示例#1
0
void CDeco::CreateLightStrip (float x, float z, float width, float depth, float height, GLrgba color)
{

  GLvertex   p;
  quad_strip qs1;
  float      u, v;
  
  qs1.index_list.push_back(0);
  qs1.index_list.push_back(1);
  qs1.index_list.push_back(3);
  qs1.index_list.push_back(2);
  _color = color;
  _use_alpha = true;
  _center = glVector (x + width / 2, height, z + depth / 2);
  if (width < depth) {
    u = 1.0f;
    v = (float)((int)(depth / width));
  } else {
    v = 1.0f;
    u = (float)((int)(width / depth));
  }
  _texture = TextureId (TEXTURE_LIGHT);
  p.position = glVector (x, height, z);  p.uv = glVector (0.0f, 0.0f);
  _mesh->VertexAdd (p);
  p.position = glVector (x, height, z + depth);  p.uv = glVector (0.0f, v);
  _mesh->VertexAdd (p);
  p.position = glVector (x + width, height, z + depth);  p.uv = glVector (u, v);
  _mesh->VertexAdd (p);
  p.position = glVector (x + width, height, z);  p.uv = glVector (u, 0.0f);
  _mesh->VertexAdd (p);
  _mesh->QuadStripAdd (qs1);
  _mesh->Compile ();

}
示例#2
0
void FigureRender ()
{

  static float nn;

  if (moveit)
    nn += 0.03f;
  
  fig2.RotateBone (BONE_SPINE1, glVector (0.0f, 0.0f, sin (nn * 3) * 25.0f));
  fig2.RotateBone (BONE_RFINGERS1, glVector (0.0f, -abs (sin (nn * 1)) * -80.0f, 0.0f));
  //fig2.RotateBone (BONE_RELBOW, glVector (abs (cos (nn * 1)) * 45.0f, 0.0f, 0.0f));
  //fig2.RotateBone (BONE_LSHOULDER, glVector (0.0f, abs (sin (nn * 3)) * 80.0f, 0.0f));
  
  //fig2.RotateBone (BONE_LELBOW, glVector (0.0f, 0.0f, abs (cos (nn * 2)) * 90.0f));
  fig2.RotateBone (BONE_LWRIST, glVector (0.0f, abs (cos (nn * 2)) * 90.0f, 0.0f));
  //fig2.RotateBone (BONE_RHIP, glVector (sin (nn) * 25.0f, 0.0f,  0.0f));
  //fig2.RotateBone (BONE_RKNEE, glVector (-abs (cos (nn * 2) * 45.0f), 0.0f,  0.0f));
  
  
  /*
  for (unsigned i = 0; i < anim._frame[frame].joint.size (); i++) {
    //if (anim._frame[frame].joint[i].id > BONE_PELVIS)
      fig.RotateBone (anim._frame[frame].joint[i].id, anim._frame[frame].joint[i].rotation);
  }
  */
  if (stand) {
    //fig.Animate (&anim_stand, nn);
    //fig2.Animate (&anim_stand, nn);
  } else {
    //fig.Animate (&anim, nn);
    //fig2.Animate (&anim, nn);
  }
  frame++;
  //frame %= anim._frame.size ();
  //fig.Update ();
  //fig2.Update ();
  if (InputKeyPressed (SDLK_f)) {
    fig.PositionSet (AvatarPosition () + glVector (0.0f, -2.0f, 0.0f));
    fig2.PositionSet (AvatarPosition () + glVector (0.0f, 2.0f, 0.0f));
  }
  if (InputKeyPressed (SDLK_g))
    moveit = !moveit;
  if (InputKeyPressed (SDLK_h))
    stand = !stand;

  glBindTexture (GL_TEXTURE_2D, 0);
  //glDisable (GL_LIGHTING);
  //fig.Render ();
  //fig2.Render ();
  //glEnable (GL_LIGHTING);
  

}
示例#3
0
static GLvector flycam_position (unsigned t)
{

    unsigned    leg;
    float       delta;
    GLvector    start, end;
    GLbbox      hot_zone;

    hot_zone = WorldHotZone ();
    t %= FLYCAM_CIRCUT;
    leg = t / FLYCAM_LEG;
    delta = (float)(t % FLYCAM_LEG) / FLYCAM_LEG;
    switch (leg) {
    case 0:
        start = glVector (hot_zone.min.x, 25.0f, hot_zone.min.z);
        end = glVector (hot_zone.min.x, 60.0f, hot_zone.max.z);
        break;
    case 1:
        start = glVector (hot_zone.min.x, 60.0f, hot_zone.max.z);
        end = glVector (hot_zone.max.x, 25.0f, hot_zone.max.z);
        break;
    case 2:
        start = glVector (hot_zone.max.x, 25.0f, hot_zone.max.z);
        end = glVector (hot_zone.max.x, 60.0f, hot_zone.min.z);
        break;
    case 3:
        start = glVector (hot_zone.max.x, 60.0f, hot_zone.min.z);
        end = glVector (hot_zone.min.x, 25.0f, hot_zone.min.z);
        break;
    }
    delta = MathScalarCurve (delta);
    return glVectorInterpolate (start, end, delta);


}
示例#4
0
void CDeco::CreateLightTrim (GLvector* chain, int count, float height, int seed, GLrgba color)
{

    GLvertex   p;
    GLvector   to;
    GLvector   out;
    int        i;
    int        index;
    int        prev, next;
    float      u, v1, v2;
    float      row;
    quad_strip qs;

    _color = color;
    _center = glVector (0.0f, 0.0f, 0.0f);
    qs.index_list.reserve(count * 2 + 2);
    for (i = 0; i < count; i++)
        _center += chain[i];
    _center /= (float)count;
    row = (float)(seed % TRIM_ROWS);
    v1 = row * TRIM_SIZE;
    v2 = (row + 1.0f) * TRIM_SIZE;
    index = 0;
    u = 0.0f;
    for (i = 0; i < count + 1; i++) {
        if (i)
            u += glVectorLength (chain[i % count] - p.position) * 0.1f;
        //Add the bottom point
        prev = i - 1;
        if (prev < 0)
            prev = count + prev;
        next = (i + 1) % count;
        to = glVectorNormalize (chain[next] - chain[prev]);
        out = glVectorCrossProduct (glVector (0.0f, 1.0f, 0.0f), to) * LOGO_OFFSET;
        p.position = chain[i % count] + out;
        p.uv = glVector (u, v2);
        _mesh->VertexAdd (p);
        qs.index_list.push_back(index++);
        //Top point
        p.position.y += height;
        p.uv = glVector (u, v1);
        _mesh->VertexAdd (p);
        qs.index_list.push_back(index++);
    }
    _mesh->QuadStripAdd (qs);
    _texture = TextureId (TEXTURE_TRIM);
    _mesh->Compile ();

}
示例#5
0
文件: Car.cpp 项目: elcerdo/pixelcity
void CCar::Render ()
{

  GLvector  pos;
  int       angle;
  int       turn;

  if (!m_ready)
    return;
  if (!Visible (m_drive_position))
    return;
  if (m_front)
    glColor3f (1, 1, 0.8f);
  else
    glColor3f (1, 0.2f, 0);

  glBegin (GL_QUADS);

  angle = dangles[m_direction];
  pos = m_drive_position;// 
  angle = 360 - (int)MathAngle (m_position.x, m_position.z, pos.x, pos.z);
  angle %= 360;
  turn = (int)MathAngleDifference ((float)m_drive_angle, (float)angle);
  m_drive_angle += SIGN (turn);
  pos += glVector (0.5f, 0.0f, 0.5f);
  

  glTexCoord2f (0, 0);   
  glVertex3f (pos.x + angles[angle].x, -CAR_SIZE, pos.z + angles[angle].y);
  glTexCoord2f (1, 0);   
  glVertex3f (pos.x - angles[angle].x, -CAR_SIZE, pos.z - angles[angle].y);
  glTexCoord2f (1, 1);   
  glVertex3f (pos.x - angles[angle].x,  CAR_SIZE, pos.z - angles[angle].y);
  glTexCoord2f (0, 1);   
  glVertex3f (pos.x + angles[angle].x,  CAR_SIZE, pos.z +  angles[angle].y);


  /*
  glVertex3f (m_position.x, m_position.y, m_position.z);
  glVertex3f (m_position.x, m_position.y, m_position.z + 1);
  glVertex3f (m_position.x + 1, m_position.y, m_position.z + 1);
  glVertex3f (m_position.x + 1, m_position.y, m_position.z);
*/
  /*
  glTexCoord2f (0, 0);   
  glVertex3f (m_position.x, m_position.y, m_position.z + 0.2f);
  glTexCoord2f (0, 2);   
  glVertex3f (m_position.x, m_position.y, m_position.z + 1 - 0.2f);
  glTexCoord2f (1, 2);   
  glVertex3f (m_position.x + 1, m_position.y, m_position.z + 1 - 0.2f);
  glTexCoord2f (1, 0);   
  glVertex3f (m_position.x + 1, m_position.y, m_position.z + 0.2f);

*/
  
  glEnd ();

}
示例#6
0
void FigureInit ()
{

  unsigned    i;
  GLmesh*     skin;

  for (i = 0; i < sizeof (bl) / sizeof (BoneList); i++) 
    fig.PushBone (bl[i].id, bl[i].id_parent, bl[i].pos);
  skin = fig.Skin ();

  add_hull (&fig, glVector ( 0.1f, 0.05f, 0.5f), -0.1f, -0.4f, BONE_RKNEE);
  add_hull (&fig, glVector (-0.1f, 0.05f, 0.5f), -0.1f, -0.4f, BONE_LKNEE);
  
  add_hull (&fig, glVector ( 0.1f, 0.05f, 1.0f), -0.1f, -0.5f, BONE_RHIP);
  add_hull (&fig, glVector (-0.1f, 0.05f, 1.0f), -0.1f, -0.5f, BONE_LHIP);

  add_hull (&fig, glVector ( 0.2f, 0.05f, 1.5f), -0.1f, -0.1f, BONE_RSHOULDER);
  add_hull (&fig, glVector ( 0.5f, 0.05f, 1.5f), -0.1f, -0.1f, BONE_RELBOW);

  add_hull (&fig, glVector (-0.2f, 0.05f, 1.5f), -0.1f, -0.1f, BONE_LSHOULDER);
  add_hull (&fig, glVector (-0.5f, 0.05f, 1.5f), -0.1f, -0.1f, BONE_LELBOW);

  fig.Prepare ();
  anim.LoadBvh ("Anims//run.bvh");
  anim_stand.LoadBvh ("Anims//stand.bvh");

  fig2.LoadX ("models//male.x");
//  fig2.BoneInflate (BONE_HEAD, 0.01f);
  /*
  {

    FILE*             file;
    file = fopen ("stand.bvh", "w+b");
    if (!file) 
      return;
    for (i = 0; i < fig._bone.size (); i++) {
      fprintf (file, "Joint %s\n", CAnim::NameFromBone (fig._bone[i]._id));
      fprintf (file, "CHANNELS 3\n");
    }
    fprintf (file, "Motion\n");
    fprintf (file, "Frames: 1\n");
    fprintf (file, "Frame Time: 1.0\n");
    for (i = 0; i < fig._bone.size (); i++) 
      fprintf (file, "0.0 0.0 0.0 ");
    fprintf (file, "\n");
    fclose (file);
  }
  */



}
示例#7
0
void CBuilding::ConstructSpike (int left, int right, int front, int back, int bottom, int top)
{

  GLvertex    p;
  fan         f;
  int         i;
  GLvector    center;

  for (i = 0; i < 5; i++)
    f.index_list.push_back(_mesh_flat->VertexCount () + i);
  f.index_list.push_back(f.index_list[1]);
  p.uv = glVector (0.0f, 0.0f);
  center.x = ((float)left + (float)right) / 2.0f;
  center.z = ((float)front + (float)back) / 2.0f;
  p.position = glVector (center.x, (float)top, center.z);
  _mesh_flat->VertexAdd (p);
 
  p.position = glVector ((float)left, (float)bottom, (float)back);
  _mesh_flat->VertexAdd (p);

  p.position = glVector ((float)right, (float)bottom, (float)back);
  _mesh_flat->VertexAdd (p);

  p.position = glVector ((float)right, (float)bottom, (float)front);
  _mesh_flat->VertexAdd (p);
  
  p.position = glVector ((float)left, (float)bottom, (float)front);
  _mesh_flat->VertexAdd (p);
  
  _mesh_flat->FanAdd (f);

}
示例#8
0
void TextInit ()
{

  int         x, y;
  int         i;

  for (i = 0; i < max_CHARS; i++) {
    x = i % FONT_GRID;
    y = 255 - (i / FONT_GRID);
    glyph[i] = glVector ((float)x * GLYPH, (float)y * GLYPH);
  }

}
示例#9
0
void TerraformPrepare () 
{


  int         x, y;
  Region      r;
  GLcoord     from_center;
  GLcoord     offset;

  //Set some defaults
  offset.x = RandomVal () % 1024;
  offset.y = RandomVal () % 1024;
  for (x = 0; x < WORLD_GRID; x++) {
    for (y = 0; y < WORLD_GRID; y++) {
      memset (&r, 0, sizeof (Region));
      sprintf (r.title, "NOTHING");
      r.geo_bias = r.geo_detail = 0;
      r.mountain_height = 0;
      r.grid_pos.x = x;
      r.grid_pos.y = y;
      r.tree_threshold = 0.15f;
      from_center.x = abs (x - WORLD_GRID_CENTER);
      from_center.y = abs (y - WORLD_GRID_CENTER);
      //Geo scale is a number from -1 to 1. -1 is lowest ocean. 0 is sea level. 
      //+1 is highest elevation on the island. This is used to guide other derived numbers.
      r.geo_scale = glVectorLength (glVector ((float)from_center.x, (float)from_center.y));
      r.geo_scale /= (WORLD_GRID_CENTER - OCEAN_BUFFER);
      //Create a steep drop around the edge of the world
      if (r.geo_scale > 1.0f)
        r.geo_scale = 1.0f + (r.geo_scale - 1.0f) * 4.0f;
      r.geo_scale = 1.0f - r.geo_scale;
      r.geo_scale += (Entropy ((x + offset.x), (y + offset.y)) - 0.5f);
      r.geo_scale += (Entropy ((x + offset.x) * FREQUENCY, (y + offset.y) * FREQUENCY) - 0.2f);
      r.geo_scale = clamp (r.geo_scale, -1.0f, 1.0f);
      if (r.geo_scale > 0.0f)
        r.geo_water = 1.0f + r.geo_scale * 16.0f;
      r.color_atmosphere = glRgba (0.0f, 0.0f, 0.0f);
      r.geo_bias = 0.0f;
      r.geo_detail = 0.0f;
      r.color_map = glRgba (0.0f);
      r.climate = CLIMATE_INVALID;
      WorldRegionSet (x, y, r);
    }
  }

}
示例#10
0
static bool try_lake (int try_x, int try_y, int id)
{

  Region    r;
  int       xx, yy;
  int       size;
  float     depth;
  float     water_level;
  GLvector2 to_center;

  size = 4;
  //if (!is_free (try_x, try_y, size)) 
    //return false;
  //Find the lowest water level in our lake
  water_level = 9999.9f;
  for (xx = -size; xx <= size; xx++) {
    for (yy = -size; yy <= size; yy++) {
      r = WorldRegionGet (xx + try_x, yy + try_y);
      if (r.climate != CLIMATE_INVALID && r.climate != CLIMATE_RIVER && r.climate != CLIMATE_RIVER_BANK)
        return false;
      if (r.moisture < 0.5f)
        return false;
      water_level = min (water_level, r.geo_water);
    }
  }
  for (xx = -size; xx <= size; xx++) {
    for (yy = -size; yy <= size; yy++) {
      to_center = glVector ((float)xx, (float)yy);
      depth = to_center.Length ();
      if (depth >= (float)size)
        continue;
      depth = (float)size - depth;
      r = WorldRegionGet (xx + try_x, yy + try_y);
      sprintf (r.title, "Lake%d", id);
      r.geo_water = water_level;
      r.geo_detail = 2.0f;
      r.geo_bias = -4.0f * depth;
      r.climate = CLIMATE_LAKE;
      r.flags_shape |= REGION_FLAG_NOBLEND;
      WorldRegionSet (xx + try_x, yy + try_y, r);
    }
  }
  return true;

}
示例#11
0
void add_hull (CFigure* f, GLvector p, float d, float h, BoneId id)
{

  unsigned    base;
  GLmesh*     m;

  m = f->Skin ();
  base = m->Vertices ();
  m->PushVertex (glVector (p.x, p.y, p.z), UP, glVector (0.0f, 0.0f));
  m->PushVertex (glVector (p.x, p.y + d, p.z), UP, glVector (0.0f, 0.0f));
  m->PushVertex (glVector (p.x, p.y + d, p.z + h), UP, glVector (0.0f, 0.0f));
  m->PushVertex (glVector (p.x, p.y, p.z + h), UP, glVector (0.0f, 0.0f));
  m->PushQuad (base + 0, base + 1, base + 2, base + 3);
  m->PushQuad (base + 3, base + 2, base + 1, base + 0);
  f->PushWeight (id, base, 1.0f);
  f->PushWeight (id, base + 1, 1.0f);
  f->PushWeight (id, base + 2, 1.0f);
  f->PushWeight (id, base + 3, 1.0f);

}
示例#12
0
CBuilding::CBuilding (int type, int x, int y, int height, int width, int depth, int seed, GLrgba color)
{

  _x = x;
  _y = y;
  _width = width;
  _depth = depth;
  _height = height;
  _center = glVector ((float)(_x + width / 2), 0.0f, (float)(_y + depth / 2));
  _seed = seed;
  _texture_type = RandomVal ();
  _color = color;
  _color.alpha = 0.1f;
  _have_lights = false;
  _have_logo = false;
  _have_trim = false;
  _roof_tiers = 0;
  //Pick a color for logos & roof lights
  _trim_color = WorldLightColor (seed);
  _mesh = new CMesh; //The main textured mesh for the building
  _mesh_flat = new CMesh; //Flat-color mesh for untextured detail items.
  switch (type) {
  case BUILDING_SIMPLE:
    CreateSimple ();
    break;  
  case BUILDING_MODERN: 
    CreateModern (); 
    break;
  case BUILDING_TOWER: 
    CreateTower (); 
    break;
  case BUILDING_BLOCKY:
    CreateBlocky (); 
    break;
  }

}
示例#13
0
GLvector2 GLvector2::operator+ (const float& c)
{
  return glVector (x + c, y + c);
}
示例#14
0
void CBuilding::ConstructCube (int left, int right, int front, int back, int bottom, int top)
{

  GLvertex    p[10];
  float       x1, x2, z1, z2, y1, y2;
  int         i;
  cube        c;
  float       u, v1, v2;
  float       mapping;
  int         base_index;
  int         height;

  height = top - bottom;
  x1 = (float)left;
  x2 = (float)right;
  y1 = (float)bottom;
  y2 = (float)top;
  z1 = (float)front;
  z2 = (float)back;
  base_index = _mesh->VertexCount ();

  mapping = (float)SEGMENTS_PER_TEXTURE;
  u = (float)(RandomVal () % SEGMENTS_PER_TEXTURE) / (float)SEGMENTS_PER_TEXTURE;
  v1 = (float)bottom / (float)mapping;
  v2 = (float)top / (float)mapping;

  p[0].position = glVector (x1, y1, z1);  p[0].uv = glVector (u, v1);
  p[1].position = glVector (x1, y2, z1);  p[1].uv = glVector (u, v2);
  u += (float)_width / mapping;
  p[2].position = glVector (x2, y1, z1);  p[2].uv = glVector (u, v1);
  p[3].position = glVector (x2, y2, z1);  p[3].uv = glVector (u, v2);
  u += (float)_depth / mapping;
  p[4].position = glVector (x2, y1, z2);  p[4].uv = glVector (u, v1);
  p[5].position = glVector (x2, y2, z2);  p[5].uv = glVector (u, v2);
  u += (float)_width / mapping;
  p[6].position = glVector (x1, y1, z2);  p[6].uv = glVector (u, v1);
  p[7].position = glVector (x1, y2, z2);  p[7].uv = glVector (u, v2);
  u += (float)_width / mapping;
  p[8].position = glVector (x1, y1, z1);  p[8].uv = glVector (u, v1);
  p[9].position = glVector (x1, y2, z1);  p[9].uv = glVector (u, v2);
  for (i = 0; i < 10; i++) {
    p[i].uv.x = (p[i].position.x + p[i].position.z) / (float)SEGMENTS_PER_TEXTURE;
    _mesh->VertexAdd (p[i]);
    c.index_list.push_back(base_index + i);
  }
  _mesh->CubeAdd (c);

}
示例#15
0
GLvector2 GLvector2::operator+ (const GLvector2& c)
{
  return glVector (x + c.x, y + c.y);
}
示例#16
0
void CDeco::CreateRadioTower (GLvector pos, float height)
{

  CLight*   l;
  float     offset;
  GLvertex  v;
  fan       f;

  for(int i=0; i<6; i++)
    f.index_list.push_back(i);

  offset = height / 15.0f;
  _center = pos;
  _use_alpha = true;
  //Radio tower
  v.position = glVector (_center.x, _center.y + height, _center.z);  v.uv = glVector (0,1);
  _mesh->VertexAdd (v);
  v.position = glVector (_center.x - offset, _center.y, _center.z - offset);  v.uv = glVector (1,0);
  _mesh->VertexAdd (v);
  v.position = glVector (_center.x + offset, _center.y, _center.z - offset);  v.uv = glVector (0,0);
  _mesh->VertexAdd (v);
  v.position = glVector (_center.x + offset, _center.y, _center.z + offset);  v.uv = glVector (1,0);
  _mesh->VertexAdd (v);
  v.position = glVector (_center.x - offset, _center.y, _center.z + offset);  v.uv = glVector (0,0);
  _mesh->VertexAdd (v);
  v.position = glVector (_center.x - offset, _center.y, _center.z - offset);  v.uv = glVector (1,0);
  _mesh->VertexAdd (v);
  _mesh->FanAdd (f);
  l = new CLight (glVector (_center.x, _center.y + height + 1.0f, _center.z), glRgba (255,192,160), 1);
  l->Blink ();
  _texture = TextureId (TEXTURE_LATTICE);

}
示例#17
0
void CDeco::CreateLogo (GLvector2 start, GLvector2 end, float bottom, int seed, GLrgba color)
{

  GLvertex   p;
  quad_strip qs;
  float      u1, u2, v1, v2;
  float      top;
  float      height, length;
  GLvector2  center2d;
  GLvector   to;
  GLvector   out;
  int        logo_index;

  qs.index_list.push_back(0);
  qs.index_list.push_back(1);
  qs.index_list.push_back(3);
  qs.index_list.push_back(2);

  _use_alpha = true;
  _color = color;
  logo_index = seed % LOGO_ROWS;
  to = glVector (start.x, 0.0f, start.y) - glVector (end.x, 0.0f, end.y);
  to = glVectorNormalize (to);
  out = glVectorCrossProduct (glVector (0.0f, 1.0f, 0.0f), to) * LOGO_OFFSET;
  center2d = (start + end) / 2;
  _center = glVector (center2d.x, bottom, center2d.y);
  length = glVectorLength (start - end);
  height = (length / 8.0f) * 1.5f;
  top = bottom + height;
  u1 = 0.0f;
  u2 = 0.5f;//We actually only use the left half of the texture
  v1 = (float)logo_index / LOGO_ROWS;
  v2 = v1 + (1.0f / LOGO_ROWS);
  p.position = glVector (start.x, bottom, start.y) + out;  p.uv = glVector (u1,v1);
  _mesh->VertexAdd (p);
  p.position = glVector (end.x, bottom, end.y) + out;  p.uv = glVector (u2, v1);
  _mesh->VertexAdd (p);
  p.position = glVector (end.x, top, end.y) + out;  p.uv = glVector (u2, v2);
  _mesh->VertexAdd (p);
  p.position = glVector (start.x, top, start.y) + out;  p.uv = glVector (u1, v2);
  _mesh->VertexAdd (p);
  _mesh->QuadStripAdd (qs);
  _texture = TextureId (TEXTURE_LOGOS);

}
示例#18
0
文件: Car.cpp 项目: elcerdo/pixelcity
void CCar::Update (void)
{

  int       new_row, new_col;
  GLvector  old_pos;    
  GLvector  camera;

  //If the car isn't ready, place it on the map and get it moving
  camera = CameraPosition ();
  if (!m_ready) {
    //if the car isn't ready, we need to place it somewhere on the map
    m_row = DEAD_ZONE + RandomVal (WORLD_SIZE - DEAD_ZONE * 2);
    m_col = DEAD_ZONE + RandomVal (WORLD_SIZE - DEAD_ZONE * 2);
    //if there is already a car here, forget it.  
    if (carmap[m_row][m_col] > 0)
      return;
    //if this spot is not a road, forget it
    if (!(WorldCell (m_row, m_col) & CLAIM_ROAD)) 
      return;
    if (!Visible (glVector ((float)m_row, 0.0f, (float)m_col)))
      return;
    //good spot. place the car
    m_position = glVector ((float)m_row, 0.1f, (float)m_col);
    m_drive_position = m_position;
    m_ready = true;
    if (WorldCell (m_row, m_col) & MAP_ROAD_NORTH) 
      m_direction = NORTH;
    if (WorldCell (m_row, m_col) & MAP_ROAD_EAST) 
      m_direction = EAST;
    if (WorldCell (m_row, m_col) & MAP_ROAD_SOUTH) 
      m_direction = SOUTH;
    if (WorldCell (m_row, m_col) & MAP_ROAD_WEST) 
      m_direction = WEST;
    m_drive_angle = dangles[m_direction];
    m_max_speed = (float)(4 + RandomVal (6)) / 10.0f;
    m_speed = 0.0f;
    m_change = 3;
    m_stuck = 0;
    carmap[m_row][m_col]++;
  }
  //take the car off the map and move it
  carmap[m_row][m_col]--;
  old_pos = m_position;
  m_speed += m_max_speed * 0.05f;
  m_speed = MIN (m_speed, m_max_speed);
  m_position += direction[m_direction] * MOVEMENT_SPEED * m_speed;
  //If the car has moved out of view, there's no need to keep simulating it. 
  if (!Visible (glVector ((float)m_row, 0.0f, (float)m_col))) 
    m_ready = false;
  //if the car is far away, remove it.  We use manhattan units because buildings almost always
  //block views of cars on the diagonal.
  if (fabs (camera.x - m_position.x) + fabs (camera.z - m_position.z) > RenderFogDistance ())
    m_ready = false;
  //if the car gets too close to the edge of the map, take it out of play
  if (m_position.x < DEAD_ZONE || m_position.x > (WORLD_SIZE - DEAD_ZONE))
    m_ready = false;
  if (m_position.z < DEAD_ZONE || m_position.z > (WORLD_SIZE - DEAD_ZONE))
    m_ready = false;
  if (m_stuck >= STUCK_TIME)
    m_ready = false;
  if (!m_ready)
    return;
  //Check the new position and make sure its not in another car
  new_row = (int)m_position.x;
  new_col = (int)m_position.z;
  if (new_row != m_row || new_col != m_col) {
    //see if the new position places us on top of another car
    if (carmap[new_row][new_col]) {
      m_position = old_pos;
      m_speed = 0.0f;
      m_stuck++;
    } else {
      //look at the new position and decide if we're heading towards or away from the camera
      m_row = new_row;
      m_col = new_col;
      m_change--;
      m_stuck = 0;
      if (m_direction == NORTH)
        m_front = camera.z < m_position.z;
      else if (m_direction == SOUTH)
        m_front = camera.z > m_position.z;
      else if (m_direction == EAST)
        m_front = camera.x > m_position.x;
      else 
        m_front = camera.x < m_position.x;
    }
  }
  m_drive_position = (m_drive_position + m_position) / 2.0f;
  //place the car back on the map
  carmap[m_row][m_col]++;

}
示例#19
0
void CBuilding::CreateModern ()
{

  GLvertex    p;
  GLvector    center;
  GLvector    pos;
  GLvector2   radius;
  GLvector2   start, end;
  int         angle;
  int         windows;
  int         cap_height;
  int         half_depth, half_width;
  float       dist;
  float       length;
  quad_strip  qs;
  fan         f;
  int         points;
  int         skip_interval;
  int         skip_counter;
  int         skip_delta;
  int         i;
  bool        logo_done;
  bool        do_trim;
  CDeco*      d;

  logo_done = false;
  //How tall the windowless section on top will be.
  cap_height = 1 + RandomVal (5);
  //How many 10-degree segments to build before the next skip.
  skip_interval = 1 + RandomVal (8);
  //When a skip happens, how many degrees should be skipped
  skip_delta = (1 + RandomVal (2)) * 30; //30 60 or 90
  //See if this is eligible for fancy lighting trim on top
  if (_height > 48 && RandomVal (3) == 0)
    do_trim = true;
  else
    do_trim = false;
  //Get the center and radius of the circle
  half_depth = _depth / 2;
  half_width = _width / 2;
  center = glVector ((float)(_x + half_width), 0.0f, (float)(_y + half_depth));
  radius = glVector ((float)half_width, (float)half_depth);
  dist = 0;
  windows = 0;
  p.uv.x = 0.0f;
  points = 0;
  skip_counter = 0;
  for (angle = 0; angle <= 360; angle += 10) {
    if (skip_counter >= skip_interval && (angle + skip_delta < 360)) {
      angle += skip_delta;
      skip_counter = 0;
    }
    pos.x = center.x - sinf ((float)angle * DEGREES_TO_RADIANS) * radius.x;
    pos.z = center.z + cosf ((float)angle * DEGREES_TO_RADIANS) * radius.y;
    if (angle > 0 && skip_counter == 0) {
      length = MathDistance (p.position.x, p.position.z, pos.x, pos.z);
      windows += (int)length;
      if (length > 10 && !logo_done) {
        logo_done = true;
        start = glVector (pos.x, pos.z);
        end = glVector (p.position.x, p.position.z);
        d = new CDeco;
        d->CreateLogo (start, end, (float)_height, WorldLogoIndex (), RANDOM_COLOR);
      }
    } else if (skip_counter != 1)
      windows++;
    p.position = pos;
    p.uv.x = (float)windows / (float)SEGMENTS_PER_TEXTURE;
    p.uv.y = 0.0f;
    p.position.y = 0.0f;
    _mesh->VertexAdd (p);
    p.position.y = (float)_height;
    p.uv.y = (float)_height / (float)SEGMENTS_PER_TEXTURE;
    _mesh->VertexAdd (p);
    _mesh_flat->VertexAdd (p);
    p.position.y += (float)cap_height;
    _mesh_flat->VertexAdd (p);
    vector_buffer[points / 2] = p.position;
    vector_buffer[points / 2].y = (float)_height + cap_height / 4;
    points += 2;
    skip_counter++;
  }
  //if this is a big building and it didn't get a logo, consider giving it a light strip
  if (!logo_done && do_trim) {
    d = new CDeco;
    d->CreateLightTrim (vector_buffer, (points / 2) - 2, (float)cap_height / 2, _seed, RANDOM_COLOR);
  }
  qs.index_list.reserve(points);   
  //Add the outer walls
  for (i = 0; i < points; i++)
    qs.index_list.push_back(i);
  _mesh->QuadStripAdd (qs);
  _mesh_flat->QuadStripAdd (qs);
  //add the fan to cap the top of the buildings
  f.index_list.push_back(points);
  for (i = 0; i < points / 2; i++)
    f.index_list.push_back(points - (1 + i * 2));
  p.position.x = _center.x;
  p.position.z = _center.z;
  _mesh_flat->VertexAdd (p);
  _mesh_flat->FanAdd (f);
  radius /= 2.0f;
  //ConstructRoof ((int)(_center.x - radius), (int)(_center.x + radius), (int)(_center.z - radius), (int)(_center.z + radius), _height + cap_height);
  _mesh->Compile ();
  _mesh_flat->Compile ();

}
示例#20
0
GLvector2 GLvector2::operator* (const GLvector2& c)
{
  return glVector (x * c.x, y * c.y);
}
示例#21
0
GLvector2 GLvector2::operator- (const GLvector2& c)
{
  return glVector (x - c.x, y - c.y);
}
示例#22
0
GLvector2 GLvector2::operator/ (const GLvector2& c)
{
  return glVector (x / c.x, y / c.y);
}
示例#23
0
void CBuilding::ConstructRoof (float left, float right, float front, float back, float bottom)
{

  int       air_conditioners;
  int       i;
  int       width, depth, height;
  int       face;
  int       addon = ADDON_NONE;
  int       max_tiers;
  float     ac_x;
  float     ac_y;
  float     ac_base;
  float     ac_size;
  float     ac_height;
  float     tower_height;
  float     logo_offset;
  CDeco*    d;
  GLvector2 start, end;

  _roof_tiers++;
  max_tiers = _height / 10;
  width = (int)(right - left);
  depth = (int)(back - front);
  height = 5 - _roof_tiers;
  logo_offset = 0.2f;
  //See if this building is special and worthy of fancy roof decorations.
  if (bottom > 35.0f)
    addon = RandomVal (ADDON_COUNT);
  //Build the roof slab
  ConstructCube (left, right, front, back, bottom, bottom + (float)height);
  //Consider putting a logo on the roof, if it's tall enough
  if (addon == ADDON_LOGO && !_have_logo) {
    d = new CDeco;
    if (width > depth)
      face = COIN_FLIP ? NORTH : SOUTH;
    else
      face = COIN_FLIP ? EAST : WEST;
    switch (face) {
    case NORTH:
      start = glVector ((float)left, (float)back + logo_offset);
      end = glVector ((float)right, (float)back + logo_offset);
      break;
    case SOUTH:
      start = glVector ((float)right, (float)front - logo_offset);
      end = glVector ((float)left, (float)front - logo_offset);
      break;
    case EAST:
      start = glVector ((float)right + logo_offset, (float)back);
      end = glVector ((float)right + logo_offset, (float)front);
      break;
    case WEST:
    default:
      start = glVector ((float)left - logo_offset, (float)front);
      end = glVector ((float)left - logo_offset, (float)back);
      break;
    }
    d->CreateLogo (start, end, bottom, WorldLogoIndex (), _trim_color);
    _have_logo = true;
  } else if (addon == ADDON_TRIM) {
    d = new CDeco;
    vector_buffer[0] = glVector (left, bottom, back);
    vector_buffer[1] = glVector (left, bottom, front);
    vector_buffer[2] = glVector (right, bottom, front);
    vector_buffer[3] = glVector (right, bottom, back);
    d->CreateLightTrim (vector_buffer, 4, (float)RandomVal (2) + 1.0f, _seed, _trim_color);
  } else if (addon == ADDON_LIGHTS && !_have_lights) {
    new CLight (glVector (left, (float)(bottom + 2), front), _trim_color, 2);
    new CLight (glVector (right, (float)(bottom + 2), front), _trim_color, 2);
    new CLight (glVector (right, (float)(bottom + 2), back), _trim_color, 2);
    new CLight (glVector (left, (float)(bottom + 2), back), _trim_color, 2);
    _have_lights = true;
  }
  bottom += (float)height;
  //If the roof is big enough, consider making another layer 
  if (width > 7 && depth > 7 && _roof_tiers < max_tiers) {
    ConstructRoof (left + 1, right - 1, front + 1, back - 1, bottom);
    return;
  }
  //1 air conditioner block for every 15 floors sounds reasonble
  air_conditioners = _height / 15;
  for (i = 0; i < air_conditioners; i++) {
    ac_size = (float)(10 + RandomVal (30)) / 10;
    ac_height = (float)RandomVal (20) / 10 + 1.0f;
    ac_x = left + (float)RandomVal (width);
    ac_y = front + (float)RandomVal (depth);
    //make sure the unit doesn't hang off the right edge of the building
    if (ac_x + ac_size > (float)right)
      ac_x = (float)right - ac_size;
    //make sure the unit doesn't hang off the back edge of the building
    if (ac_y + ac_size > (float)back)
      ac_y = (float)back - ac_size;
    ac_base = (float)bottom;
    //make sure it doesn't hang off the edge
    ConstructCube (ac_x, ac_x + ac_size, ac_y, ac_y + ac_size, ac_base, ac_base + ac_height);
  }

  if (_height > 45) {
    d = new CDeco;
    tower_height = (float)(12 + RandomVal (8));
    d->CreateRadioTower (glVector ((float)(left + right) / 2.0f, (float)bottom, (float)(front + back) / 2.0f), 15.0f);
  }
  

}
示例#24
0
void CBuilding::ConstructCube (float left, float right, float front, float back, float bottom, float top)
{

  GLvertex    p[10];
  float       x1, x2, z1, z2, y1, y2;
  int         i;
  cube        c;
  int         base_index;

  x1 = left;
  x2 = right;
  y1 = bottom;
  y2 = top;
  z1 = front;
  z2 = back;
  base_index = _mesh_flat->VertexCount ();

  p[0].position = glVector (x1, y1, z1);  p[0].uv = glVector (0.0f, 0.0f);
  p[1].position = glVector (x1, y2, z1);  p[1].uv = glVector (0.0f, 0.0f);
  p[2].position = glVector (x2, y1, z1);  p[2].uv = glVector (0.0f, 0.0f);
  p[3].position = glVector (x2, y2, z1);  p[3].uv = glVector (0.0f, 0.0f);
  p[4].position = glVector (x2, y1, z2);  p[4].uv = glVector (0.0f, 0.0f);
  p[5].position = glVector (x2, y2, z2);  p[5].uv = glVector (0.0f, 0.0f);
  p[6].position = glVector (x1, y1, z2);  p[6].uv = glVector (0.0f, 0.0f);
  p[7].position = glVector (x1, y2, z2);  p[7].uv = glVector (0.0f, 0.0f);
  p[8].position = glVector (x1, y1, z1);  p[8].uv = glVector (0.0f, 0.0f);
  p[9].position = glVector (x1, y2, z1);  p[9].uv = glVector (0.0f, 0.0f);
  for (i = 0; i < 10; i++) {
    p[i].uv.x = (p[i].position.x + p[i].position.z) / (float)SEGMENTS_PER_TEXTURE;
    _mesh_flat->VertexAdd (p[i]);
    c.index_list.push_back(base_index + i);
  }
  _mesh_flat->CubeAdd (c);

}
示例#25
0
GLvector2 GLvector2::operator- (const float& c)
{
  return glVector (x - c, y - c);
}
示例#26
0
void CBuilding::CreateSimple ()
{

  GLvertex    p;
  float       x1, x2, z1, z2, y1, y2;
  quad_strip  qs;
  float       u, v1, v2;
  float       cap_height;
  float       ledge;

  for(int i=0; i<10; i++)
    qs.index_list.push_back(i);

  //How tall the flat-color roof is
  cap_height = (float)(1 + RandomVal (4));
  //how much the ledge sticks out
  ledge = (float)RandomVal (10) / 30.0f;

  x1 = (float)_x;
  x2 = (float)(_x + _width);
  y1 = (float)0.0f;
  y2 = (float)_height;
  z2 = (float)_y;
  z1 = (float)(_y + _depth);

  u = (float)(RandomVal (SEGMENTS_PER_TEXTURE)) / SEGMENTS_PER_TEXTURE;
  v1 = (float)(RandomVal (SEGMENTS_PER_TEXTURE)) / SEGMENTS_PER_TEXTURE;
  v2 = v1 + (float)_height * ONE_SEGMENT;

  p.position = glVector (x1, y1, z1);  p.uv = glVector (u, v1);
  _mesh->VertexAdd (p);
  p.position = glVector (x1, y2, z1);  p.uv = glVector (u, v2);
  _mesh->VertexAdd (p);
  u += (float)_depth / SEGMENTS_PER_TEXTURE;

  p.position = glVector (x1, y1, z2);  p.uv = glVector (u, v1);
  _mesh->VertexAdd (p);
  p.position = glVector (x1, y2, z2);  p.uv = glVector (u, v2);
  _mesh->VertexAdd (p);
  u += (float)_width / SEGMENTS_PER_TEXTURE;
  
  p.position = glVector (x2, y1, z2);  p.uv = glVector (u, v1);
  _mesh->VertexAdd (p);
  p.position = glVector (x2, y2, z2);  p.uv = glVector (u, v2);
  _mesh->VertexAdd (p);
  u += (float)_depth / SEGMENTS_PER_TEXTURE;

  p.position = glVector (x2, y1, z1);  p.uv = glVector (u, v1);
  _mesh->VertexAdd (p);
  p.position = glVector (x2, y2, z1);  p.uv = glVector (u, v2);
  _mesh->VertexAdd (p);
  u += (float)_depth / SEGMENTS_PER_TEXTURE;

  p.position = glVector (x1, y1, z1);  p.uv = glVector (u, v1);
  _mesh->VertexAdd (p);
  p.position = glVector (x1, y2, z1);  p.uv = glVector (u, v2);
  _mesh->VertexAdd (p);

  _mesh->QuadStripAdd (qs);
  ConstructCube (x1 - ledge, x2 + ledge, z2 - ledge, z1 + ledge, (float)_height, (float)_height + cap_height);
  _mesh->Compile ();

}
示例#27
0
GLvector2 GLvector2::operator* (const float& c)
{
  return glVector (x * c, y * c);
}
示例#28
0
static void do_compile ()
{

  ent_list_t::iterator i;
  int                x, y;

  if (compiled)
    return;
  x = compile_x;
  y = compile_y;
  //Changing textures is pretty expensive, and thus sorting the entites so that
  //they are grouped by texture used can really improve framerate.
  //qsort (entity_list, entity_count, sizeof (struct entity), do_compare);
  //sorted = true;
  //Now group entites on the grid 
  //make a list for the textured objects in this region
  if (!cell_list[x][y].list_textured)
    cell_list[x][y].list_textured = glGenLists(1);
  glNewList (cell_list[x][y].list_textured, GL_COMPILE);
  cell_list[x][y].pos = glVector (GRID_TO_WORLD(x), 0.0f, (float)y * GRID_RESOLUTION);
  for (i = entity_list.begin(); i < entity_list.end(); ++i) {
    GLvector pos = (*i)->Center ();
    if (WORLD_TO_GRID(pos.x) == x && WORLD_TO_GRID(pos.z) == y && !(*i)->Alpha ()) {
      glBindTexture(GL_TEXTURE_2D, (*i)->Texture ());
      (*i)->Render ();
    }
  }
  glEndList();	

  //Make a list of flat-color stuff (A/C units, ledges, roofs, etc.)
  if (!cell_list[x][y].list_flat)
    cell_list[x][y].list_flat = glGenLists(1);
  glNewList (cell_list[x][y].list_flat, GL_COMPILE);
  glEnable (GL_CULL_FACE);
  cell_list[x][y].pos = glVector (GRID_TO_WORLD(x), 0.0f, (float)y * GRID_RESOLUTION);
  for (i = entity_list.begin(); i < entity_list.end(); ++i) {
    GLvector pos = (*i)->Center ();
    if (WORLD_TO_GRID(pos.x) == x && WORLD_TO_GRID(pos.z) == y && !(*i)->Alpha ()) {
      (*i)->RenderFlat (false);
    }
  }
  glEndList();	
  //Now a list of flat-colored stuff that will be wireframe friendly
  if (!cell_list[x][y].list_flat_wireframe)
    cell_list[x][y].list_flat_wireframe = glGenLists(1);
  glNewList (cell_list[x][y].list_flat_wireframe, GL_COMPILE);
  glEnable (GL_CULL_FACE);
  cell_list[x][y].pos = glVector (GRID_TO_WORLD(x), 0.0f, (float)y * GRID_RESOLUTION);
  for (i = entity_list.begin(); i < entity_list.end(); ++i) {
    GLvector pos = (*i)->Center ();
    if (WORLD_TO_GRID(pos.x) == x && WORLD_TO_GRID(pos.z) == y && !(*i)->Alpha ()) {
      (*i)->RenderFlat (true);
    }
  }
  glEndList();	
  //Now a list of stuff to be alpha-blended, and thus rendered last
  if (!cell_list[x][y].list_alpha)
    cell_list[x][y].list_alpha = glGenLists(1);
  glNewList (cell_list[x][y].list_alpha, GL_COMPILE);
  cell_list[x][y].pos = glVector (GRID_TO_WORLD(x), 0.0f, (float)y * GRID_RESOLUTION);
  glDepthMask (false);
  glEnable (GL_BLEND);
  glDisable (GL_CULL_FACE);
  for (i = entity_list.begin(); i < entity_list.end(); ++i) {
    GLvector pos = (*i)->Center ();
    if (WORLD_TO_GRID(pos.x) == x && WORLD_TO_GRID(pos.z) == y && (*i)->Alpha ()) {
      glBindTexture(GL_TEXTURE_2D, (*i)->Texture ());
      (*i)->Render ();
    }
  }
  glDepthMask (true);
  glEndList();	

  //now walk the grid
  compile_x++;
  if (compile_x == GRID_SIZE) {
    compile_x = 0;
    compile_y++;
    if (compile_y == GRID_SIZE)
      compiled = true;
    compile_end = GetTimeInMillis ();
  } 
  compile_count++;


}
示例#29
0
GLvector2 GLvector2::operator/ (const float& c)
{
  return glVector (x / c, y / c);
}
示例#30
0
float CBuilding::ConstructWall (int start_x, int start_y, int start_z, int direction, int length, int height, int window_groups, float uv_start, bool blank_corners)
{

  int         x, z;
  int         step_x, step_z;
  int         i;
  quad_strip  qs;
  int         column;
  int         mid;
  int         odd;
  GLvertex    v;
  bool        blank;
  bool        last_blank;

  qs.index_list.reserve(100);

  switch (direction) {
  case NORTH:
    step_z = 1; step_x = 0; break;
  case WEST:
    step_z = 0; step_x = -1; break;
  case SOUTH:
    step_z = -1; step_x = 0; break;
  case EAST:
    step_z = 0; step_x = 1; break;
  default:
    return 0.0f;
  }
  x = start_x;;
  z = start_z;
  mid = (length / 2) - 1;
  odd = 1 - (length % 2);
  if (length % 2) 
    mid++;
  //mid = (length / 2);
  v.uv.x = (float)(x + z) / SEGMENTS_PER_TEXTURE;
  v.uv.x = uv_start;
  blank = false;
  for (i = 0; i <= length; i++) {
    //column counts up to the mid point, then back down, to make it symetrical
    if (i <= mid)
      column = i - odd;
    else 
      column = (mid) - (i - (mid));
    last_blank = blank;
    blank = (column % window_groups) > window_groups / 2;
    if (blank_corners && i == 0)
      blank = true;
    if (blank_corners && i == (length - 1))
      blank = true;
    if (last_blank != blank || i == 0 || i == length) {
      v.position = glVector ((float)x, (float)start_y, (float)z);
      v.uv.y = (float)start_y / SEGMENTS_PER_TEXTURE;
      _mesh->VertexAdd (v);
      qs.index_list.push_back(_mesh->VertexCount () - 1);
      v.position.y = (float)(start_y + height);
      v.uv.y = (float)(start_y + height) / SEGMENTS_PER_TEXTURE;;
      _mesh->VertexAdd (v);
      qs.index_list.push_back(_mesh->VertexCount () - 1);
    }
    //if (!blank && i != 0 && i != (length - 1))
    if (!blank && i != length)
      v.uv.x += 1.0f / SEGMENTS_PER_TEXTURE;
    x += step_x;
    z += step_z;
  }
  _mesh->QuadStripAdd (qs);  
  return v.uv.x;

}