Пример #1
0
void ParticleScene::DoTick( U32 deltaTime )
{
	for( int i=0; i<buttonArr.Size(); ++i ) {
		ToggleButton* toggle = buttonArr[i]->ToToggleButton();
		if ( toggle && toggle->Down() ) {
			Vector3F pos = { SIZE/2, 0.01f, SIZE/2 };
			Vector3F normal = { 0, 1, 0 };
			//Vector3F dir = { 1, 0, 0 };
			ParticleDef* def = &particleDefArr[i];

			if ( def->spread == ParticleDef::SPREAD_POINT ) {
				engine->particleSystem->EmitPD( *def, pos, normal, deltaTime );
			}
			else {
				Rectangle3F r;
				r.Set( pos.x-0.5f, pos.y, pos.z-0.5f, pos.x+0.5f, pos.y, pos.z+0.5f ); 
				engine->particleSystem->EmitPD( *def, r, normal, deltaTime );
			}
		}
	}
}
Пример #2
0
void DecalMesh::SetPosV( const Vector3F& newPos, const Matrix4& _newRot )
{
	float zRot = _newRot.CalcRotationAroundAxis(2);
	zRot = NormalizeAngleDegrees( zRot );
	
	Matrix4 newRot;
	newRot.SetZRotation( zRot );

	// We don't need to ask the container (the TerrainMesh) where we
	// will be, since the decal is patched to the terrain.
	if ( newPos.x != pos.x || newPos.y != pos.y || newRot != rotation || !InList() )
	{
		pos = newPos;
		rotation = newRot;

		Rectangle3F base;
		base.Set( -size / 2.0f, -size / 2.0f, (TERRAIN_MIN+0.01f),
				  size / 2.0f,  size / 2.0f,  (TERRAIN_MAX-0.01f) );

		if ( InList() )
			ListRemove();

		ComputeTransform();
		CalcAABB( base );
		Lilith3D::Instance()->GetQuadTree()->AddMesh( this );

		// Compute the texture matrix for this decal.
		Matrix4 center, inverse, scale;

		Transform().Invert( &inverse );				// position the texture with the mesh
		center.SetTranslation( 0.5f, 0.5f, 0.5f );	// center the decal
		scale.SetScale( 1.0f / size );		

		texMat = center * scale * inverse;
	}
}
Пример #3
0
Lilith3D::Lilith3D(  U32 msecPerDay, U32 msecStart )
	: timeClock( msecPerDay, msecStart ),
	  pointLightSentinel( InnerCircle<PointLight>::SENTINEL )
{
	int viewPort[4];
	glGetIntegerv(GL_VIEWPORT, viewPort);
	surfaceWidth  = viewPort[2]-viewPort[0];
	surfaceHeight = viewPort[3]-viewPort[1];

	InitShadows();

	instance = this;
	displayPerfData = false;
	infoDisplay = INFO_DEFAULT;
	renderMode = RENDER_FLAT;
	mapSize = 0.0f;
	targetMapSize = 0.0f;

	// Lilith doesn't have a performance meauring system (yet), so
	// use the shader flag as a performance measure for now.
	bool powerful = ShaderManager::Instance()->PowerFragments();
	renderFoliage = powerful;
	renderShadows = true;		// I like the shadows too much to default them off

	Rectangle3F bounds;
	bounds.Set( 0.0f, 0.0f, TERRAIN_MIN,
				(float) MAPSIZE, (float) MAPSIZE, WORLD_CEILING );
	
	terrainMesh = new TerrainMesh();
	quadTree = new QuadTree();	// quadtree depends on the terrain, construct 2nd

	camera.SetCamera( 20.0f, 0.0f, 32.0f, 55.0f, 23.0f );
	//camera.SetCamera( 20.0f, 0.0f, 32.0f, 0.0f, 0.0f, 0.0f );
	sequenceStart = 0;
	sequenceLength = 0;

	// ------- Set up the perspective -----------
	GLfloat ratio;
	ratio = ( float )surfaceWidth / ( float )surfaceHeight;
	glViewport( 0, 0, surfaceWidth, surfaceHeight );

	glMatrixMode( GL_PROJECTION );
	glLoadIdentity( );

	// The further the near plane can be pushed out, the better the resolution 
	// that can be obtained.
	gluPerspective( VIEW_ANGLE, ratio, 1.0f, FAR_PLANE_DISTANCE );

	glMatrixMode( GL_MODELVIEW );
	glLoadIdentity( );

	terrainDecor = new TerrainDecor();

	gravityParticles = new GravParticles();
	rainDropParticles = new RainDropParticles();
	rainSplashParticles = new RainSplashParticles();

	RegisterParticleSystem( gravityParticles );
	RegisterParticleSystem( rainDropParticles );
	RegisterParticleSystem( rainSplashParticles );
	
	GLLOG(( "Sizeof Vertex=%d\n", sizeof( Vertex ) ));
}