示例#1
0
// Get the amount of time it would take the given weapon to reach the given
// target, assuming it can be fired in any direction (i.e. turreted). For
// non-turreted weapons this can be used to calculate the ideal direction to
// point the ship in.
double Armament::RendezvousTime(const Point &p, const Point &v, double vp)
{
	// How many steps will it take this projectile
	// to intersect the target?
	// (p.x + v.x*t)^2 + (p.y + v.y*t)^2 = vp^2*t^2
	// p.x^2 + 2*p.x*v.x*t + v.x^2*t^2
	//    + p.y^2 + 2*p.y*v.y*t + v.y^2t^2
	//    - vp^2*t^2 = 0
	// (v.x^2 + v.y^2 - vp^2) * t^2
	//    + (2 * (p.x * v.x + p.y * v.y)) * t
	//    + (p.x^2 + p.y^2) = 0
	double a = v.Dot(v) - vp * vp;
	double b = 2. * p.Dot(v);
	double c = p.Dot(p);
	double discriminant = b * b - 4 * a * c;
	if(discriminant < 0.)
		return numeric_limits<double>::quiet_NaN();

	discriminant = sqrt(discriminant);

	// The solutions are b +- discriminant.
	// But it's not a solution if it's negative.
	double r1 = (-b + discriminant) / (2. * a);
	double r2 = (-b - discriminant) / (2. * a);
	if(r1 >= 0. && r2 >= 0.)
		return min(r1, r2);
	else if(r1 >= 0. || r2 >= 0.)
		return max(r1, r2);

	return numeric_limits<double>::quiet_NaN();
}
// GetSecondAngleAxis looks for the axis defined by the pointer finger
// And the left base
bool GloveType::GetBothAxes(int i) {
    if (!GetFirstAxis(i)) return false;
    if (axis_points2_.size() == 2) {
        // Check the first Axis validity
        if (base_left_->current_ == 0 || base_right_->current_ == 0) {
            return false;
        }
        /*check second axis*/
        Point u;
        if (fore_->current_ == 0) {
            return false;
        } else {
            u = fore_->Sub(*base_left_);
        }
        Point v = fore_->Sub(*base_left_);
        axis2_ = u.Sub(v.Normalize().Times(u.Dot(v))).Normalize();
        // Now find the normal component
        return true;
    } else {
        if (base_left_->current_ == 0 || fore_->current_ == 0) return false;
        axis_points2_.push_back(fore_);
        axis_points2_.push_back(base_left_);
        Point v = fore_->Sub(*base_left_);
        axis2_ =  v.Sub(axis1_.Times(v.Dot(axis1_))).Normalize();
        Point y_axis;
        y_axis.Init(0, 1, 0);
        original_axis2_ = y_axis;
        return true;
    }
}
示例#3
0
//----------------------------------------------------------------------------
Plane::Plane (const Vector& normal, const Point& p)
{
    mTuple[0] = normal[0];
    mTuple[1] = normal[1];
    mTuple[2] = normal[2];
    mTuple[3] = -p.Dot(normal);
}
示例#4
0
//----------------------------------------------------------------------------
Plane::Plane (const Point& p0, const Point& p1, const Point& p2)
{
    Vector edge1 = p1 - p0;
    Vector edge2 = p2 - p0;
    Vector normal = edge1.UnitCross(edge2);
    mTuple[0] = normal[0];
    mTuple[1] = normal[1];
    mTuple[2] = normal[2];
    mTuple[3] = -p0.Dot(normal);
}
示例#5
0
double AI::TurnToward(const Ship &ship, const Point &vector)
{
	static const double RAD_TO_DEG = 180. / 3.14159265358979;
	Point facing = ship.Facing().Unit();
	double cross = vector.Cross(facing);
	
	if(vector.Dot(facing) > 0.)
	{
		double angle = asin(cross / vector.Length()) * RAD_TO_DEG;
		if(fabs(angle) <= ship.TurnRate())
			return -angle / ship.TurnRate();
	}
	
	bool left = cross < 0.;
	return left - !left;
}
示例#6
0
DrawList::Item::Item(const Animation &animation, Point pos, Point unit, Point blur, float clip, int step)
	: position{static_cast<float>(pos.X()), static_cast<float>(pos.Y())},
	clip(clip), flags(animation.GetSwizzle())
{
	Animation::Frame frame = animation.Get(step);
	tex0 = frame.first;
	tex1 = frame.second;
	flags |= static_cast<uint32_t>(frame.fade * 256.f) << 8;
	
	double width = animation.Width();
	double height = animation.Height();
	Point uw = unit * width;
	Point uh = unit * height;
	
	if(clip < 1.)
	{
		// "clip" is the fraction of its height that we're clipping the sprite
		// to. We still want it to start at the same spot, though.
		pos -= uh * ((1. - clip) * .5);
		position[0] = static_cast<float>(pos.X());
		position[1] = static_cast<float>(pos.Y());
		uh *= clip;
	}
	
	// (0, -1) means a zero-degree rotation (since negative Y is up).
	transform[0] = -uw.Y();
	transform[1] = uw.X();
	transform[2] = -uh.X();
	transform[3] = -uh.Y();
	
	// Calculate the blur vector, in texture coordinates. This should be done by
	// projecting the blur vector onto the unit vector and then scaling it based
	// on the sprite size. But, the unit vector first has to be normalized (i.e.
	// divided by the unit vector length), and the sprite size also has to be
	// multiplied by the unit vector size, so:
	double zoomCorrection = 4. * unit.LengthSquared();
	this->blur[0] = unit.Cross(blur) / (width * zoomCorrection);
	this->blur[1] = -unit.Dot(blur) / (height * zoomCorrection);
}
DrawList::Item::Item(const Body &body, Point pos, Point blur, float cloak, float clip, int swizzle, int step)
	: position{static_cast<float>(pos.X()), static_cast<float>(pos.Y())}, clip(clip), flags(swizzle)
{
	Body::Frame frame = body.GetFrame(step);
	tex0 = frame.first;
	tex1 = frame.second;
	flags |= static_cast<uint32_t>(frame.fade * 256.f) << 8;
	
	double width = body.Width();
	double height = body.Height();
	Point unit = body.Facing().Unit();
	Point uw = unit * width;
	Point uh = unit * height;
	
	if(clip < 1.)
	{
		// "clip" is the fraction of its height that we're clipping the sprite
		// to. We still want it to start at the same spot, though.
		pos -= uh * ((1. - clip) * .5);
		position[0] = static_cast<float>(pos.X());
		position[1] = static_cast<float>(pos.Y());
		uh *= clip;
	}
	
	// (0, -1) means a zero-degree rotation (since negative Y is up).
	transform[0] = -uw.Y();
	transform[1] = uw.X();
	transform[2] = -uh.X();
	transform[3] = -uh.Y();
	
	// Calculate the blur vector, in texture coordinates.
	this->blur[0] = unit.Cross(blur) / (width * 4.);
	this->blur[1] = -unit.Dot(blur) / (height * 4.);

	if(cloak > 0.)
		Cloak(cloak);
}
// This returns false if it is time to delete this projectile.
bool Projectile::Move(list<Effect> &effects)
{
	if(--lifetime <= 0)
	{
		if(lifetime > -100)
			for(const auto &it : weapon->DieEffects())
				for(int i = 0; i < it.second; ++i)
				{
					effects.push_back(*it.first);
					effects.back().Place(position, velocity, angle);
				}
		
		return false;
	}
	for(const auto &it : weapon->LiveEffects())
		if(!Random::Int(it.second))
		{
			effects.push_back(*it.first);
			effects.back().Place(position, velocity, angle);
		}
	
	// If the target has left the system, stop following it. Also stop if the
	// target has been captured by a different government.
	const Ship *target = cachedTarget;
	if(target)
	{
		target = targetShip.lock().get();
		if(!target || !target->IsTargetable() || target->GetGovernment() != targetGovernment)
		{
			targetShip.reset();
			cachedTarget = nullptr;
			target = nullptr;
		}
	}
	
	double turn = weapon->Turn();
	double accel = weapon->Acceleration();
	int homing = weapon->Homing();
	if(target && homing && !Random::Int(60))
		CheckLock(*target);
	if(target && homing && hasLock)
	{
		Point d = position - target->Position();
		double drag = weapon->Drag();
		double trueVelocity = drag ? accel / drag : velocity.Length();
		double stepsToReach = d.Length() / trueVelocity;
		bool isFacingAway = d.Dot(angle.Unit()) > 0.;
		
		// At the highest homing level, compensate for target motion.
		if(homing >= 4)
		{
			// Adjust the target's position based on where it will be when we
			// reach it (assuming we're pointed right towards it).
			d -= stepsToReach * target->Velocity();
			stepsToReach = d.Length() / trueVelocity;
		}
		
		double cross = d.Unit().Cross(angle.Unit());
		
		// The very dumbest of homing missiles lose their target if pointed
		// away from it.
		if(isFacingAway && homing == 1)
			targetShip.reset();
		else
		{
			double desiredTurn = TO_DEG * asin(cross);
			if(fabs(desiredTurn) > turn)
				turn = copysign(turn, desiredTurn);
			else
				turn = desiredTurn;
			
			// Levels 3 and 4 stop accelerating when facing away.
			if(homing >= 3)
			{
				double stepsToFace = desiredTurn / turn;
		
				// If you are facing away from the target, stop accelerating.
				if(stepsToFace * 1.5 > stepsToReach)
					accel = 0.;
			}
		}
	}
	// If a weapon is homing but has no target, do not turn it.
	else if(homing)
		turn = 0.;
	
	if(turn)
		angle += Angle(turn);
	
	if(accel)
	{
		velocity += accel * angle.Unit();
		velocity *= 1. - weapon->Drag();
	}
	
	position += velocity;
	
	if(target && (position - target->Position()).Length() < weapon->SplitRange() && !Random::Int(10))
		lifetime = 0;
	
	return true;
}
void dxTriMeshData::Preprocess()
{

#if dTRIMESH_ENABLED

	// If this mesh has already been preprocessed, exit
	if (UseFlags)
		return;

	udword numTris = Mesh.GetNbTriangles();
	udword numEdges = numTris * 3;

	UseFlags = new uint8[numTris];
	memset(UseFlags, 0, sizeof(uint8) * numTris);

	EdgeRecord* records = new EdgeRecord[numEdges];

	// Make a list of every edge in the mesh
	const IndexedTriangle* tris = Mesh.GetTris();
	const unsigned tristride = Mesh.GetTriStride();
	for (unsigned int i = 0; i < numTris; i++)
	{
		SetupEdge(&records[i*3],   0, i, tris->mVRef);
		SetupEdge(&records[i*3+1], 1, i, tris->mVRef);
		SetupEdge(&records[i*3+2], 2, i, tris->mVRef);

		tris = (const IndexedTriangle*)(((uint8*)tris) + tristride);
	}

	// Sort the edges, so the ones sharing the same verts are beside each other
	qsort(records, numEdges, sizeof(EdgeRecord), EdgeCompare);

	// Go through the sorted list of edges and flag all the edges and vertices that we need to use
	for (unsigned int i = 0; i < numEdges; i++)
	{
		EdgeRecord* rec1 = &records[i];
		EdgeRecord* rec2 = 0;
		if (i < numEdges - 1)
			rec2 = &records[i+1];

		if (rec2 &&
			rec1->VertIdx1 == rec2->VertIdx1 &&
			rec1->VertIdx2 == rec2->VertIdx2)
		{
			VertexPointers vp;
			ConversionArea vc;
			Mesh.GetTriangle(vp, rec1->TriIdx, vc);

			// Get the normal of the first triangle
			Point triNorm = (*vp.Vertex[2] - *vp.Vertex[1]) ^ (*vp.Vertex[0] - *vp.Vertex[1]);
			triNorm.Normalize();

			// Get the vert opposite this edge in the first triangle
			Point oppositeVert1 = GetOppositeVert(rec1, vp.Vertex);

			// Get the vert opposite this edge in the second triangle
			Mesh.GetTriangle(vp, rec2->TriIdx, vc);
			Point oppositeVert2 = GetOppositeVert(rec2, vp.Vertex);

			float dot = triNorm.Dot((oppositeVert2 - oppositeVert1).Normalize());

			// We let the dot threshold for concavity get slightly negative to allow for rounding errors
			static const float kConcaveThresh = -0.000001f;

			// This is a concave edge, leave it for the next pass
			if (dot >= kConcaveThresh)
				rec1->Concave = true;
			// If this is a convex edge, mark its vertices and edge as used
			else
				UseFlags[rec1->TriIdx] |= rec1->Vert1Flags | rec1->Vert2Flags | rec1->EdgeFlags;

			// Skip the second edge
			i++;
		}
		// This is a boundary edge
		else
		{
			UseFlags[rec1->TriIdx] |= rec1->Vert1Flags | rec1->Vert2Flags | rec1->EdgeFlags;
		}
	}

	// Go through the list once more, and take any edge we marked as concave and
	// clear it's vertices flags in any triangles they're used in
	for (unsigned int i = 0; i < numEdges; i++)
	{
		EdgeRecord& er = records[i];

		if (er.Concave)
		{
			for (unsigned int j = 0; j < numEdges; j++)
			{
				EdgeRecord& curER = records[j];

				if (curER.VertIdx1 == er.VertIdx1 ||
					curER.VertIdx1 == er.VertIdx2)
					UseFlags[curER.TriIdx] &= ~curER.Vert1Flags;

				if (curER.VertIdx2 == er.VertIdx1 ||
					curER.VertIdx2 == er.VertIdx2)
					UseFlags[curER.TriIdx] &= ~curER.Vert2Flags;
			}
		}
	}

	delete [] records;

#endif // dTRIMESH_ENABLED

}
示例#10
0
// VectorPerpendicularTo finds the vector perpendicular to a line
// line: a vector of two points that define a line in R3
// return: the shortest distance from this point to that line
Point Point::VectorPerpendicularTo(vector<Point> line) {
  Point v = line[1].Sub(line[0]);
  Point u = this->Sub(line[0]);
  return u.Sub(v.Normalize().Times(v.Dot(u)));
}
示例#11
0
// Only override the ones you need; the default action is to return false.
bool MapDetailPanel::KeyDown(SDL_Keycode key, Uint16 mod, const Command &command)
{
	if(command.Has(Command::MAP) || key == 'd' || key == SDLK_ESCAPE || (key == 'w' && (mod & (KMOD_CTRL | KMOD_GUI))))
		GetUI()->Pop(this);
	else if(key == SDLK_PAGEUP || key == SDLK_PAGEDOWN || key == 'i')
	{
		GetUI()->Pop(this);
		GetUI()->Push(new MissionPanel(*this));
	}
	else if(key == 'o')
	{
		GetUI()->Pop(this);
		GetUI()->Push(new MapOutfitterPanel(*this));
	}
	else if(key == 's')
	{
		GetUI()->Pop(this);
		GetUI()->Push(new MapShipyardPanel(*this));
	}
	else if((key == SDLK_TAB || command.Has(Command::JUMP)) && player.Flagship())
	{
		// Toggle to the next link connected to the "source" system. If the
		// shift key is down, the source is the end of the travel plan; otherwise
		// it is one step before the end.
		vector<const System *> &plan = player.TravelPlan();
		const System *source = plan.empty() ? player.GetSystem() : plan.front();
		const System *next = nullptr;
		Point previousUnit = Point(0., -1.);
		if(!plan.empty() && !(mod & KMOD_SHIFT))
		{
			previousUnit = plan.front()->Position();
			plan.erase(plan.begin());
			next = source;
			source = plan.empty() ? player.GetSystem() : plan.front();
			previousUnit = (previousUnit - source->Position()).Unit();
		}
		Point here = source->Position();
		
		// Depending on whether the flagship has a jump drive, the possible links
		// we can travel along are different:
		bool hasJumpDrive = player.Flagship()->Attributes().Get("jump drive");
		const vector<const System *> &links = hasJumpDrive ? source->Neighbors() : source->Links();
		
		double bestAngle = 2. * PI;
		for(const System *it : links)
		{
			if(!player.HasSeen(it))
				continue;
			if(!(hasJumpDrive || player.HasVisited(it) || player.HasVisited(source)))
				continue;
			
			Point unit = (it->Position() - here).Unit();
			double angle = acos(unit.Dot(previousUnit));
			if(unit.Cross(previousUnit) >= 0.)
				angle = 2. * PI - angle;
			
			if(angle <= bestAngle)
			{
				next = it;
				bestAngle = angle;
			}
		}
		if(next)
		{
			plan.insert(plan.begin(), next);
			Select(next);
		}
	}
	else if((key == SDLK_DELETE || key == SDLK_BACKSPACE) && player.HasTravelPlan())
	{
		vector<const System *> &plan = player.TravelPlan();
		plan.erase(plan.begin());
		Select(plan.empty() ? player.GetSystem() : plan.front());
	}
	else if(key == SDLK_DOWN)
	{
		if(commodity < 0 || commodity == 9)
			commodity = 0;
		else
			++commodity;
	}
	else if(key == SDLK_UP)
	{
		if(commodity <= 0)
			commodity = 9;
		else
			--commodity;
	}
	else if(key == 'f')
		GetUI()->Push(new Dialog(
			this, &MapDetailPanel::DoFind, "Search for:"));
	else if(key == '+' || key == '=')
		ZoomMap();
	else if(key == '-')
		UnzoomMap();
	else
		return false;
	
	return true;
}