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C++ float3类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中float3的典型用法代码示例。如果您正苦于以下问题:C++ float3类的具体用法?C++ float3怎么用?C++ float3使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了float3类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CheckForCollision

void CHoverAirMoveType::UpdateAirPhysics()
{
	float3& pos = owner->pos;
	float3& speed = owner->speed;

	if (!((gs->frameNum + owner->id) & 3)) {
		CheckForCollision();
	}

	const float yspeed = speed.y;
	speed.y = 0.0f;

	const float3 delta = wantedSpeed - speed;
	const float deltaDotSpeed = (speed != ZeroVector)? delta.dot(speed): 1.0f;

	if (deltaDotSpeed == 0.0f) {
		// we have the wanted speed
	} else if (deltaDotSpeed > 0.0f) {
		// accelerate
		const float sqdl = delta.SqLength();
		if (sqdl < Square(accRate)) {
			speed = wantedSpeed;
		} else {
			speed += delta / math::sqrt(sqdl) * accRate;
		}
	} else {
		// break
		const float sqdl = delta.SqLength();
		if (sqdl < Square(decRate)) {
			speed = wantedSpeed;
		} else {
			speed += delta / math::sqrt(sqdl) * decRate;
		}
	}

	float minH = 0.0f; // minimum altitude at (pos.x, pos.z)
	float curH = 0.0f; // current altitude at (pos.x, pos.z)

	if (UseSmoothMesh()) {
		minH = owner->unitDef->canSubmerge?
			smoothGround->GetHeight(pos.x, pos.z):
			smoothGround->GetHeightAboveWater(pos.x, pos.z);
	} else {
		minH = owner->unitDef->canSubmerge?
			ground->GetHeightReal(pos.x, pos.z):
			ground->GetHeightAboveWater(pos.x, pos.z);
	}

	speed.y = yspeed;
	pos.y = std::max(pos.y, minH);
	curH = pos.y - minH;

	if (curH < 4.0f) {
		speed.x *= 0.95f;
		speed.z *= 0.95f;
	}

	float wh = wantedHeight;

	if (lastColWarningType == 2) {
		const float3 dir = lastColWarning->midPos - owner->midPos;
		const float3 sdir = lastColWarning->speed - speed;

		if (speed.dot(dir + sdir * 20.0f) < 0.0f) {
			if (lastColWarning->midPos.y > owner->pos.y) {
				wh -= 30.0f;
			} else {
				wh += 50.0f;
			}
		}
	}


	float ws = 0.0f;

	if (curH < wh) {
		ws = altitudeRate;
		if (speed.y > 0.0001f && (wh - curH) / speed.y * accRate * 1.5f < speed.y) {
			ws = 0.0f;
		}
	} else {
		ws = -altitudeRate;
		if (speed.y < -0.0001f && (wh - curH) / speed.y * accRate * 0.7f < -speed.y) {
			ws = 0.0f;
		}
	}

	if (fabs(wh - curH) > 2.0f) {
		if (speed.y > ws) {
			speed.y = std::max(ws, speed.y - accRate * 1.5f);
		} else if (!owner->beingBuilt) {
			// let them accelerate upward faster if close to ground
			speed.y = std::min(ws, speed.y + accRate * (curH < 20.0f? 2.0f: 0.7f));
		}
	} else {
		speed.y = speed.y * 0.95;
	}

	if (modInfo.allowAirPlanesToLeaveMap || (pos + speed).CheckInBounds()) {
		pos += speed;
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:


示例2: IsInPositiveDirection

bool Plane::IsInPositiveDirection(const float3 &directionVector) const
{
    assume(directionVector.IsNormalized());
    return normal.Dot(directionVector) >= 0.f;
}
开发者ID:Ilikia,项目名称:naali,代码行数:5,代码来源:Plane.cpp


示例3:

Plane::Plane(const Line &line, const float3 &normal)
{
	float3 perpNormal = normal - normal.ProjectToNorm(line.dir);
	Set(line.pos, perpNormal.Normalized());
}
开发者ID:Ilikia,项目名称:naali,代码行数:5,代码来源:Plane.cpp


示例4: CShieldPartProjectile

void CPlasmaRepulser::Update(void)
{
	const int defHitFrames = weaponDef->visibleShieldHitFrames;
	const bool couldBeVisible = (weaponDef->visibleShield || (defHitFrames > 0));

	if (startShowingShield) {
		startShowingShield = false;
		if (couldBeVisible) {
			// 32 parts
			for (int y = 0; y < 16; y += 4) {
				for (int x = 0; x < 32; x += 4) {
					visibleShieldParts.push_back(
						SAFE_NEW CShieldPartProjectile(owner->pos, x, y, radius,
						                               weaponDef->shieldBadColor,
						                               weaponDef->shieldAlpha,
						                               weaponDef->visuals.texture1, owner)
					);
				}
			}
		}
	}

	if (isEnabled && (curPower < weaponDef->shieldPower)) {
		if (owner->UseEnergy(weaponDef->shieldPowerRegenEnergy * (1.0f / 30.0f))) {
			curPower += weaponDef->shieldPowerRegen * (1.0f / 30.0f);
		}
	}
	weaponPos = owner->pos + (owner->frontdir * relWeaponPos.z) 
	                       + (owner->updir    * relWeaponPos.y)
	                       + (owner->rightdir * relWeaponPos.x);

	if (couldBeVisible) {
		float drawAlpha = 0.0f;
		const int oldFrames = hitFrames;
		if (hitFrames > 0) {
			drawAlpha += float(hitFrames) / float(defHitFrames);
			hitFrames--;
		}

		if ((isEnabled != wasEnabled) ||
		    (hitFrames != oldFrames)  ||
		    (curPower  != lastPower)) {
			if (weaponDef->visibleShield) {
				drawAlpha += 1.0f;
			}
			drawAlpha = min(1.0f, drawAlpha * weaponDef->shieldAlpha);

			const float colorMix = min(1.0f, curPower / max(1.0f, weaponDef->shieldPower));
			const float3 color = (weaponDef->shieldGoodColor * colorMix) +
													 (weaponDef->shieldBadColor * (1.0f - colorMix));
			std::list<CShieldPartProjectile*>::iterator si;
			for (si = visibleShieldParts.begin(); si != visibleShieldParts.end(); ++si) {
				(*si)->centerPos = weaponPos;
				(*si)->color = color;
				if (isEnabled) {
					(*si)->baseAlpha = drawAlpha;
				} else {
					(*si)->baseAlpha = 0.0f;
				}
			}
		}
	}

	if (isEnabled) {
		for (std::list<CWeaponProjectile*>::iterator pi=incoming.begin();pi!=incoming.end();++pi) {
			const float3 dif = (*pi)->pos-owner->pos;
			if ((*pi)->checkCol && dif.SqLength()<sqRadius && curPower > (*pi)->weaponDef->damages[0]) {
				if (gs->Team(owner->team)->energy > weaponDef->shieldEnergyUse) {
					if (weaponDef->shieldRepulser) {
					  // bounce the projectile
						const int type = (*pi)->ShieldRepulse(this, weaponPos,
						                                      weaponDef->shieldForce,
						                                      weaponDef->shieldMaxSpeed);
						if (type == 0) {
							continue;
						}
						else if (type == 1) {
							owner->UseEnergy(weaponDef->shieldEnergyUse);
							if (weaponDef->shieldPower != 0) {
								curPower -= (*pi)->weaponDef->damages[0];
							}
						}
						else {
							owner->UseEnergy(weaponDef->shieldEnergyUse / 30.0f);
							if (weaponDef->shieldPower != 0) {
								curPower -= (*pi)->weaponDef->damages[0] / 30.0f;
							}
						}

						if (weaponDef->visibleShieldRepulse) {
							if (hasGfx.find(*pi) == hasGfx.end()) {
								hasGfx.insert(*pi);
								const float colorMix = min(1.0f, curPower / max(1.0f, weaponDef->shieldPower));
								const float3 color = (weaponDef->shieldGoodColor * colorMix) +
								                     (weaponDef->shieldBadColor * (1.0f - colorMix));
								SAFE_NEW CRepulseGfx(owner, *pi, radius, color);
							}
						}

						if (defHitFrames > 0) {
//.........这里部分代码省略.........
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:101,代码来源:PlasmaRepulser.cpp


示例5: assert

/**
* @brief Causes this CMobileCAI to execute the attack order c
*/
void CMobileCAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);

	// limit how far away we fly
	if (tempOrder && (owner->moveState < 2) && orderTarget
			&& LinePointDist(ClosestPointOnLine(commandPos1, commandPos2, owner->pos),
					commandPos2, orderTarget->pos)
			> (500 * owner->moveState + owner->maxRange)) {
		StopMove();
		FinishCommand();
		return;
	}

	// check if we are in direct command of attacker
	if (!inCommand) {
		// don't start counting until the owner->AttackGround() order is given
		owner->commandShotCount = -1;

		if (c.params.size() == 1) {
			const int targetID     = int(c.params[0]);
			const bool legalTarget = (targetID >= 0 && targetID < MAX_UNITS);
			CUnit* targetUnit      = (legalTarget)? uh->units[targetID]: 0x0;

			// check if we have valid target parameter and that we aren't attacking ourselves
			if (legalTarget && targetUnit != 0x0 && targetUnit != owner) {
				float3 fix = targetUnit->pos + owner->posErrorVector * 128;
				float3 diff = float3(fix - owner->pos).Normalize();

				if (owner->moveState > 0 || !tempOrder) {
					SetGoal(fix - diff * targetUnit->radius, owner->pos);
				}

				orderTarget = targetUnit;
				AddDeathDependence(orderTarget);
				inCommand = true;
			} else {
				// unit may not fire on itself, cancel order
				StopMove();
				FinishCommand();
				return;
			}
		}
		else {
			// user gave force-fire attack command
			float3 pos(c.params[0], c.params[1], c.params[2]);
			SetGoal(pos, owner->pos);
			inCommand = true;
		}
	}
	else if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
		// the trailing CMD_SET_WANTED_MAX_SPEED in a command pair does not count
		if ((commandQue.size() > 2) || (commandQue.back().id != CMD_SET_WANTED_MAX_SPEED)) {
			StopMove();
			FinishCommand();
			return;
		}
	}

	// if our target is dead or we lost it then stop attacking
	// NOTE: unit should actually just continue to target area!
	if (targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)) {
		// cancel keeppointingto
		StopMove();
		FinishCommand();
		return;
	}


	// user clicked on enemy unit (note that we handle aircrafts slightly differently)
	if (orderTarget) {
		//bool b1 = owner->AttackUnit(orderTarget, c.id == CMD_DGUN);
		bool b2 = false;
		bool b3 = false;
		bool b4 = false;
		float edgeFactor = 0.f; // percent offset to target center
		float3 diff = owner->pos - orderTarget->midPos;

		if (owner->weapons.size() > 0) {
			if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
				StopMove();
				FinishCommand();
				return;
			}
			CWeapon* w = owner->weapons.front();
			// if we have at least one weapon then check if we
			// can hit target with our first (meanest) one
			b2 = w->TryTargetRotate(orderTarget, c.id == CMD_DGUN);
			b3 = Square(w->range - (w->relWeaponPos).Length())
					> (orderTarget->pos.SqDistance(owner->pos));
			b4 = w->TryTargetHeading(GetHeadingFromVector(-diff.x, -diff.z),
					orderTarget->pos, orderTarget != NULL);
			edgeFactor = fabs(w->targetBorder);
		}

		double diffLength2d = diff.Length2D();

//.........这里部分代码省略.........
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:101,代码来源:MobileCAI.cpp


示例6: Explosion

void CBasicMapDamage::Explosion(const float3& pos, float strength, float radius)
{
	if (!pos.IsInMap()) {
		return;
	}
	if (strength < 10.0f || radius < 8.0f) {
		return;
	}

	Explo* e = new Explo;
	e->pos = pos;
	e->strength = strength;
	e->ttl = 10;
	e->x1 = Clamp<int>((pos.x - radius) / SQUARE_SIZE, 1, mapDims.mapxm1);
	e->x2 = Clamp<int>((pos.x + radius) / SQUARE_SIZE, 1, mapDims.mapxm1);
	e->y1 = Clamp<int>((pos.z - radius) / SQUARE_SIZE, 1, mapDims.mapym1);
	e->y2 = Clamp<int>((pos.z + radius) / SQUARE_SIZE, 1, mapDims.mapym1);
	e->squares.reserve((e->y2 - e->y1 + 1) * (e->x2 - e->x1 + 1));

	const float* curHeightMap = readMap->GetCornerHeightMapSynced();
	const float* orgHeightMap = readMap->GetOriginalHeightMapSynced();
	const unsigned char* typeMap = readMap->GetTypeMapSynced();
	const float baseStrength = -math::pow(strength, 0.6f) * 3 / mapHardness;
	const float invRadius = 1.0f / radius;

	for (int y = e->y1; y <= e->y2; ++y) {
		for (int x = e->x1; x <= e->x2; ++x) {
			const CSolidObject* so = groundBlockingObjectMap->GroundBlockedUnsafe(y * mapDims.mapx + x);

			// do not change squares with buildings on them here
			if (so && so->blockHeightChanges) {
				e->squares.push_back(0.0f);
				continue;
			}

			// calculate the distance and normalize it
			const float expDist = pos.distance2D(float3(x * SQUARE_SIZE, 0, y * SQUARE_SIZE));
			const float relDist = std::min(1.0f, expDist * invRadius);
			const unsigned int tableIdx = relDist * CRATER_TABLE_SIZE;

			float dif = baseStrength;
			dif *= craterTable[tableIdx];
			dif *= invHardness[typeMap[(y / 2) * mapDims.hmapx + x / 2]];

			// FIXME: compensate for flattened ground under dead buildings
			const float prevDif =
				curHeightMap[y * mapDims.mapxp1 + x] -
				orgHeightMap[y * mapDims.mapxp1 + x];

			if (prevDif * dif > 0.0f) {
				dif /= math::fabs(prevDif) * 0.1f + 1;
			}

			e->squares.push_back(dif);

			if (dif < -0.3f && strength > 200.0f) {
				grassDrawer->RemoveGrass(float3(x * SQUARE_SIZE, 0.0f, y * SQUARE_SIZE));
			}
		}
	}

	// calculate how much to offset the buildings in the explosion radius with
	// (while still keeping the ground below them flat)
	const std::vector<CUnit*>& units = quadField->GetUnitsExact(pos, radius);
	for (const CUnit* unit: units) {
		if (!unit->blockHeightChanges) { continue; }
		if (!unit->IsBlocking()) { continue; }

		float totalDif = 0.0f;

		for (int z = unit->mapPos.y; z < unit->mapPos.y + unit->zsize; z++) {
			for (int x = unit->mapPos.x; x < unit->mapPos.x + unit->xsize; x++) {
				// calculate the distance and normalize it
				const float expDist = pos.distance2D(float3(x * SQUARE_SIZE, 0, z * SQUARE_SIZE));
				const float relDist = std::min(1.0f, expDist * invRadius);
				const unsigned int tableIdx = relDist * CRATER_TABLE_SIZE;

				float dif =
						baseStrength * craterTable[tableIdx] *
						invHardness[typeMap[(z / 2) * mapDims.hmapx + x / 2]];
				const float prevDif =
						curHeightMap[z * mapDims.mapxp1 + x] -
						orgHeightMap[z * mapDims.mapxp1 + x];

				if (prevDif * dif > 0.0f) {
					dif /= math::fabs(prevDif) * 0.1f + 1;
				}

				totalDif += dif;
			}
		}

		totalDif /= (unit->xsize * unit->zsize);

		if (totalDif != 0.0f) {
			ExploBuilding eb;
			eb.id = unit->id;
			eb.dif = totalDif;
			eb.tx1 = unit->mapPos.x;
			eb.tx2 = unit->mapPos.x + unit->xsize;
//.........这里部分代码省略.........
开发者ID:amitamitamitamit,项目名称:spring,代码行数:101,代码来源:BasicMapDamage.cpp


示例7: targSpeed

void CMissileProjectile::Update()
{
	if (--ttl > 0) {
		if (!luaMoveCtrl) {
			if (curSpeed < maxSpeed) {
				curSpeed += weaponDef->weaponacceleration;
			}

			float3 targSpeed(ZeroVector);

			if (weaponDef->tracks && target) {
				CSolidObject* so = dynamic_cast<CSolidObject*>(target);
				CWeaponProjectile* po = dynamic_cast<CWeaponProjectile*>(target);

				targetPos = target->pos;
				if (so) {
					targetPos = so->aimPos;
					targSpeed = so->speed;

					if (owner()) {
						CUnit* u = dynamic_cast<CUnit*>(so);
						if (u) {
							targetPos = CGameHelper::GetUnitErrorPos(u, owner()->allyteam, true);
						}
					}
				} if (po) {
					targSpeed = po->speed;
				}
			}


			if (isWobbling) {
				--wobbleTime;
				if (wobbleTime == 0) {
					float3 newWob = gs->randVector();
					wobbleDif = (newWob - wobbleDir) * (1.0f / 16);
					wobbleTime = 16;
				}

				wobbleDir += wobbleDif;

				dir += wobbleDir * weaponDef->wobble * (owner()? (1.0f - owner()->limExperience * 0.5f): 1);
				dir.Normalize();
			}

			if (isDancing) {
				--danceTime;
				if (danceTime <= 0) {
					danceMove = gs->randVector() * weaponDef->dance - danceCenter;
					danceCenter += danceMove;
					danceTime = 8;
				}

				pos += danceMove;
			}

			const float3 orgTargPos = targetPos;
			const float3 targetDir = (targetPos - pos).SafeNormalize();
			const float dist = pos.distance(targetPos) + 0.1f;

			if (extraHeightTime > 0) {
				extraHeight -= extraHeightDecay;
				--extraHeightTime;

				targetPos.y += extraHeight;

				if (dir.y <= 0.0f) {
					// missile has reached apex, smoothly transition
					// to targetDir (can still overshoot when target
					// is too close or height difference too large)
					const float horDiff = (targetPos - pos).Length2D() + 0.01f;
					const float verDiff = (targetPos.y - pos.y) + 0.01f;
					const float dirDiff = math::fabs(targetDir.y - dir.y);
					const float ratio = math::fabs(verDiff / horDiff);

					dir.y -= (dirDiff * ratio);
				} else {
					// missile is still ascending
					dir.y -= (extraHeightDecay / dist);
				}
			}


			float3 dif = (targetPos + targSpeed * (dist / maxSpeed) * 0.7f - pos).SafeNormalize();
			float3 dif2 = dif - dir;

			if (dif2.SqLength() < Square(weaponDef->turnrate)) {
				dir = dif;
			} else {
				dif2 -= (dir * (dif2.dot(dir)));
				dif2.SafeNormalize();
				dir += (dif2 * weaponDef->turnrate);
				dir.SafeNormalize();
			}

			targetPos = orgTargPos;
			speed = dir * curSpeed;
		}

		gCEG->Explosion(cegID, pos, ttl, areaOfEffect, NULL, 0.0f, NULL, dir);
//.........这里部分代码省略.........
开发者ID:AlexDiede,项目名称:spring,代码行数:101,代码来源:MissileProjectile.cpp


示例8: glActiveTexture

void CAdvTreeDrawer::DrawShadowPass()
{
	const float treeDistance = oldTreeDistance;
	const int activeFarTex = (camera->forward.z < 0.0f)? treeGen->farTex[0] : treeGen->farTex[1];
	const bool drawDetailed = (treeDistance >= 4.0f);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, activeFarTex);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_ALPHA_TEST);
	glDisable(GL_CULL_FACE);

	glPolygonOffset(1, 1);
	glEnable(GL_POLYGON_OFFSET_FILL);

	CAdvTreeSquareDrawer_SP drawer;
	const int cx = drawer.cx = (int)(camera->pos.x / (SQUARE_SIZE * TREE_SQUARE_SIZE));
	const int cy = drawer.cy = (int)(camera->pos.z / (SQUARE_SIZE * TREE_SQUARE_SIZE));

	drawer.drawDetailed = drawDetailed;
	drawer.td = this;
	drawer.treeDistance = treeDistance * SQUARE_SIZE * TREE_SQUARE_SIZE;

	Shader::IProgramObject* po = NULL;

	GML_STDMUTEX_LOCK(tree); // DrawShadowPass

	// draw with extraSize=1
	readmap->GridVisibility(camera, TREE_SQUARE_SIZE, drawer.treeDistance * 2.0f, &drawer, 1);

	if (drawDetailed) {
		const int xstart = std::max(                              0, cx - 2);
		const int xend   = std::min(gs->mapx / TREE_SQUARE_SIZE - 1, cx + 2);
		const int ystart = std::max(                              0, cy - 2);
		const int yend   = std::min(gs->mapy / TREE_SQUARE_SIZE - 1, cy + 2);

		glBindTexture(GL_TEXTURE_2D, treeGen->barkTex);
		glEnable(GL_TEXTURE_2D);

		po = shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_TREE_NEAR);
		po->Enable();

		if (globalRendering->haveGLSL) {
			po->SetUniform3fv(1, &camera->right[0]);
			po->SetUniform3fv(2, &camera->up[0]);
		} else {
			po->SetUniformTarget(GL_VERTEX_PROGRAM_ARB);
			po->SetUniform4f(13, camera->right.x, camera->right.y, camera->right.z, 0.0f);
			po->SetUniform4f(9,  camera->up.x,    camera->up.y,    camera->up.z,    0.0f);
			po->SetUniform4f(11, 1.0f, 1.0f, 1.0f, 0.85f                           );
			po->SetUniform4f(12, 0.0f, 0.0f, 0.0f, 0.20f * (1.0f / MAX_TREE_HEIGHT));   // w = alpha/height modifier
		}

		glAlphaFunc(GL_GREATER, 0.5f);
		glEnable(GL_ALPHA_TEST);
		glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

		CVertexArray* va = GetVertexArray();
		va->Initialize();

		static FadeTree fadeTrees[3000];
		FadeTree* pFT = fadeTrees;

		for (TreeSquareStruct* pTSS = trees + (ystart * treesX); pTSS <= trees + (yend * treesX); pTSS += treesX) {
			for (TreeSquareStruct* tss = pTSS + xstart; tss <= pTSS + xend; ++tss) {
				tss->lastSeen = gs->frameNum;
				va->EnlargeArrays(12 * tss->trees.size(), 0, VA_SIZE_T); //!alloc room for all tree vertexes

				for (std::map<int, TreeStruct>::iterator ti = tss->trees.begin(); ti != tss->trees.end(); ++ti) {
					const TreeStruct* ts = &ti->second;
					const float3 pos(ts->pos);

					if (!camera->InView(pos + float3(0, MAX_TREE_HEIGHT / 2, 0), MAX_TREE_HEIGHT / 2 + 150)) {
						continue;
					}

					const float camDist = (pos - camera->pos).SqLength();
					int type = ts->type;
					float dy = 0.0f;
					unsigned int dispList;

					if (type < 8) {
						dy = 0.5f;
						dispList = treeGen->pineDL + type;
					} else {
						type -= 8;
						dy = 0;
						dispList = treeGen->leafDL + type;
					}

					if (camDist < SQUARE_SIZE * SQUARE_SIZE * 110 * 110) {
						po->SetUniform3f((globalRendering->haveGLSL? 3: 10), pos.x, pos.y, pos.z);
						glCallList(dispList);
					} else if (camDist < SQUARE_SIZE * SQUARE_SIZE * 125 * 125) {
						const float relDist = (pos.distance(camera->pos) - SQUARE_SIZE * 110) / (SQUARE_SIZE * 15);

						glAlphaFunc(GL_GREATER, 0.8f + relDist * 0.2f);
						po->SetUniform3f((globalRendering->haveGLSL? 3: 10), pos.x, pos.y, pos.z);
						glCallList(dispList);
						glAlphaFunc(GL_GREATER, 0.5f);
//.........这里部分代码省略.........
开发者ID:DarksidedStudios,项目名称:spring,代码行数:101,代码来源:AdvTreeDrawer.cpp


示例9: ALVecToVec

	float3 ALVecToVec(float3 const & v)
	{
		return float3(v.x(), v.y(), -v.z());
	}
开发者ID:zsnake1209,项目名称:KlayGE,代码行数:4,代码来源:OALAudioEngine.cpp


示例10: Initialize

void CFeature::Initialize(const float3& _pos, const FeatureDef* _def, short int _heading,
	int facing, int _team, int _allyteam, const UnitDef* _udef, const float3& speed, int _smokeTime)
{
	def = _def;
	udef = _udef;
	defID = def->id;
	heading = _heading;
	buildFacing = facing;
	team = _team;
	allyteam = _allyteam;
	emitSmokeTime = _smokeTime;

	mass = def->mass;
	crushResistance = def->crushResistance;

	health   = def->maxHealth;
	blocking = def->blocking;

	xsize    = ((facing & 1) == 0) ? def->xsize : def->zsize;
	zsize    = ((facing & 1) == 1) ? def->xsize : def->zsize;

	noSelect = def->noSelect;

	if (def->drawType == DRAWTYPE_MODEL) {
		if ((model = def->LoadModel()) == NULL) {
			LOG_L(L_ERROR, "Features: Couldn't load model for %s", def->name.c_str());
		} else {
			SetMidAndAimPos(model->relMidPos, model->relMidPos, true);
			SetRadiusAndHeight(model->radius, model->height);
		}
	} else {
		if (def->drawType >= DRAWTYPE_TREE) {
			// LoadFeaturesFromMap() doesn't set a scale for trees
			SetMidAndAimPos(UpVector * TREE_RADIUS, UpVector * TREE_RADIUS, true);
			SetRadiusAndHeight(TREE_RADIUS, TREE_RADIUS * 2.0f);
		}
	}

	// note: gets deleted in ~CSolidObject
	collisionVolume = new CollisionVolume(def->collisionVolume, radius);

	Move3D(_pos.cClampInMap(), false);
	UpdateMidAndAimPos();
	CalculateTransform();

	featureHandler->AddFeature(this);
	qf->AddFeature(this);

	// maybe should not be here, but it prevents crashes caused by team = -1
	ChangeTeam(team);

	if (blocking) {
		Block();
	}

	if (def->floating) {
		finalHeight = ground->GetHeightAboveWater(pos.x, pos.z);
	} else {
		finalHeight = ground->GetHeightReal(pos.x, pos.z);
	}

	if (speed != ZeroVector) {
		deathSpeed = speed;
	}

	reachedFinalPos = (speed == ZeroVector && pos.y == finalHeight);
}
开发者ID:Finkky,项目名称:spring,代码行数:67,代码来源:Feature.cpp


示例11: glEnable


//.........这里部分代码省略.........

		if (globalRendering->haveGLSL) {
			treeShader->SetUniform3fv(0, &camera->right[0]);
			treeShader->SetUniform3fv(1, &camera->up[0]);
			treeShader->SetUniform2f(5, 0.20f * (1.0f / MAX_TREE_HEIGHT), 0.85f);
		} else {
			treeShader->SetUniformTarget(GL_VERTEX_PROGRAM_ARB);
			treeShader->SetUniform3f(13, camera->right.x, camera->right.y, camera->right.z);
			treeShader->SetUniform3f( 9, camera->up.x,    camera->up.y,    camera->up.z   );
			treeShader->SetUniform4f(11, light.groundSunColor.x,     light.groundSunColor.y,     light.groundSunColor.z,     0.85f);
			treeShader->SetUniform4f(14, light.groundAmbientColor.x, light.groundAmbientColor.y, light.groundAmbientColor.z, 0.85f);
			treeShader->SetUniform4f(12, 0.0f, 0.0f, 0.0f, 0.20f * (1.0f / MAX_TREE_HEIGHT)); // w = alpha/height modifier
		}


		glAlphaFunc(GL_GREATER, 0.5f);
		glDisable(GL_BLEND);
		glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

		CVertexArray* va = GetVertexArray();
		va->Initialize();

		static FadeTree fadeTrees[3000];
		FadeTree* pFT = fadeTrees;


		for (TreeSquareStruct* pTSS = trees + (ystart * treesX); pTSS <= trees + (yend * treesX); pTSS += treesX) {
			for (TreeSquareStruct* tss = pTSS + xstart; tss <= (pTSS + xend); ++tss) {
				tss->lastSeen = gs->frameNum;
				va->EnlargeArrays(12 * tss->trees.size(), 0, VA_SIZE_T); //!alloc room for all tree vertexes

				for (std::map<int, TreeStruct>::iterator ti = tss->trees.begin(); ti != tss->trees.end(); ++ti) {
					const TreeStruct* ts = &ti->second;
					const float3 pos(ts->pos);

					if (!camera->InView(pos + float3(0.0f, MAX_TREE_HEIGHT / 2.0f, 0.0f), MAX_TREE_HEIGHT / 2.0f)) {
						continue;
					}

					const float camDist = (pos - camera->pos).SqLength();
					int type = ts->type;
					float dy = 0.0f;
					unsigned int dispList;

					if (type < 8) {
						dy = 0.5f;
						dispList = treeGen->pineDL + type;
					} else {
						type -= 8;
						dy = 0.0f;
						dispList = treeGen->leafDL + type;
					}

					if (camDist < (SQUARE_SIZE * SQUARE_SIZE * 110 * 110)) {
						// draw detailed near-distance tree (same as mid-distance trees without alpha)
						treeShader->SetUniform3f(((globalRendering->haveGLSL)? 2: 10), pos.x, pos.y, pos.z);
						glCallList(dispList);
					} else if (camDist < (SQUARE_SIZE * SQUARE_SIZE * 125 * 125)) {
						// draw mid-distance tree
						const float relDist = (pos.distance(camera->pos) - SQUARE_SIZE * 110) / (SQUARE_SIZE * 15);

						treeShader->SetUniform3f(((globalRendering->haveGLSL)? 2: 10), pos.x, pos.y, pos.z);

						glAlphaFunc(GL_GREATER, 0.8f + relDist * 0.2f);
						glCallList(dispList);
						glAlphaFunc(GL_GREATER, 0.5f);
开发者ID:DarksidedStudios,项目名称:spring,代码行数:67,代码来源:AdvTreeDrawer.cpp


示例12: FireInternal

void CBeamLaser::FireInternal(float3 dir, bool sweepFire)
{
	float rangeMod = 1.0f;

	if (dynamic_cast<CBuilding*>(owner) == NULL) {
		// help units fire while chasing
		rangeMod = 1.3f;
	}

	if (owner->directControl) {
		rangeMod = 0.95f;
	}

	float maxLength = range * rangeMod;
	float curLength = 0.0f;

	float3 curPos = weaponMuzzlePos;
	float3 hitPos;

	dir += gs->randVector() * sprayAngle * (1 - owner->limExperience * 0.7f);
	dir.ANormalize();

	bool tryAgain = true;
	// unit at the end of the beam
	CUnit* hit = 0;

	// increase range if targets are searched for in a cylinder
	if (cylinderTargetting > 0.01f) {
		// const float3 up(0, owner->radius*cylinderTargetting, 0);
		// const float uplen = up.dot(dir);
		const float uplen = owner->radius * cylinderTargetting * dir.y;
		maxLength = streflop::sqrtf(maxLength * maxLength + uplen * uplen);
	}

	// increase range if targetting edge of hitsphere
	if (targetType == Target_Unit && targetUnit && targetBorder != 0) {
		maxLength += targetUnit->radius * targetBorder;
	}

	for (int tries = 0; tries < 5 && tryAgain; ++tries) {
		tryAgain = false;
		hit = 0;

		float length = helper->TraceRay(
			curPos,
			dir,
			maxLength - curLength,
			weaponDef->damages[0],
			owner,
			hit,
			collisionFlags
		);

		if (hit && hit->allyteam == owner->allyteam && sweepFire) {
			// never damage friendlies with sweepfire
			lastFireFrame = 0;
			return;
		}

		float3 newDir;
		CPlasmaRepulser* shieldHit = 0;
		const float shieldLength = interceptHandler.AddShieldInterceptableBeam(this, curPos, dir, length, newDir, shieldHit);

		if (shieldLength < length) {
			length = shieldLength;

			if (shieldHit->BeamIntercepted(this, damageMul)) {
				// repulsed
				tryAgain = true;
			}
		}

		hitPos = curPos + dir * length;

		const float baseAlpha  = weaponDef->intensity * 255.0f;
		const float startAlpha = (1.0f - (curLength         ) / (range * 1.3f)) * baseAlpha;
		const float endAlpha   = (1.0f - (curLength + length) / (range * 1.3f)) * baseAlpha;

		if (weaponDef->largeBeamLaser) {
			new CLargeBeamLaserProjectile(curPos, hitPos, color, weaponDef->visuals.color2, owner, weaponDef);
		} else {
			new CBeamLaserProjectile(
				curPos, hitPos,
				startAlpha, endAlpha,
				color, weaponDef->visuals.color2,
				owner,
				weaponDef->thickness,
				weaponDef->corethickness,
				weaponDef->laserflaresize,
				weaponDef,
				weaponDef->visuals.beamttl,
				weaponDef->visuals.beamdecay
			);
		}

		curPos = hitPos;
		curLength += length;
		dir = newDir;
	}

//.........这里部分代码省略.........
开发者ID:SocietalEclipse,项目名称:spring-Societal,代码行数:101,代码来源:BeamLaser.cpp


示例13: IsDegenerate

bool Triangle::IsDegenerate(const float3 &a, const float3 &b, const float3 &c, float epsilon)
{
	return a.Equals(b, epsilon) || a.Equals(c, epsilon) || b.Equals(c, epsilon);
}
开发者ID:d0n3val,项目名称:Edu-Game-Engine,代码行数:4,代码来源:Triangle.cpp


示例14: ExecuteStop

bool CHoverAirMoveType::Update()
{
	float3& pos = owner->pos;
	float3& speed = owner->speed;

	AAirMoveType::Update();

	if (owner->stunned || owner->beingBuilt) {
		wantedSpeed = ZeroVector;
		wantToStop = true;
	}

	// Allow us to stop if wanted
	if (wantToStop) {
		ExecuteStop();
	}

	const float3 lastSpeed = speed;

	if (owner->fpsControlPlayer != NULL) {
		SetState(AIRCRAFT_FLYING);

		const FPSUnitController& con = owner->fpsControlPlayer->fpsController;

		const float3 forward = con.viewDir;
		const float3 right = forward.cross(UpVector);
		const float3 nextPos = pos + speed;

		float3 flatForward = forward;
		flatForward.y = 0.0f;
		flatForward.Normalize();

		wantedSpeed = ZeroVector;

		if (con.forward) wantedSpeed += flatForward;
		if (con.back   ) wantedSpeed -= flatForward;
		if (con.right  ) wantedSpeed += right;
		if (con.left   ) wantedSpeed -= right;

		wantedSpeed.Normalize();
		wantedSpeed *= maxSpeed;

		if (!nextPos.IsInBounds()) {
			speed = ZeroVector;
		}

		UpdateAirPhysics();
		wantedHeading = GetHeadingFromVector(flatForward.x, flatForward.z);
	} else {
		if (reservedPad != NULL) {
			MoveToRepairPad();

			if (padStatus >= 1) {
				flyState = FLY_LANDING;
			}
		}

		// Main state handling
		switch (aircraftState) {
			case AIRCRAFT_LANDED:
				UpdateLanded();
				break;
			case AIRCRAFT_TAKEOFF:
				UpdateTakeoff();
				break;
			case AIRCRAFT_FLYING:
				UpdateFlying();
				break;
			case AIRCRAFT_LANDING:
				UpdateLanding();
				break;
			case AIRCRAFT_HOVERING:
				UpdateHovering();
				break;
			case AIRCRAFT_CRASHING:
				break;
		}
	}


	// Banking requires deltaSpeed.y = 0
	deltaSpeed = speed - lastSpeed;
	deltaSpeed.y = 0.0f;

	// Turn and bank and move; update dirs
	UpdateHeading();
	UpdateBanking(aircraftState == AIRCRAFT_HOVERING);

	return (HandleCollisions());
}
开发者ID:,项目名称:,代码行数:90,代码来源:


示例15: AddExplosion

void CGroundDecalHandler::AddExplosion(float3 pos, float damage, float radius)
{
	if(decalLevel==0)
		return;

	float height=pos.y-ground->GetHeight2(pos.x,pos.z);
	if(height>=radius)
		return;

	pos.y-=height;
	radius-=height;

	if(radius<5)
		return;

	if(damage>radius*30)
		damage=radius*30;

	damage*=(radius)/(radius+height);
	if(radius>damage*0.25)
		radius=damage*0.25;

	if(damage>400)
		damage=400+sqrt(damage-399);

	pos.CheckInBounds();

	Scar* s=new Scar;
	s->pos=pos;
	s->radius=radius*1.4;
	s->creationTime=gs->frameNum;
	s->startAlpha=max(50.f,min(255.f,damage));
	float lifeTime=decalLevel*(damage)*3;
	s->alphaFalloff=s->startAlpha/(lifeTime);
	s->lifeTime=(int)(gs->frameNum+lifeTime);
	s->texOffsetX=(gu->usRandInt()&128)?0:0.5f;
	s->texOffsetY=(gu->usRandInt()&128)?0:0.5f;

	s->x1=(int)max(0.f,(pos.x-radius)/16.0f);
	s->x2=(int)min(float(gs->hmapx-1),(pos.x+radius)/16.0f+1);
	s->y1=(int)max(0.f,(pos.z-radius)/16.0f);
	s->y2=(int)min(float(gs->hmapy-1),(pos.z+radius)/16.0f+1);

	s->basesize=(s->x2-s->x1)*(s->y2-s->y1);
	s->overdrawn=0;
	s->lastTest=0;

	TestOverlaps(s);

	int x1=s->x1/16;
	int x2=min(scarFieldX-1,s->x2/16);
	int y1=s->y1/16;
	int y2=min(scarFieldY-1,s->y2/16);

	for(int y=y1;y<=y2;++y){
		for(int x=x1;x<=x2;++x){
			std::set<Scar*>* quad=&scarField[y*scarFieldX+x];
			quad->insert(s);
		}
	}

	scars.push_back(s);
}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:63,代码来源:GroundDecalHandler.cpp


示例16: CShieldPartProjectile

void CPlasmaRepulser::Update(void)
{
	const int defHitFrames = weaponDef->visibleShieldHitFrames;
	const bool couldBeVisible = (weaponDef->visibleShield || (defHitFrames > 0));
	const int defRechargeDelay = weaponDef->shieldRechargeDelay;

	rechargeDelay -= (rechargeDelay > 0) ? 1 : 0;

	if (startShowingShield) {
		// one-time iteration when shield first goes online
		// (adds the projectile parts, this assumes owner is
		// not mobile)
		startShowingShield = false;
		if (couldBeVisible) {
			// 32 parts
			for (int y = 0; y < 16; y += 4) {
				for (int x = 0; x < 32; x += 4) {
					visibleShieldParts.push_back(
						new CShieldPartProjectile(owner->pos, x, y, radius,
						                               weaponDef->shieldBadColor,
						                               weaponDef->shieldAlpha,
						                               weaponDef->visuals.texture1, owner)
					);
				}
			}
		}
	}

	if (isEnabled && (curPower < weaponDef->shieldPower) && rechargeDelay <= 0) {
		if (owner->UseEnergy(weaponDef->shieldPowerRegenEnergy * (1.0f / 30.0f))) {
			curPower += weaponDef->shieldPowerRegen * (1.0f / 30.0f);
		}
	}
	weaponPos = owner->pos + (owner->frontdir * relWeaponPos.z)
	                       + (owner->updir    * relWeaponPos.y)
	                       + (owner->rightdir * relWeaponPos.x);

	if (couldBeVisible) {
		float drawAlpha = 0.0f;
		if (hitFrames > 0) {
			drawAlpha += float(hitFrames) / float(defHitFrames);
			hitFrames--;
		}
		if (weaponDef->visibleShield) {
			drawAlpha += 1.0f;
		}
		drawAlpha = std::min(1.0f, drawAlpha * weaponDef->shieldAlpha);
		const bool drawMe = (drawAlpha > 0.0f);

		if (drawMe || wasDrawn) {
			const float colorMix = std::min(1.0f, curPower / std::max(1.0f, weaponDef->shieldPower));
			const float3 color = (weaponDef->shieldGoodColor * colorMix) +
													 (weaponDef->shieldBadColor * (1.0f - colorMix));
			std::list<CShieldPartProjectile*>::iterator si;
			for (si = visibleShieldParts.begin(); si != visibleShieldParts.end(); ++si) {
				CShieldPartProjectile* part = *si;
				part->centerPos = weaponPos;
				part->color = color;
				if (isEnabled) {
					part->baseAlpha = drawAlpha;
				} else {
					part->baseAlpha = 0.0f;
				}
			}
		}
		wasDrawn = drawMe;
	}

	if (isEnabled) {
		for (std::list<CWeaponProjectile*>::iterator pi=incoming.begin();pi!=incoming.end();++pi) {
			const float3 dif = (*pi)->pos-owner->pos;
			if ((*pi)->checkCol && dif.SqLength()<sqRadius && curPower > (*pi)->weaponDef->damages[0]) {
				if (teamHandler->Team(owner->team)->energy > weaponDef->shieldEnergyUse) {
					rechargeDelay = defRechargeDelay;
					if (weaponDef->shieldRepulser) {
						// bounce the projectile
						const int type = (*pi)->ShieldRepulse(this, weaponPos,
						                                      weaponDef->shieldForce,
						                                      weaponDef->shieldMaxSpeed);
						if (type == 0) {
							continue;
						}
						else if (type == 1) {
							owner->UseEnergy(weaponDef->shieldEnergyUse);
							if (weaponDef->shieldPower != 0) {
								curPower -= (*pi)->weaponDef->damages[0];
							}
						}
						else {
							owner->UseEnergy(weaponDef->shieldEnergyUse / 30.0f);
							if (weaponDef->shieldPower != 0) {
								curPower -= (*pi)->weaponDef->damages[0] / 30.0f;
							}
						}

						if (weaponDef->visibleShieldRepulse) {
							std::list<CWeaponProjectile*>::iterator i;
							for (i=hasGfx.begin();i!=hasGfx.end();i++)
								if (*i==*pi) {
									break;
//.........这里部分代码省略.........
开发者ID:achoum,项目名称:spring,代码行数:101,代码来源:PlasmaRepulser.cpp


示例17: IntersectLineAABB_CPP

bool AABB::IntersectLineAABB_CPP(const float3 &linePos, const float3 &lineDir, float &tNear, float &tFar) const
{
	assume2(lineDir.IsNormalized(), lineDir, lineDir.LengthSq());
	assume2(tNear <= tFar && "AABB::IntersectLineAABB: User gave a degenerate line as input for the intersection test!", tNear, tFar);
	// The user should have inputted values for tNear and tFar to specify the desired subrange [tNear, tFar] of the line
	// for this intersection test.
	// For a Line-AABB test, pass in
	//    tNear = -FLOAT_INF;
	//    tFar = FLOAT_INF;
	// For a Ray-AABB test, pass in
	//    tNear = 0.f;
	//    tFar = FLOAT_INF;
	// For a LineSegment-AABB test, pass in
	//    tNear = 0.f;
	//    tFar = LineSegment.Length();

	// Test each cardinal plane (X, Y and Z) in turn.
	if (!EqualAbs(lineDir.x, 0.f))
	{
		float recipDir = RecipFast(lineDir.x);
		float t1 = (minPoint.x - linePos.x) * recipDir;
		float t2 = (maxPoint.x - linePos.x) * recipDir;

		// tNear tracks distance to intersect (enter) the AABB.
		// tFar tracks the distance to exit the AABB.
		if (t1 < t2)
			tNear = Max(t1, tNear), tFar = Min(t2, tFar);
		else // Swap t1 and t2.
			tNear = Max(t2, tNear), tFar = Min(t1, tFar);

		if (tNear > tFar)
			return false; // Box is missed since we "exit" before entering it.
	}
	else if (linePos.x < minPoint.x || linePos.x > maxPoint.x)
		return false; // The ray can't possibly enter the box, abort.

	if (!EqualAbs(lineDir.y, 0.f))
	{
		float recipDir = RecipFast(lineDir.y);
		float t1 = (minPoint.y - linePos.y) * recipDir;
		float t2 = (maxPoint.y - linePos.y) * recipDir;

		if (t1 < t2)
			tNear = Max(t1, tNear), tFar = Min(t2, tFar);
		else // Swap t1 and t2.
			tNear = Max(t2, tNear), tFar = Min(t1, tFar);

		if (tNear > tFar)
			return false; // Box is missed since we "exit" before entering it.
	}
	else if (linePos.y < minPoint.y || linePos.y > maxPoint.y)
		return false; // The ray can't possibly enter the box, abort.

	if (!EqualAbs(lineDir.z, 0.f)) // ray is parallel to plane in question
	{
		float recipDir = RecipFast(lineDir.z);
		float t1 = (minPoint.z - linePos.z) * recipDir;
		float t2 = (maxPoint.z - linePos.z) * recipDir;

		if (t1 < t2)
			tNear = Max(t1, tNear), tFar = Min(t2, tFar);
		else // Swap t1 and t2.
			tNear = Max(t2, tNear), tFar = Min(t1, tFar);
	}
	else if (linePos.z < minPoint.z || linePos.z > maxPoint.z)
		return false; // The ray can't possibly enter the box, abort.

	return tNear <= tFar;
}
开发者ID:chengzg,项目名称:MathGeoLib,代码行数:69,代码来源:AABB.cpp


示例18: Update

void CInterceptHandler::Update(bool forced) {
	if (((gs->frameNum % UNIT_SLOWUPDATE_RATE) != 0) && !forced)
		return;

	std::list<CWeapon*>::iterator wit;
	std::map<int, CWeaponProjectile*>::const_iterator pit;

	for (wit = interceptors.begin(); wit != interceptors.end(); ++wit) {
		CWeapon* w = *wit;
		const WeaponDef* wDef = w->weaponDef;
		const CUnit* wOwner = w->owner;
		// const float3& wOwnerPos = wOwner->pos;
		const float3& wPos = w->weaponPos;

		for (pit = interceptables.begin(); pit != interceptables.end(); ++pit) {
			CWeaponProjectile* p = pit->second;
			const WeaponDef* pDef = p->weaponDef;

			if ((pDef->targetable & wDef->interceptor) == 0)
				continue;
			if (w->incomingProjectiles.find(p->id) != w->incomingProjectiles.end())
				continue;

			const CUnit* pOwner = p->owner();
			const int pAllyTeam = (pOwner != NULL)? pOwner->allyteam: -1;

			if (pAllyTeam != -1 && teamHandler->Ally(wOwner->allyteam, pAllyTeam))
				continue;

			// there are four cases when an interceptor <w> should fire at a projectile <p>:
			//     1. p's target position inside w's interception circle (w's owner can move!)
			//     2. p's current position inside w's interception circle
			//     3. p's projected impact position inside w's interception circle
			//     4. p's trajectory intersects w's interception circle
			//
			// these checks all need to be evaluated periodically, not just
			// when a projectile is created and handed to AddInterceptTarget
			const float interceptDist = (w->weaponPos - p->pos).Length();
			const float impactDist = ground->LineGroundCol(p->pos, p->pos + p->dir * interceptDist);

			const float3& pFlightPos = p->pos;
			const float3& pImpactPos = p->pos + p->dir * impactDist;
			const float3& pTarget 

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