示例#1
0
文件: gfx.cpp 项目: Nitrus/residualvm
void BaseRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
	// Screen coords to 3D coords
	Math::Vector3d obj;
	Math::gluMathUnProject(Math::Vector3d(screen.x, _system->getHeight() - screen.y, 0.9f), _mvpMatrix, frameViewport(), obj);

	// 3D coords to polar coords
	obj.normalize();

	Math::Vector2d horizontalProjection = Math::Vector2d(obj.x(), obj.z());
	horizontalProjection.normalize();

	pitch = 90 - Math::Angle::arcCosine(obj.y()).getDegrees();
	heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();

	if (horizontalProjection.getX() > 0.0)
		heading = 360 - heading;
}
void ShaderRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
  double x, y, z;

  x = screen.x;
  y = kOriginalHeight - screen.y;
  z = 0.9f;

  const Math::Vector2d tl = _viewport.getTopLeft();
  x = 2 * double(x - tl.getX()) / _viewport.getWidth() - 1.0f;
  y = 2 * double(y - tl.getY()) / _viewport.getHeight() - 1.0f;
  z = 2 * z - 1.0f;

  // Screen coords to 3D coords
  Math::Vector4d point = Math::Vector4d(x, y, z, 1.0f);
  point = _mvpMatrix * point;

  // 3D coords to polar coords
  Math::Vector3d v = Math::Vector3d(point.x(), point.y(), point.z());
  v.normalize();

  Math::Vector2d horizontalProjection = Math::Vector2d(v.x(), v.z());
  horizontalProjection.normalize();

  pitch = 90 - Math::Angle::arcCosine(v.y()).getDegrees();
  heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();

  if (horizontalProjection.getX() > 0.0)
    heading = 360 - heading;
}
示例#3
0
void TinyGLRenderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
	// Screen coords to 3D coords
	Math::Vector3d obj;
	Math::gluMathUnProject<float, int>(Math::Vector3d(screen.x, kOriginalHeight - screen.y, 0.9),
		_cubeModelViewMatrix, _cubeProjectionMatrix, _cubeViewport, obj);

	// 3D coords to polar coords
	obj.normalize();

	Math::Vector2d horizontalProjection = Math::Vector2d(obj.x(), obj.z());
	horizontalProjection.normalize();

	pitch = 90 - Math::Angle::arcCosine(obj.y()).getDegrees();
	heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();

	if (horizontalProjection.getX() > 0.0)
		heading = 360 - heading;
}
示例#4
0
void Renderer::screenPosToDirection(const Common::Point screen, float &pitch, float &heading) {
	double x, y, z;

	// Screen coords to 3D coords
	gluUnProject(screen.x, kOriginalHeight - screen.y, 0.9, _cubeModelViewMatrix, _cubeProjectionMatrix, (GLint *)_cubeViewport, &x, &y, &z);

	// 3D coords to polar coords
	Math::Vector3d v = Math::Vector3d(x, y, z);
	v.normalize();

	Math::Vector2d horizontalProjection = Math::Vector2d(v.x(), v.z());
	horizontalProjection.normalize();

	pitch = 90 - Math::Angle::arcCosine(v.y()).getDegrees();
	heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();

	if (horizontalProjection.getX() > 0.0)
		heading = 360 - heading;
}
示例#5
0
bool Actor::handleCollisionWith(Actor *actor, CollisionMode mode, Math::Vector3d *vec) const {
	if (actor->_collisionMode == CollisionOff) {
		return false;
	}

	Model *model1 = getCurrentCostume()->getModel();
	Model *model2 = actor->getCurrentCostume()->getModel();

	Math::Vector3d p1 = _pos + model1->_insertOffset;
	Math::Vector3d p2 = actor->_pos + model2->_insertOffset;

	float size1 = model1->_radius * _collisionScale;
	float size2 = model2->_radius * actor->_collisionScale;

	CollisionMode mode1 = mode;
	CollisionMode mode2 = actor->_collisionMode;

	if (mode1 == CollisionSphere && mode2 == CollisionSphere) {
		Math::Vector3d pos = p1 + *vec;
		float distance = (pos - p2).getMagnitude();
		if (distance < size1 + size2) {
			// Move the destination point so that its distance from the
			// center of the circle is size1+size2.
			Math::Vector3d v = pos - p2;
			v.normalize();
			v *= size1 + size2;
			*vec = v + p2 - p1;

			collisionHandlerCallback(actor);
			return true;
		}
	} else if (mode1 == CollisionBox && mode2 == CollisionBox) {
		warning("Collision between box and box not implemented!");
		return false;
	} else {
		Math::Rect2d rect;

		Math::Vector3d bboxPos;
		Math::Vector3d size;
		float scale;
		Math::Vector3d pos;
		Math::Vector3d circlePos;
		Math::Angle yaw;

		Math::Vector2d circle;
		float radius;

		if (mode1 == CollisionBox) {
			pos = p1 + *vec;
			bboxPos = pos + model1->_bboxPos;
			size = model1->_bboxSize;
			scale = _collisionScale;
			yaw = _yaw;

			circle.setX(p2.x());
			circle.setY(p2.y());
			circlePos = p2;
			radius = size2;
		} else {
			pos = p2;
			bboxPos = p2 + model2->_bboxPos;
			size = model2->_bboxSize;
			scale = actor->_collisionScale;
			yaw = actor->_yaw;

			circle.setX(p1.x() + vec->x());
			circle.setY(p1.y() + vec->y());
			circlePos = p1;
			radius = size1;
		}

		rect._topLeft = Math::Vector2d(bboxPos.x(), bboxPos.y() + size.y());
		rect._topRight = Math::Vector2d(bboxPos.x() + size.x(), bboxPos.y() + size.y());
		rect._bottomLeft = Math::Vector2d(bboxPos.x(), bboxPos.y());
		rect._bottomRight = Math::Vector2d(bboxPos.x() + size.x(), bboxPos.y());

		rect.scale(scale);
		rect.rotateAround(Math::Vector2d(pos.x(), pos.y()), yaw);

		if (rect.intersectsCircle(circle, radius)) {
			Math::Vector2d center = rect.getCenter();
			// Draw a line from the center of the rect to the place the character
			// would go to.
			Math::Vector2d v = circle - center;
			v.normalize();

			Math::Segment2d edge;
			// That line intersects (usually) an edge
			rect.getIntersection(center, v, &edge);
			// Take the perpendicular of that edge
			Math::Line2d perpendicular = edge.getPerpendicular(circle);

			Math::Vector3d point;
			Math::Vector2d p;
			// If that perpendicular intersects the edge
			if (edge.intersectsLine(perpendicular, &p)) {
				Math::Vector2d direction = perpendicular.getDirection();
				direction.normalize();

				// Move from the intersection until we are at a safe distance
				Math::Vector2d point1(p - direction * radius);
				Math::Vector2d point2(p + direction * radius);

				if (center.getDistanceTo(point1) < center.getDistanceTo(point2)) {
					point = point2.toVector3d();
				} else {
					point = point1.toVector3d();
				}
			} else { //if not we're around a corner
				// Find the nearest vertex of the rect
				Math::Vector2d vertex = rect.getTopLeft();
				float distance = vertex.getDistanceTo(circle);

				Math::Vector2d other = rect.getTopRight();
				float otherDist = other.getDistanceTo(circle);
				if (otherDist < distance) {
					distance = otherDist;
					vertex = other;
				}

				other = rect.getBottomLeft();
				otherDist = other.getDistanceTo(circle);
				if (otherDist < distance) {
					distance = otherDist;
					vertex = other;
				}

				other = rect.getBottomRight();
				if (other.getDistanceTo(circle) < distance) {
					vertex = other;
				}

				// and move on a circle around it
				Math::Vector2d dst = circle - vertex;
				dst.normalize();
				dst = dst * radius;
				point = (vertex + dst).toVector3d();
			}

			float z = vec->z();
			*vec = point - circlePos;
			vec->z() = z;
			collisionHandlerCallback(actor);
			return true;
		}
	}

	return false;
}
void SurfaceSdlGraphicsManager::drawTexture(const Graphics::Texture &tex, const Math::Vector2d &topLeft, const Math::Vector2d &bottomRight, bool flip) {
#ifndef USE_OPENGL_SHADERS
	// Save current state
	glPushAttrib(GL_TRANSFORM_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);

	// prepare view
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, 1.0, 1.0, 0, 0, 1);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	glMatrixMode(GL_TEXTURE);
	glPushMatrix();
	glLoadIdentity();

	glDisable(GL_LIGHTING);
	glEnable(GL_TEXTURE_2D);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_ALPHA_TEST);
	glDepthMask(GL_FALSE);

	float texcropX = tex.getWidth() / float(tex.getTexWidth());
	float texcropY = tex.getHeight() / float(tex.getTexHeight());
	float texTop    = flip ? 0.0 : texcropY;
	float texBottom = flip ? texcropY : 0.0;

	float offsetX = topLeft.getX();
	float offsetY = topLeft.getY();
	float sizeX   = fabsf(topLeft.getX() - bottomRight.getX());
	float sizeY   = fabsf(topLeft.getY() - bottomRight.getY());

	glColor4f(1.0, 1.0, 1.0, 1.0);

	glBindTexture(GL_TEXTURE_2D, tex.getTextureName());
	glBegin(GL_QUADS);
	glTexCoord2f(0, texTop);
	glVertex2f(offsetX, offsetY);
	glTexCoord2f(texcropX, texTop);
	glVertex2f(offsetX + sizeX, offsetY);
	glTexCoord2f(texcropX, texBottom);
	glVertex2f(offsetX + sizeX, offsetY + sizeY);
	glTexCoord2f(0.0, texBottom);
	glVertex2f(offsetX, offsetY + sizeY);
	glEnd();

	// Restore previous state
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();

	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	glMatrixMode(GL_TEXTURE);
	glPopMatrix();

	glPopAttrib();
#else
	glBindTexture(GL_TEXTURE_2D, tex.getTextureName());

	_boxShader->use();
	float texcropX = tex.getWidth() / float(tex.getTexWidth());
	float texcropY = tex.getHeight() / float(tex.getTexHeight());
	_boxShader->setUniform("texcrop", Math::Vector2d(texcropX, texcropY));
	_boxShader->setUniform("flipY", flip);

	_boxShader->setUniform("offsetXY", topLeft);
	_boxShader->setUniform("sizeWH", Math::Vector2d(fabsf(topLeft.getX() - bottomRight.getX()), fabsf(topLeft.getY() - bottomRight.getY())));

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBindTexture(GL_TEXTURE_2D, 0);
#endif
}