i = 0; i < NUM_OF_BOSS; i++) { temp_pos[0] = pos[0] + 30 * (rand() % 8); temp_pos[1] = pos[1] + 30 * (rand() % 8); temp_pos[2] = pos[2] + 30 * (rand() % 8); SetValues(temp_fDir, -1.0f, -1.0f, 1.0f); ActorGen(scene, terrainRoomID, BossID[i], "Donzo2", "CombatIdle", temp_pos, temp_fDir, uDir); } // hw2 initial : set camera position actor.GetPosition(pos); pos[0] = pos[0] - SHORTDIST * fDir[0]; pos[1] = pos[1] - SHORTDIST * fDir[1]; pos[2] = pos[2] + HEIGHTOFFSET; SetValues(fDir, 1.0f, 1.0f, 0.0f); SetValues(uDir, 0.0f, 0.0f, 1.0f); camera.SetPosition(pos); camera.SetDirection(fDir, uDir); // the same as actor float mainLightPos[3] = { -4579.0, -714.0, 15530.0 }; float mainLightFDir[3] = { 0.276, 0.0, -0.961 }; float mainLightUDir[3] = { 0.961, 0.026, 0.276 }; FnLight lgt; lgt.ID(scene.CreateObject(LIGHT)); lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE); lgt.SetDirection(mainLightFDir, mainLightUDir); lgt.SetLightType(PARALLEL_LIGHT); lgt.SetColor(1.0f, 1.0f, 1.0f); lgt.SetName("MainLight"); lgt.SetIntensity(0.4f); // create a text object for displaying messages on screen textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE); // create a 2D scene for sprite rendering which will be rendered on the top of 3D sID2 = FyCreateScene(1); scene.ID(sID2); scene.SetSpriteWorldSize(800, 600); // 2D scene size in pixels spID0 = scene.CreateObject(SPRITE); sp.ID(spID0); //showPicture(sp, "talk_mission.jpg", 780, 200 , 10, 10); //showPicture parameter : FnSprite ,imageName, size, position // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // escape for quiting the game FyDefineHotKey(FY_UP, Movement, FALSE); // Up for moving forward FyDefineHotKey(FY_RIGHT, Movement, FALSE); // Right for turning right FyDefineHotKey(FY_LEFT, Movement, FALSE); // Left for turning left FyDefineHotKey(FY_DOWN, Movement, FALSE); FyDefineHotKey(FY_Q, Movement, FALSE); FyDefineHotKey(FY_W, Movement, FALSE); FyDefineHotKey(FY_E, Movement, FALSE); FyDefineHotKey(FY_A, Movement, FALSE); // Turn left with camera rotation FyDefineHotKey(FY_D, Movement, FALSE); // Turn right with camera rotation FyDefineHotKey(FY_S, Movement, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); // bind timers, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); FyBindTimer(1, 30.0f, RenderIt, TRUE); // invoke the system FyInvokeFly(TRUE); }
/*---------------------- perform the rendering C.Wang 0720, 2006 -----------------------*/ void RenderIt(int skip) { FnViewport vp; // render the whole scene vp.ID(vID); vp.Render3D(cID, TRUE, TRUE); // render the sprites vp.RenderSprites(sID2, FALSE, TRUE); // no clear the background but clear the z buffer FySwapBuffers(); // get camera's data FnCamera camera; camera.ID(cID); FnObject terrain; terrain.ID(tID); float pos[3], fDir[3], uDir[3]; //-----------------HW2 added-----------------------// float actorPos[3], actorfDir[3], actoruDir[3]; FnCharacter actor; actor.ID(actorID); actor.GetPosition(actorPos); actor.GetDirection(actorfDir, actoruDir); camera.GetPosition(pos); camera.GetDirection(fDir, uDir); // Initialze probing ray direction float dir[3], charDir[3]; dir[0] = -fDir[0] / CAMERAPROBE; dir[1] = -fDir[1] / CAMERAPROBE; dir[2] = -1; charDir[0] = actorfDir[0] / ACTORPROBE; charDir[1] = actorfDir[1] / ACTORPROBE; charDir[2] = -1; if ((FyCheckHotKeyStatus(FY_A) || FyCheckHotKeyStatus(FY_D)) && dirCount % SMOOTHINESS == 0) { int tempHeight = pos[2]; pos[2] = actorPos[2]; int theDistance = FyDistance(pos, actorPos); pos[0] = actorPos[0] - theDistance * actorfDir[0]; pos[1] = actorPos[1] - theDistance * actorfDir[1]; pos[2] = tempHeight; fDir[0] = actorfDir[0]; fDir[1] = actorfDir[1]; uDir[0] = fDir[0] / abs(fDir[0] * fDir[1]); uDir[1] = fDir[1] / abs(fDir[0] * fDir[1]); uDir[2] = -abs(uDir[0] * fDir[0] + uDir[1] * fDir[1]) / fDir[2]; } if ((FyCheckHotKeyStatus(FY_UP) || FyCheckHotKeyStatus(FY_S)) && dirCount % SMOOTHINESS == 0) { if (pos[2] > actorPos[2] + HEIGHTOFFSET) { pos[2] = actorPos[2]; pos[2] = actorPos[2] + HEIGHTBOUND + HEIGHTOFFSET - FyDistance(pos, actorPos); fDir[0] = actorPos[0] - pos[0]; fDir[1] = actorPos[1] - pos[1]; fDir[2] = -pos[2]; uDir[0] = fDir[0] / abs(fDir[0] * fDir[1]); uDir[1] = fDir[1] / abs(fDir[0] * fDir[1]); uDir[2] = -abs(uDir[0] * fDir[0] + uDir[1] * fDir[1]) / fDir[2]; } else // Reset the up direction { pos[2] = actorPos[2] + HEIGHTOFFSET; fDir[0] = actorfDir[0]; fDir[1] = actorfDir[1]; fDir[2] = 0; uDir[0] = 0; uDir[1] = 0; uDir[2] = 1; } if (FyDistance(pos, actorPos) > LONGDIST) { pos[0] = actorPos[0] - LONGDIST * actorfDir[0]; pos[1] = actorPos[1] - LONGDIST * actorfDir[1]; pos[2] = actorPos[2] + HEIGHTOFFSET; fDir[0] = actorfDir[0]; fDir[1] = actorfDir[1]; fDir[2] = -0.0f; uDir[0] = actoruDir[0]; uDir[1] = actoruDir[1]; uDir[2] = actoruDir[2]; } } if (FyCheckHotKeyStatus(FY_RIGHT) && dirCount % SMOOTHINESS == 0) { actorPos[2] += HEIGHTOFFSET; if (terrain.HitTest(actorPos, charDir) <= 0) { camera.MoveRight(-CAMERASPEED, FALSE, FALSE, 0, FALSE); camera.GetPosition(pos); } fDir[0] = actorPos[0] - pos[0]; fDir[1] = actorPos[1] - pos[1]; fDir[2] = 0.0f; } if (FyCheckHotKeyStatus(FY_LEFT) && dirCount % SMOOTHINESS == 0) { actorPos[2] += HEIGHTOFFSET; if (terrain.HitTest(actorPos, charDir) <= 0) { camera.MoveRight(CAMERASPEED, FALSE, FALSE, 0, FALSE); camera.GetPosition(pos); } fDir[0] = actorPos[0] - pos[0]; fDir[1] = actorPos[1] - pos[1]; fDir[2] = 0.0f; } if (FyCheckHotKeyStatus(FY_DOWN) && dirCount % SMOOTHINESS == 0) { if (FyDistance(pos, actorPos) < SHORTDIST) { if (terrain.HitTest(pos, dir) > 0) { pos[0] = actorPos[0] + SHORTDIST * actorfDir[0]; pos[1] = actorPos[1] + SHORTDIST * actorfDir[1]; pos[2] = actorPos[2] + HEIGHTOFFSET; fDir[0] = -actorfDir[0]; fDir[1] = -actorfDir[1]; fDir[2] = 0.0f; uDir[0] = actoruDir[0]; uDir[1] = actoruDir[1]; uDir[2] = actoruDir[2]; } else { // go back and hit Obstacle : camera look down at the actor pos[2] = actorPos[2]; pos[2] = actorPos[2] + HEIGHTBOUND + HEIGHTOFFSET - FyDistance(pos, actorPos); fDir[0] = actorPos[0] - pos[0]; fDir[1] = actorPos[1] - pos[1]; fDir[2] = -pos[2]; uDir[0] = fDir[0] / abs(fDir[0] * fDir[1]); uDir[1] = fDir[1] / abs(fDir[0] * fDir[1]); uDir[2] = -abs(uDir[0] * fDir[0] + uDir[1] * fDir[1]) / fDir[2]; } } } //-----------------HW2 end-------------------------// if (dirCount % SMOOTHINESS == 0) { camera.SetPosition(pos); camera.SetDirection(fDir, uDir); } // show frame rate static char string[128]; if (frame == 0) { FyTimerReset(0); } if (frame / 10 * 10 == frame) { float curTime; curTime = FyTimerCheckTime(0); sprintf(string, "Fps: %6.2f", frame / curTime); } frame += skip; if (frame >= 1000) { frame = 0; } FnText text; text.ID(textID); text.Begin(vID); text.Write(string, 20, 20, 255, 0, 0); char posS[256], fDirS[256], uDirS[256], debug[256]; sprintf(posS, "pos: %8.3f %8.3f %8.3f", pos[0], pos[1], pos[2]); sprintf(fDirS, "facing: %8.3f %8.3f %8.3f", fDir[0], fDir[1], fDir[2]); sprintf(uDirS, "up: %8.3f %8.3f %8.3f", uDir[0], uDir[1], uDir[2]); sprintf(debug, "debug: %d %d %d", LyubuID.level, LyubuID.exp_cur, LyubuID.blood_remain); text.Write(posS, 20, 35, 255, 255, 0); text.Write(fDirS, 20, 50, 255, 255, 0); text.Write(uDirS, 20, 65, 255, 255, 0); text.Write(debug, 20, 90, 255, 255, 0); text.End(); // swap buffer FySwapBuffers(); }
/* ------------------ the main program C.Wang 1010, 2014 -------------------*/ void FyMain(int argc, char **argv) { // create a new world BOOL4 beOK = FyStartFlyWin32("NTU@2014 Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE); // setup the data searching paths FySetShaderPath("Data\\NTU6\\Shaders"); FySetModelPath("Data\\NTU6\\Scenes"); FySetTexturePath("Data\\NTU6\\Scenes\\Textures"); FySetScenePath("Data\\NTU6\\Scenes"); // create a viewport vID = FyCreateViewport(0, 0, 1024, 768); FnViewport vp; vp.ID(vID); // create a 3D scene sID = FyCreateScene(10); FnScene scene; scene.ID(sID); // load the scene scene.Load("gameScene02"); scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f); // load the terrain tID = scene.CreateObject(OBJECT); FnObject terrain; terrain.ID(tID); BOOL beOK1 = terrain.Load("terrain"); terrain.Show(FALSE); // set terrain environment terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10); FnRoom room; room.ID(terrainRoomID); room.AddObject(tID); // load the character FySetModelPath("Data\\NTU6\\Characters"); FySetTexturePath("Data\\NTU6\\Characters"); FySetCharacterPath("Data\\NTU6\\Characters"); actorID = scene.LoadCharacter("Lyubu2"); npc1ID = scene.LoadCharacter("Donzo2"); npc2ID = scene.LoadCharacter("Robber02"); // put the character on terrain float apos[3], cpos[3], fDir[3], uDir[3]; FnCharacter actor, npc1, npc2; actor.ID(actorID); npc1.ID(npc1ID); npc2.ID(npc2ID); apos[0] = 3569.0f; apos[1] = -3208.0f; apos[2] = 1000.0f; fDir[0] = 1.0f; fDir[1] = 0.0f; fDir[2] = 0.0f; uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f; actor.SetDirection(fDir, uDir); fDir[0] = -1.0f; fDir[1] = -1.0f; npc1.SetDirection(fDir, uDir); fDir[0] = 1.0f; npc2.SetDirection(fDir, uDir); actor.SetTerrainRoom(terrainRoomID, 10.0f); npc1.SetTerrainRoom(terrainRoomID, 10.0f); npc2.SetTerrainRoom(terrainRoomID, 10.0f); beOK = actor.PutOnTerrain(apos); apos[1] -= 150.0f; beOK = npc1.PutOnTerrain(apos); apos[1] -= 50.0f; beOK = npc2.PutOnTerrain(apos); // Get two character actions pre-defined at Lyubu2 idleID = actor.GetBodyAction(NULL, "Idle"); runID = actor.GetBodyAction(NULL, "Run"); attackID = actor.GetBodyAction(NULL, "NormalAttack1"); idle1ID = npc1.GetBodyAction(NULL, "Idle"); damage1ID = npc1.GetBodyAction(NULL, "DamageL"); die1ID = npc1.GetBodyAction(NULL, "Die"); idle2ID = npc2.GetBodyAction(NULL, "CombatIdle"); damage2ID = npc2.GetBodyAction(NULL, "Damage1"); die2ID = npc2.GetBodyAction(NULL, "DEAD"); // set the character to idle action curPoseID = idleID; actor.SetCurrentAction(NULL, 0, curPoseID); actor.Play(START, 0.0f, FALSE, TRUE); actor.TurnRight(90.0f); npc1.SetCurrentAction(NULL, 0, idle1ID); npc1.Play(START, 0.0f, FALSE, TRUE); npc2.SetCurrentAction(NULL, 0, idle2ID); npc2.Play(START, 0.0f, FALSE, TRUE); // translate the camera cID = scene.CreateObject(CAMERA); FnCamera camera; camera.ID(cID); camera.SetNearPlane(5.0f); camera.SetFarPlane(100000.0f); // set camera initial position and orientation actor.GetPosition(apos); //cpos[0] = 4315.783f; cpos[1] = -3199.686f; cpos[2] = 93.046f; fDir[0] = DIST; fDir[1] = 0.0f; fDir[2] = -HEIGHT; cpos[0] = apos[0] - fDir[0]; cpos[1] = apos[1] - fDir[1]; cpos[2] = apos[2] - fDir[2]; float distance = sqrt(double((fDir[0])*(fDir[0]) + (fDir[1])*(fDir[1]))); uDir[0] = -fDir[2] * fDir[0] / distance; uDir[1] = -fDir[2] * fDir[1] / distance; uDir[2] = distance; //fDir[0] = -0.983f; fDir[1] = -0.143f; fDir[2] = -0.119f; //uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f; camera.SetPosition(cpos); camera.SetDirection(fDir, uDir); float mainLightPos[3] = { -4579.0, -714.0, 15530.0 }; float mainLightFDir[3] = { 0.276, 0.0, -0.961 }; float mainLightUDir[3] = { 0.961, 0.026, 0.276 }; FnLight lgt; lgt.ID(scene.CreateObject(LIGHT)); lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE); lgt.SetDirection(mainLightFDir, mainLightUDir); lgt.SetLightType(PARALLEL_LIGHT); lgt.SetColor(1.0f, 1.0f, 1.0f); lgt.SetName("MainLight"); lgt.SetIntensity(0.4f); // create a text object for displaying messages on screen textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // escape for quiting the game FyDefineHotKey(FY_UP, Movement, FALSE); // Up for moving forward FyDefineHotKey(FY_DOWN, Movement, FALSE); // Down for turning right FyDefineHotKey(FY_RIGHT, Movement, FALSE); // Right for turning right FyDefineHotKey(FY_LEFT, Movement, FALSE); // Left for turning left FyDefineHotKey('W', Movement, FALSE); // Up for moving forward FyDefineHotKey('S', Movement, FALSE); // Down for turning right FyDefineHotKey('D', Movement, FALSE); // Right for turning right FyDefineHotKey('A', Movement, FALSE); // Left for turning left FyDefineHotKey('J', Movement, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); // bind timers, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); FyBindTimer(1, 30.0f, RenderIt, TRUE); // invoke the system FyInvokeFly(TRUE); }
/*------------------ the main program C.Wang 1010, 2014 -------------------*/ void FyMain(int argc, char **argv) { // create a new world BOOL4 beOK = FyStartFlyWin32("NTU@2014 Homework #01 - Use Fly2", 0, 0, 1024, 768, FALSE); // setup the data searching paths FySetShaderPath("Data\\NTU6\\Shaders"); FySetModelPath("Data\\NTU6\\Scenes"); FySetTexturePath("Data\\NTU6\\Scenes\\Textures"); FySetScenePath("Data\\NTU6\\Scenes"); // create a viewport vID = FyCreateViewport(0, 0, 1024, 768); FnViewport vp; vp.ID(vID); // create a 3D scene sID = FyCreateScene(10); FnScene scene; scene.ID(sID); // load the scene scene.Load("gameScene02"); scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f); // load the terrain tID = scene.CreateObject(OBJECT); FnObject terrain; terrain.ID(tID); BOOL beOK1 = terrain.Load("terrain"); terrain.Show(FALSE); // set terrain environment terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10); FnRoom room; room.ID(terrainRoomID); room.AddObject(tID); // load the character FySetModelPath("Data\\NTU6\\Characters"); FySetTexturePath("Data\\NTU6\\Characters"); FySetCharacterPath("Data\\NTU6\\Characters"); actorID = scene.LoadCharacter("Lyubu2"); // put the character on terrain float pos[3], fDir[3], uDir[3]; FnCharacter actor; actor.ID(actorID); pos[0] = 3569.0f; pos[1] = -3208.0f; pos[2] = 1000.0f; fDir[0] = 1.0f; fDir[1] = -1.0f; fDir[2] = 0.0f; uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f; actor.SetDirection(fDir, uDir); actor.SetTerrainRoom(terrainRoomID, 10.0f); beOK = actor.PutOnTerrain(pos); // Get two character actions pre-defined at Lyubu2 idleID = actor.GetBodyAction(NULL, "Idle"); runID = actor.GetBodyAction(NULL, "Run"); // set the character to idle action curPoseID = idleID; actor.SetCurrentAction(NULL, 0, curPoseID); actor.Play(START, 0.0f, FALSE, TRUE); actor.TurnRight(90.0f); // translate the camera cID = scene.CreateObject(CAMERA); FnCamera camera; camera.ID(cID); camera.SetNearPlane(5.0f); camera.SetFarPlane(100000.0f); // set camera initial position and orientation pos[0] = 4069.0f; pos[1] = -3208.0f; pos[2] = 93.046f; fDir[0] = -500.0f; fDir[1] = -0.0f; fDir[2] = -0.0f; uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f; camera.SetPosition(pos); camera.SetDirection(fDir, uDir); float mainLightPos[3] = { -4579.0, -714.0, 15530.0 }; float mainLightFDir[3] = { 0.276, 0.0, -0.961 }; float mainLightUDir[3] = { 0.961, 0.026, 0.276 }; FnLight lgt; lgt.ID(scene.CreateObject(LIGHT)); lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE); lgt.SetDirection(mainLightFDir, mainLightUDir); lgt.SetLightType(PARALLEL_LIGHT); lgt.SetColor(1.0f, 1.0f, 1.0f); lgt.SetName("MainLight"); lgt.SetIntensity(0.4f); // create a text object for displaying messages on screen textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // escape for quiting the game FyDefineHotKey(FY_UP, Movement, FALSE); // Up for moving forward FyDefineHotKey(FY_RIGHT, Movement, FALSE); // Right for turning right FyDefineHotKey(FY_LEFT, Movement, FALSE); // Left for turning left // define some mouse functions if (!IsCameraFollow) { FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); } else { FyBindMouseFunction(LEFT_MOUSE, InitZoom2, ZoomCam2, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, NULL, RotateCam, NULL, NULL); } // bind timers, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); FyBindTimer(1, 30.0f, RenderIt, TRUE); // invoke the system FyInvokeFly(TRUE); }