CL_Angle CarImpl::vecToAngle(const CL_Vec2f &p_vec) { const static CL_Vec2f ANGLE_ZERO(1.0f, 0.0f); CL_Angle angle = p_vec.angle(ANGLE_ZERO); if (p_vec.y < 0) { angle.set_radians(-angle.to_radians()); } return angle; }
std::vector<CL_Pointf> CL_BezierCurve_Impl::generate_curve_points(const CL_Angle &split_angle) { std::vector<CL_Pointf> points; /* for (float i = 0.0; i < 1.0; i += 0.01) { points.push_back(get_point_relative(i)); } points.push_back(get_point_relative(1.0)); */ split_angle_rad = split_angle.to_radians(); points.push_back( get_point_relative(0.0) ); std::vector<CL_Pointf> sub_points = subdivide_bezier(0.0, 0.5); points.insert( points.end(), sub_points.begin(), sub_points.end() ); sub_points = subdivide_bezier(0.5, 1.0); points.insert( points.end(), sub_points.begin(), sub_points.end() ); return points; }
void CL_Collada_Triangles_Impl::create_vertices_normal(CL_Vec3f *destination, int stride, const CL_String &semantic, const CL_Angle &smoothing_angle) { CL_Collada_Input_Shared &input = get_input(semantic); CL_Collada_Source &source = input.get_source(); if (source.is_null()) { throw CL_Exception("unsupported situation. fixme"); } std::vector<CL_Vec3f> &pos_array = source.get_vec3f_array(); unsigned int primitive_offset = input.get_offset(); std::vector<CL_Vec3f> face_normals; calculate_face_normals(face_normals, pos_array, primitive_offset); std::vector<int> face_offsets; std::vector<int> faces; generate_point_facelist(face_offsets, faces, pos_array.size(), primitive_offset); calculate_point_normals(face_offsets, faces, face_normals, destination, stride, smoothing_angle.to_radians(), primitive_offset ); }
CL_Mat3<Type> CL_Mat3<Type>::rotate(const CL_Angle &angle, Type x, Type y, Type z, bool normalize) { if (normalize) { Type len2 = x*x+y*y+z*z; if (len2 != (Type)1) { Type length = sqrt(len2); if (length > (Type) 0) { x /= length; y /= length; z /= length; } else { x = (Type) 0; y = (Type) 0; z = (Type) 0; } } } CL_Mat3<Type> rotate_matrix; Type c = cos(angle.to_radians()); Type s = sin(angle.to_radians()); rotate_matrix.matrix[0+0*3] = (Type) (x*x*(1.0f - c) + c); rotate_matrix.matrix[0+1*3] = (Type) (x*y*(1.0f - c) - z*s); rotate_matrix.matrix[0+2*3] = (Type) (x*z*(1.0f - c) + y*s); rotate_matrix.matrix[1+0*3] = (Type) (y*x*(1.0f - c) + z*s); rotate_matrix.matrix[1+1*3] = (Type) (y*y*(1.0f - c) + c); rotate_matrix.matrix[1+2*3] = (Type) (y*z*(1.0f - c) - x*s); rotate_matrix.matrix[2+0*3] = (Type) (x*z*(1.0f - c) - y*s); rotate_matrix.matrix[2+1*3] = (Type) (y*z*(1.0f - c) + x*s); rotate_matrix.matrix[2+2*3] = (Type) (z*z*(1.0f - c) + c); return rotate_matrix; }
CL_Mat3<int> CL_Mat3<int>::rotate(const CL_Angle &angle, int x, int y, int z, bool normalize) { if (normalize) { int len2 = x*x+y*y+z*z; if (len2 != (int)1) { int length = sqrt( (float) len2); if (length > 0) { x /= length; y /= length; z /= length; } else { x = 0; y = 0; z = 0; } } } CL_Mat3<int> rotate_matrix; float c = cos(angle.to_radians()); float s = sin(angle.to_radians()); rotate_matrix.matrix[0+0*3] = (int) floor((x*x*(1.0f - c) + c)+0.5f); rotate_matrix.matrix[0+1*3] = (int) floor((x*y*(1.0f - c) - z*s)+0.5f); rotate_matrix.matrix[0+2*3] = (int) floor((x*z*(1.0f - c) + y*s)+0.5f); rotate_matrix.matrix[1+0*3] = (int) floor((y*x*(1.0f - c) + z*s)+0.5f); rotate_matrix.matrix[1+1*3] = (int) floor((y*y*(1.0f - c) + c)+0.5f); rotate_matrix.matrix[1+2*3] = (int) floor((y*z*(1.0f - c) - x*s)+0.5f); rotate_matrix.matrix[2+0*3] = (int) floor((x*z*(1.0f - c) - y*s)+0.5f); rotate_matrix.matrix[2+1*3] = (int) floor((y*z*(1.0f - c) + x*s)+0.5f); rotate_matrix.matrix[2+2*3] = (int) floor((z*z*(1.0f - c) + c)+0.5f); return rotate_matrix; }
void CarImpl::alignRotation(CL_Angle &p_what, const CL_Angle &p_to, float p_stepRad) { // works only on normalized values CL_Angle normWhat(p_what); CL_Angle normTo(p_to); Workarounds::clAngleNormalize(&normWhat); Workarounds::clAngleNormalize(&normTo); const CL_Angle diffAngle = normWhat - normTo; float diffRad = diffAngle.to_radians(); // if difference is higher than 180, then rotate in shorten way if (diffRad > CL_PI) { diffRad -= CL_PI * 2; } else if (diffRad < -CL_PI) { diffRad += CL_PI * 2; } const float diffRadAbs = fabs(diffRad); if (diffRadAbs > 0.01f) { if (diffRadAbs > p_stepRad) { const CL_Angle stepAngle(p_stepRad, cl_radians); if (diffRad > 0.0f) { p_what -= stepAngle; } else { p_what += stepAngle; } } else { p_what = p_to; } } }
void MotionBlurShaderImpl::setUniforms(CL_ProgramObject &p_program) { p_program.set_uniform1i("radius", m_radius); p_program.set_uniform1f("angle", m_angle.to_radians()); }
void CarImpl::update1_60() { static const float BRAKE_POWER = 0.1f; static const float ACCEL_POWER = 0.014f; static const float SPEED_LIMIT = 15.0f; static const float WHEEL_TURN_SPEED = 1.0f / 10.0f; static const float TURN_POWER = (2 * CL_PI / 360.0f) * 2.5f; static const float MOV_ALIGN_POWER = TURN_POWER / 2.0f; static const float ROT_ALIGN_POWER = TURN_POWER * 0.7f; static const float AIR_RESITANCE = 0.003f; // per one speed unit static const float DRIFT_SPEED_REDUCTION_RATE = 0.1f; // speed limit under what physics angle reduction will be more aggressive static const float LOWER_SPEED_ANGLE_REDUCTION = 6.0f; // speed limit under what angle difference will be lower than normal static const float LOWER_SPEED_ROTATION_REDUCTION = 6.0f; // speed limit under what turn power will decrease static const float LOWER_SPEED_TURN_REDUCTION = 2.0f; // increase the iteration id // be aware of 32-bit integer limit if (m_iterId != std::numeric_limits<int32_t>::max()) { m_iterId++; } else { m_iterId = 0; } // don't do anything if car is locked if (m_inputLocked) { return; } const float prevSpeed = m_speed; // for m_phySpeedDelta // apply inputs to speed if (m_inputState.brake) { m_speed -= BRAKE_POWER; } else if (m_inputState.accel) { // only if not choking if (!isChoking()) { m_chocking = false; m_speed += (SPEED_LIMIT - m_speed) * ACCEL_POWER; } else { m_chocking = true; } } // rotate steering wheels const float diff = m_inputState.turn - m_phyWheelsTurn; if (fabs(diff) > WHEEL_TURN_SPEED) { m_phyWheelsTurn += diff > 0.0f ? WHEEL_TURN_SPEED : -WHEEL_TURN_SPEED; } else { m_phyWheelsTurn = m_inputState.turn; } const float absSpeed = fabs(m_speed); // calculate rotations if (m_phyWheelsTurn != 0.0f) { // rotate corpse and later physics movement CL_Angle turnAngle(TURN_POWER * m_phyWheelsTurn, cl_radians); if (absSpeed <= LOWER_SPEED_TURN_REDUCTION) { // reduce turn if car speed is too low turnAngle.set_radians(turnAngle.to_radians() * (absSpeed / LOWER_SPEED_TURN_REDUCTION)); } if (m_speed > 0.0f) { m_rotation += turnAngle; } else { m_rotation -= turnAngle; } // rotate corpse and physics movement if (absSpeed > LOWER_SPEED_ROTATION_REDUCTION) { alignRotation(m_phyMoveRot, m_rotation, MOV_ALIGN_POWER); } else { alignRotation(m_phyMoveRot, m_rotation, MOV_ALIGN_POWER * ((LOWER_SPEED_ROTATION_REDUCTION + 1.0f) - absSpeed)); } } else { // align corpse back to physics movement alignRotation(m_rotation, m_phyMoveRot, MOV_ALIGN_POWER); // makes car stop rotating if speed is too low if (absSpeed > LOWER_SPEED_ANGLE_REDUCTION) { alignRotation(m_phyMoveRot, m_rotation, ROT_ALIGN_POWER); } else { alignRotation(m_phyMoveRot, m_rotation, ROT_ALIGN_POWER * ((LOWER_SPEED_ANGLE_REDUCTION + 1.0f) - absSpeed)); } // normalize rotations only when equal if (m_rotation == m_phyMoveRot) { Workarounds::clAngleNormalize(&m_rotation); Workarounds::clAngleNormalize(&m_phyMoveRot); } } Workarounds::clAngleNormalize(&m_phyMoveRot); Workarounds::clAngleNormalize(&m_rotation); // reduce speed const CL_Angle diffAngle = m_rotation - m_phyMoveRot; float diffDegAbs = fabs(diffAngle.to_degrees()); if (diffDegAbs > 0.1f) { CL_Angle diffAngleNorm = diffAngle; Workarounds::clAngleNormalize180(&diffAngleNorm); // 0.0 when going straight, 1.0 when 90 deg, > 1.0 when more than 90 deg const float angleRate = fabs(1.0f - (fabs(diffAngleNorm.to_degrees()) - 90.0f) / 90.0f); const float speedReduction = -DRIFT_SPEED_REDUCTION_RATE * angleRate; if (absSpeed > speedReduction) { m_speed += m_speed > 0.0f ? speedReduction : -speedReduction; } else { m_speed = 0.0f; } } // car cannot travel too quickly m_speed -= m_speed * AIR_RESITANCE; // calculate next move vector const float m_rotationRad = m_phyMoveRot.to_radians(); m_phyMoveVec.x = cos(m_rotationRad); m_phyMoveVec.y = sin(m_rotationRad); m_phyMoveVec.normalize(); m_phyMoveVec *= m_speed; // apply movement (invert y) m_position.x += m_phyMoveVec.x; m_position.y += m_phyMoveVec.y; // set speed delta m_phySpeedDelta = m_speed - prevSpeed; #if defined(CLIENT) #if !defined(NDEBUG) // print debug information DebugLayer *dbgl = Gfx::Stage::getDebugLayer(); dbgl->putMessage("speed", cl_format("%1", m_speed)); // if (!m_level) { // const float resistance = m_level->getResistance(m_position.x, m_position.y); // dbgl->putMessage("resist", cl_format("%1", resistance)); // } #endif // NDEBUG #endif // CLIENT }