示例#1
0
文件: Camera.cpp 项目: jcrm/DX
//update the forward and up vector based upon roll, pitch and yaw
void Camera::Update(float roll, float pitch, float yaw){
	float cosR, cosP, cosY;
	float sinR, sinP, sinY;

	mRotation.x = yaw;
	mRotation.y = pitch;
	mRotation.z = roll;

	cosY = cosf(mRotation.x*3.1415/180);
	cosP = cosf(mRotation.y*3.1415/180);
	cosR = cosf(mRotation.z*3.1415/180);

	sinY = sinf(mRotation.x*3.1415/180);
	sinP = sinf(mRotation.y*3.1415/180);
	sinR = sinf(mRotation.z*3.1415/180);

	mForward.x = sinY * cosP * 360;
	mForward.y = sinP * 360;
	mForward.z = cosP * -cosY * 360;

	mUp.x = -cosY*sinR - sinY * sinP * cosR;
	mUp.y = cosP * cosR;
	mUp.z = -sinY*sinR - sinP * cosR *-cosY ;
	
	CheckGround();
}
示例#2
0
/*
================
rvPhysics_Particle::Evaluate

  Evaluate the impulse based rigid body physics.
  When a collision occurs an impulse is applied at the moment of impact but
  the remaining time after the collision is ignored.
================
*/
bool rvPhysics_Particle::Evaluate( int timeStepMSec, int endTimeMSec ) {
	particlePState_t next;
	float			 timeStep;
	float			 upspeed;

	timeStep = MS2SEC( timeStepMSec );

	// if bound to a master
	if ( hasMaster ) {
		idVec3	masterOrigin;
		idMat3	masterAxis;
		idVec3	oldOrigin;		
		
		oldOrigin = current.origin;
		
		self->GetMasterPosition( masterOrigin, masterAxis );
		current.origin = masterOrigin + current.localOrigin * masterAxis;
// RAVEN BEGIN
// ddynerman: multiple clip worlds
		clipModel->Link( self, clipModel->GetId(), current.origin, current.localAxis * masterAxis );
// RAVEN END

		trace_t tr;
		gameLocal.Translation( self, tr, oldOrigin, current.origin, clipModel, clipModel->GetAxis(), clipMask, self );
		
		if ( tr.fraction < 1.0f ) {
			self->Collide ( tr, current.origin - oldOrigin );
		}
		
		DebugDraw();
		
		return true;
	}

	// if the body is at rest
	if ( current.atRest >= 0 || timeStep <= 0.0f ) {
		DebugDraw();
		return false;
	}

	// if putting the body to rest
	if ( dropToFloor ) {
		DropToFloorAndRest();
		return true;
	}

	clipModel->Unlink();

	// Determine if currently on the ground
	CheckGround ( );
	
	// Determine the current upward velocity
	if ( gravityNormal != vec3_zero ) {
		upspeed = -( current.velocity * gravityNormal );
	} else {
		upspeed = current.velocity.z;
	}

	// If not on the ground, or moving upwards, or bouncing and moving toward gravity then do a straight 
	// forward slide move and gravity.		
	if ( !current.onGround || upspeed > 1.0f || (bouncyness > 0.0f && upspeed < -PRT_BOUNCESTOP && !current.inWater) ) {
		// Force ground off when moving upward
		if ( upspeed > 0.0f ) {
			current.onGround = false;
		}
		SlideMove( current.origin, current.velocity, current.velocity * timeStep );		
		if ( current.onGround && upspeed < PRT_BOUNCESTOP ) {
			current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal;
		} else {
			current.velocity += (gravityVector * timeStep);	
		}
	} else {
		idVec3 delta;

		// Slow down due to friction
		ApplyFriction ( timeStep );
	
		delta = current.velocity * timeStep;
		current.velocity -= ( current.velocity * gravityNormal ) * gravityNormal;
		if ( delta == vec3_origin ) {
			PutToRest( );
		} else {
			SlideMove( current.origin, current.velocity, delta );
		}
	}

	// update the position of the clip model
// RAVEN BEGIN
// ddynerman: multiple clip worlds
	clipModel->Link( self, clipModel->GetId(), current.origin, clipModel->GetAxis() );
// RAVEN END

	DebugDraw();

	// get all the ground contacts
	EvaluateContacts();

	current.pushVelocity.Zero();

	if ( IsOutsideWorld() ) {
		gameLocal.Warning( "clip model outside world bounds for entity '%s' at (%s)", self->name.c_str(), current.origin.ToString(0) );
		PutToRest();
	}

	return true;
}