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C++ VC3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VC3的典型用法代码示例。如果您正苦于以下问题:C++ VC3类的具体用法?C++ VC3怎么用?C++ VC3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VC3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: getRotation

bool CollisionVolume::testCollision(const VC3 &objectPosition, const VC3 &angles, CollisionData &collisionData, float epsilon)
{
	QUAT rotation = getRotation(angles);
	//rotation.MakeFromAngles(0, -yRotation, 0);
	
	Matrix tm;
	tm.CreateRotationMatrix(rotation);

	// Everything's relative etc
	VC3 rayOrigin = tm.GetTransformedVector(collisionData.rayOrigin - objectPosition) + objectPosition;
	VC3 rayDirection = tm.GetWithoutTranslation().GetTransformedVector(collisionData.rayDirection);

	if(!data->possibleCollision(objectPosition, collisionData))
		return false;
	if(!data->accurateCollision(objectPosition, collisionData, rayOrigin, rayDirection))
		return false;

	float collisionDistance = objectPosition.GetRangeTo(collisionData.rayOrigin);
	VC3 pos = tm.GetInverse().GetTransformedVector(collisionData.collisionPosition - objectPosition) + objectPosition;

	if(collisionData.hasCollision)
	if(collisionDistance > pos.GetRangeTo(collisionData.rayOrigin))
		return false;

	collisionData.rayLength = collisionDistance;
	collisionData.hasCollision = true;
	collisionData.collisionPosition = objectPosition;
	collisionData.objectData = data->data;

	return true;
}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:31,代码来源:collision_model.cpp


示例2: SharedModel

		SharedModel(shared_ptr<IStorm3D_Model> model_, shared_ptr<IStorm3D_Model> fadeModel_, const std::string &bones_, const std::string &idleAnimation_)
		:	model(model_),
			fadeModel(fadeModel_),
			bones(bones_),
			idleAnimation(idleAnimation_),
			radius(0),
			radius2d(0)
		{
			boost::scoped_ptr<Iterator<IStorm3D_Model_Object *> > objectIterator(model->ITObject->Begin());
			for(; !objectIterator->IsEnd(); objectIterator->Next())
			{
				IStorm3D_Model_Object *object = objectIterator->GetCurrent();
				if(!object)
					continue;

				IStorm3D_Mesh *mesh = object->GetMesh();
				if(!mesh)
					continue;

				VC3 objectPosition = object->GetPosition();
				float objectDistance = objectPosition.GetLength();
				float distance = objectDistance + mesh->GetRadius();
				if(distance > radius)
					radius = distance;

				float meshRadius = mesh->GetRadius();
				if(meshRadius + objectDistance > radius2d)
					radius2d = meshRadius + objectDistance;
			}

			if(!bones.empty())
				model->LoadBones(bones.c_str());
		}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:33,代码来源:storm3d_terrain_groups.cpp


示例3: D3DXMatrixLookAtLH

/*!
	\param screen_position screen position
	\param position_ position
	\param direction_ direction
*/
void Storm3D_Scene::GetEyeVectors(const VC2I &screen_position, Vector &position_, Vector &direction_)
{
	static const float NEAR_Z = 2.f;

	D3DXMATRIX pProjection;
	D3DXMATRIX pView;

	VC3 camera_up = camera.GetUpVec();
	VC3 camera_position = camera.GetPosition();
	VC3 camera_target = camera.GetTarget();
	
	D3DXMatrixLookAtLH(pView, camera_position, camera_target, camera_up);

	//RECT windowSize = { 0 };
	//GetClientRect(Storm3D2->window_handle, &windowSize);
	igios_unimplemented();
	Storm3D_SurfaceInfo ss = Storm3D2->GetScreenSize();
	float aspect=(float) ss.width / (float) ss.height;

	float fov = camera.GetFieldOfView();
	float vis_range = camera.GetVisibilityRange();

	VC3 pV;
	D3DXMatrixPerspectiveFovLH(pProjection,fov,aspect,1.0f,vis_range);

	pV.x = 1.0f;
	pV.y = 1.0f;
	pV.z = 1.0f;
	//pV.x =  ( ( ( 2.0f * (float)screen_position.x ) / windowSize.right  ) - 1 ) / pProjection._11;
	//pV.y = -( ( ( 2.0f * (float)screen_position.y ) / windowSize.bottom ) - 1 ) / pProjection._22;
	//pV.z =  1.0f;

	D3DXMATRIX m;
	D3DXMatrixInverse(m, NULL, pView);

	VC3 vPickRayDir;
	VC3 vPickRayOrig;

	vPickRayDir.x  = pV.x*m._11 + pV.y*m._21 + pV.z*m._31;
	vPickRayDir.y  = pV.x*m._12 + pV.y*m._22 + pV.z*m._32;
	vPickRayDir.z  = pV.x*m._13 + pV.y*m._23 + pV.z*m._33;
	vPickRayDir = vPickRayDir.GetNormalized();
	vPickRayOrig.x = m._41;
	vPickRayOrig.y = m._42;
	vPickRayOrig.z = m._43;

	vPickRayOrig+=vPickRayDir*NEAR_Z;

	direction_.x = vPickRayDir.x;
	direction_.y = vPickRayDir.y;
	direction_.z = vPickRayDir.z;
	position_.x = vPickRayOrig.x;
	position_.y = vPickRayOrig.y;
	position_.z = vPickRayOrig.z;
}
开发者ID:sopyer,项目名称:Shadowgrounds,代码行数:60,代码来源:Storm3D_Scene.cpp


示例4: upvec

/*!
	\param x
	\param y
	\param dir
	\param origin
	\param near_z
*/
void Storm3D_Camera::getRayVector(int x, int y, VC3 &dir, VC3 &origin, float near_z)
{
	D3DXMATRIX pProjection;
	D3DXMATRIX pView;

	D3DXVECTOR3 upvec(this->upvec.x, this->upvec.y, this->upvec.z);

	D3DXVECTOR3 position(this->position.x, this->position.y, this->position.z);
	D3DXVECTOR3 target(this->target.x, this->target.y, this->target.z);
	D3DXMatrixLookAtLH(&pView, &position, &target, &upvec);

	float fov = this->GetFieldOfView();
	Storm3D_SurfaceInfo ss = Storm3D2->GetScreenSize();
	float aspect=(float) ss.width / (float) ss.height;
	float vis_range = this->GetVisibilityRange();

	VC3 pV;

	D3DXMatrixPerspectiveFovLH(&pProjection, fov, aspect, 1.0f, vis_range);

	pV.x = ( ( ( 2.0f * (float)x * ss.width / 1024 ) / ss.width  ) - 1 ) / pProjection._11;
	pV.y = ( ( ( 2.0f * (float)y * ss.height / 768 ) / ss.height ) - 1 ) / pProjection._22;
	pV.z = 1.0f;

	D3DXMATRIX m;
	D3DXMatrixInverse(&m, NULL, &pView);

	VC3 vPickRayDir;
	VC3 vPickRayOrig;

	vPickRayDir.x  = pV.x * m._11 + pV.y * m._21 + pV.z * m._31;
	vPickRayDir.y  = pV.x * m._12 + pV.y * m._22 + pV.z * m._32;
	vPickRayDir.z  = pV.x * m._13 + pV.y * m._23 + pV.z * m._33;
	vPickRayDir.Normalize();
	vPickRayOrig.x = m._41;
	vPickRayOrig.y = m._42;
	vPickRayOrig.z = m._43;

	vPickRayOrig += vPickRayDir * near_z;

	dir.x = vPickRayDir.x;
	dir.y = vPickRayDir.y;
	dir.z = vPickRayDir.z;
	origin.x = vPickRayOrig.x;
	origin.y = vPickRayOrig.y;
	origin.z = vPickRayOrig.z;
}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:54,代码来源:Storm3D_Camera.cpp


示例5: scalevec

	void VisualEffect::moveBetween(const VC3 &position_, const VC3 &endPosition, const VC3 &rotation, float alpha, float scale)
	{
		if (visualObject == NULL)
			return;

		if (effectType->getType() == VisualEffectType::VISUALEFFECT_TYPE_RAY)
		{
			this->position = (position_ + endPosition) / 2;
			VC3 diffVec = endPosition - position_;
			float raylen = diffVec.GetLength();
			VC3 scalevec(1*scale,1*scale,raylen);
			visualObject->setScale(scalevec);
			visualObject->setVisibilityFactor(alpha);
		}
		visualObject->setPosition(this->position);
		visualObject->setRotation(rotation.x, rotation.y, rotation.z);
	}
开发者ID:sopyer,项目名称:Shadowgrounds,代码行数:17,代码来源:VisualEffect.cpp


示例6: calcForce

void GravityPointParticleForce::calcForce(Vector& force, const Vector& pos, const Vector& vel) {
	VC3 diff = pos - m_point;
	VC3 diffNorm = diff.GetNormalized();
	float diffLenSq = diff.GetSquareLength();
	if (fabsf(diffLenSq) < 0.01f)
	{
		force.x = 0.0f;
		force.y = 0.0f;
		force.z = 0.0f;
	} else {
		// realistic gravity (bad)
		//force = -diffNorm * 0.001f * m_gravity / diffLenSq;
		// unrealisic gravity (better)
		float diffLen = sqrtf(diffLenSq);
		force = -diffNorm * 0.001f * m_gravity / diffLen;
	}
}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:17,代码来源:particleforces.cpp


示例7: physicsExplosion

void ParticlePhysics::physicsExplosion(const VC3 &explosionPosition, float forceFactor, float radius)
{
	// added support for radius parameter --jpk
	// TODO: this implementation does not take radius into account when calculating forces... (probably should)
	float radiusSq = radius * radius;

	for(PhysicsActorList::iterator it = data->physicsActorList.begin(); it != data->physicsActorList.end(); ++it)
	{
		PhysicsActor *actor = *it;
		if(!actor)
			continue;

		VC3 velocity;
		if(actor->actor)
			actor->actor->getMassCenterPosition(velocity);
		else
			velocity = actor->position;

		velocity -= explosionPosition;
		float len = velocity.GetSquareLength();
		if(len > radiusSq)
			continue;
		len = sqrtf(len);

		velocity.y *= 1.3f;
		velocity.y += 1.0f;

		if(len > 0.01f)
		{
			velocity /= len;

			if(len < 1.5f)
				len = 1.5f;

			velocity /= len;
		}
		else
			velocity.y = 1.f;

		velocity *= 7.5f * forceFactor;
		//actor->sleepCounter = 1;
		actor->force += velocity;
		actor->forceUpdate = true;
	}
}
开发者ID:DeejStar,项目名称:Shadowgrounds-Redux,代码行数:45,代码来源:ParticlePhysics.cpp


示例8: run

	void ProgressBar::run(const VC3 &playerPosition, float playerAngle,
		bool continueKeyPressed, bool interruptKeyPressed)
	{
		if (isProgressing())
		{
			// has player moved/rotated too much to interrupt the progress
			bool playerInterrupted = interruptKeyPressed;

			if (!continueKeyPressed)
				playerInterrupted = true;

			VC3 moved = playerPosition - this->progressPosition;
			if (moved.GetSquareLength() > PROGRESSBAR_PLAYER_MOVE_TRESHOLD*PROGRESSBAR_PLAYER_MOVE_TRESHOLD)
				playerInterrupted = true;

			float rotAngle = util::AngleRotationCalculator::getFactoredRotationForAngles(playerAngle, this->progressAngle, 0.0f);
			if (fabs(rotAngle) > PROGRESSBAR_PLAYER_ROTATE_TRESHOLD)
				playerInterrupted = true;

			if (playerInterrupted)
			{
				progressing = false;
				triggerInterrupted = true;
				visibilityLeftCounter = PROGRESSBAR_VISIBLE_AFTER_STOP;
			}

			if (!isDone())
			{
				timeDone++;
			} else {
				progressing = false;
				visibilityLeftCounter = PROGRESSBAR_VISIBLE_AFTER_STOP;
			}
		} else {
			if (visibilityLeftCounter > 0)
			{
				visibilityLeftCounter--;
				if (visibilityLeftCounter == 0)
				{
					visible = false;
				}
			}
		}
	}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:44,代码来源:ProgressBar.cpp


示例9: SphereCollision

		bool SphereCollision(const VC3 &pos, float radius, Storm3D_CollisionInfo &info, bool accurate)
		{
			if(pos.GetRangeTo(position) < radius + getRadius())
			{
				info.hit = true;
				return true;
			}

			return false;
		}
开发者ID:sopyer,项目名称:Shadowgrounds,代码行数:10,代码来源:storm3d_terrain_decalsystem.cpp


示例10: UpdateVisPlanes

Frustum Storm3D_Camera::getFrustum() const
{
	if(!forcedOrthogonalProjection)
	{
		if(visplane_update_needed) 
			UpdateVisPlanes();

		Frustum result(pnormals, position, vis_range);
		return result;
	}
	else
	{
		Frustum ret;
		VC3 nor = target - position;
		nor.Normalize ();
		VC3 pn[5] = { nor, nor, nor, nor, nor };
		return Frustum(pn, position, 10000.0f);
	}
}
开发者ID:DeejStar,项目名称:Shadowgrounds-Redux,代码行数:19,代码来源:Storm3D_Camera.cpp


示例11: SphereCollision

void CollisionFace::SphereCollision(const VC3 &position, float radius, Storm3D_CollisionInfo &colinfo, bool accurate)
{
	VC3 closest;
	getClosestPoint(position, vertex0, vertex1, vertex2, closest);

	float sqRange = closest.GetSquareRangeTo(position);
	if(sqRange < radius * radius && sqRange < colinfo.range * colinfo.range)
	{
		colinfo.hit = true;
		colinfo.range = sqrtf(sqRange);
		colinfo.position = closest;
		colinfo.plane_normal = plane.planenormal;
		colinfo.inside_amount = radius - colinfo.range;

		float planeRange = plane.GetPointRange(position);
		if(planeRange < 0)
			colinfo.plane_normal = -colinfo.plane_normal;
	}
}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:19,代码来源:Storm3D_Mesh_CollisionTable.cpp


示例12: getAmount

	float getAmount(const VC3 &pos, float angle, const IStorm3D_Terrain &terrain, float rayHeight) const
	{
		float fovRadians = fov * (3.1415927f / 180.f);
		int index = int(RAY_AMOUNT * (angle + fovRadians) / (2.f * fovRadians));
		assert(index >= 0 && index < RAY_AMOUNT);

		float distance = pos.GetRangeTo(position);
		if(!lengthOk[index])
		{
			float rayAngle = -fovRadians + float(index) * ((2 * fovRadians) / (RAY_AMOUNT - 1));

			VC3 rayDir = direction;
			float x = rayDir.x;
			float z = rayDir.z;

			rayDir.x = x * cosf(rayAngle) + z * sinf(rayAngle);
			rayDir.y = 0;
			rayDir.z = -x * sinf(rayAngle) + z * cosf(rayAngle);
			rayDir.Normalize();

			Storm3D_CollisionInfo cInfo;
			ObstacleCollisionInfo oInfo;
			terrain.rayTrace(position + VC3(0,rayHeight,0) + (rayDir * .5f), rayDir, range, cInfo, oInfo, true, true);

			if(oInfo.hit && oInfo.hitAmount > 0)
				length[index] = oInfo.ranges[0];
			else if(cInfo.hit)
				length[index] = cInfo.range;
			else
				length[index] = range;

			lengthOk[index] = true;
		}

		if(distance > length[index])
			return 0;

		return 1.f - distance / range;
	}
开发者ID:DeejStar,项目名称:Shadowgrounds-Redux,代码行数:39,代码来源:SpotLightCalculator.cpp


示例13: VC3

void PointArrayParticleSystem::setParticleVelocity(Vector& vel, const Vector& dir, float speed, const GenParticleSystemEditables& eds) 
{
	
	if(m_parray.get()==NULL)
		return;
	
	bool forceDirection = !use_explosion && (eds.launchDirectionType == GenParticleSystemEditables::DIRECTION_EXPLOSION || eds.launchDirectionType == GenParticleSystemEditables::DIRECTION_NEGATIVE_EXPLOSION);
	if(m_eds->useNormalsAsDirection || forceDirection)
	{
		if(m_eds->useBinormalsAsDirection)
		{
			//VC3 up = VC3(0,1,0);
			VC3 up = VC3((rand() % 1000) / 1000.0f, (rand() % 1000) / 1000.0f, (rand() % 1000) / 1000.0f);
			VC3 binormal = up.GetCrossWith(m_parray->normals[m_index]);
			vel = binormal * speed;	
			m_rotation.RotateVector(vel);
		} else {
			vel = m_parray->normals[m_index] * speed;	
			m_rotation.RotateVector(vel);
		}
	}
	else
		vel = dir * speed;
}
开发者ID:DeejStar,项目名称:Shadowgrounds-Redux,代码行数:24,代码来源:pointarrayparticlesystem.cpp


示例14: VC3

	bool LineAreaChecker::isPointInsideLineArea(const VC3 &point, 
		const VC3 &lineStart, const VC3 &lineEnd, float lineWidth)
	{
		VC3 projPos = lineEnd - lineStart;
		float projPosLenSq = projPos.GetSquareLength();
		VC3 projPosNorm = VC3(0,0,0);
		if (projPosLenSq > 0.00001f)
		{
			projPosNorm = projPos.GetNormalized();
		}

		VC3 chkpos = point - lineStart;
		float chkposLen = chkpos.GetLength();

		VC3 hitAndUnitDiff = chkpos - projPos;
		float hitAndUnitDiffLenSq = hitAndUnitDiff.GetSquareLength();

		float lineRadiusSq = (float)(lineWidth * lineWidth);

		if (hitAndUnitDiffLenSq < lineRadiusSq)
		{
			return true;
		}

		if (chkposLen * chkposLen < projPosLenSq)
		{
			VC3 pipedPos = projPosNorm * chkposLen;
			VC3 posdiff = chkpos - pipedPos;

			if (posdiff.GetSquareLength() < lineRadiusSq)
			{
				return true;
			}
		}

		return false;
	}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:37,代码来源:LineAreaChecker.cpp


示例15: getLightAmount

float SpotLightCalculator::getLightAmount(const VC3 &position, const IStorm3D_Terrain &terrain, float rayHeight) const
{
	float squareRange = position.GetSquareRangeTo(data->position);
	if(squareRange > data->squareRange)
		return 0;

	VC2 pdir(position.x - data->position.x, position.z - data->position.z);
	VC2 sdir(data->direction.x, data->direction.z);

	float pAngle = pdir.CalculateAngle();
	float sAngle = sdir.CalculateAngle();
	float diff = pAngle - sAngle;
	//assert(diff

	if(diff < -3.1415f)
		diff += 3.1415f * 2;
	else if(diff > 3.1415f)
		diff -= 3.1415f * 2;

	if(fabsf(diff) / 3.1415f * 180.f > data->fov)
		return 0;

	return data->getAmount(position, -diff, terrain, rayHeight);
}
开发者ID:DeejStar,项目名称:Shadowgrounds-Redux,代码行数:24,代码来源:SpotLightCalculator.cpp


示例16: switch

	void PositionScripting::process(util::ScriptProcess *sp, 
		int command, int intData, char *stringData, ScriptLastValueType *lastValue, 
		GameScriptData *gsd, Game *game)
	{
		switch(command)
		{
		case GS_CMD_SETPOSITION:
			{
				VC3 tmp(0,0,0);
				if (gs_coordinate_param(game->gameMap, stringData, &tmp))
				{
					float x = tmp.x;
					float y = tmp.z;
					game->gameMap->keepWellInScaledBoundaries(&x, &y);
					gsd->position = VC3(
						x, game->gameMap->getScaledHeightAt(x,y), y);
				} else {
					sp->error("PositionScripting::process - Missing or bad setPosition parameter.");
				}
			}
			break;

		case GS_CMD_POSITIONRANDOMOFFSET:
			if (intData > 0)
			{
				int o1 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				int o2 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				int o3 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				gsd->position.x += (float)o1 * 0.1f;
				gsd->position.y += (float)o2 * 0.1f;
				gsd->position.z += (float)o3 * 0.1f;
			} else {
				sp->warning("PositionScripting::process - positionRandomOffset with zero parameter.");
				lastValue = 0;
			}
			break;

		case GS_CMD_MOVEPOSITIONZ:
			gsd->position.z += (float)intData / 100.0f;
			break;

		case GS_CMD_MOVEPOSITIONX:
			gsd->position.x += (float)intData / 100.0f;
			break;

		case GS_CMD_MOVEPOSITIONZFLOAT:
			{
				float floatData = *((float *)(&intData));
				gsd->position.z += floatData;
			}
			break;

		case GS_CMD_MOVEPOSITIONXFLOAT:
			{
				float floatData = *((float *)(&intData));
				gsd->position.x += floatData;
			}
			break;

		case GS_CMD_GETPOSITIONX:
			*lastValue = (int)gsd->position.x;
			break;

		case GS_CMD_GETPOSITIONZ:
			*lastValue = (int)gsd->position.z;
			break;
							 
		case GS_CMD_GETPOSITIONHEIGHT:
			*lastValue = (int)gsd->position.y;
			break;
							 
		case GS_CMD_GETACCURATEPOSITIONX:
			*lastValue = (int)(gsd->position.x * 1000.0f);
			break;

		case GS_CMD_GETACCURATEPOSITIONZ:
			*lastValue = (int)(gsd->position.z * 1000.0f);
			break;
							 
		case GS_CMD_SETPOSITIONHEIGHT:
			if (stringData != NULL)
			{
				gsd->position.y = (float)atof(stringData);
			} else {
				sp->error("PositionScripting::process - Missing setPositionHeight parameter.");
			}
			break;

		case GS_CMD_SETPOSITIONHEIGHTONGROUND:
			{
				float x = gsd->position.x;
				float y = gsd->position.z;
				game->gameMap->keepWellInScaledBoundaries(&x, &y);
				gsd->position = VC3(
					x, game->gameMap->getScaledHeightAt(x,y), y);
			}
			break;

		case GS_CMD_POSITIONACCURATERANDOMOFFSET:
			if (intData > 0)
//.........这里部分代码省略.........
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:101,代码来源:PositionScripting.cpp


示例17: pos

void PhysicsLib::updateVisualization(const VC3 &cameraPosition, float range, bool forceUpdate)
{
	bool visualizeCollisionShapes = data->featureMap[PhysicsLib::VISUALIZE_COLLISION_SHAPES];
	bool visualizeDynamic = data->featureMap[PhysicsLib::VISUALIZE_DYNAMIC];
	bool visualizeStatic = data->featureMap[PhysicsLib::VISUALIZE_STATIC];
	bool visualizeCollisionContacts = data->featureMap[PhysicsLib::VISUALIZE_COLLISION_CONTACTS];
	bool visualizeFluids = data->featureMap[PhysicsLib::VISUALIZE_FLUIDS];
	bool visualizeJoints = data->featureMap[PhysicsLib::VISUALIZE_JOINTS];
	bool visualizeCCD = data->featureMap[PhysicsLib::VISUALIZE_CCD];

	if (forceUpdate
		|| visualizeCollisionShapes
		|| visualizeDynamic
		|| visualizeStatic
		|| visualizeCollisionContacts
		|| visualizeFluids
		|| visualizeJoints
		|| visualizeCCD)
	{
		// (do the update)
	} else {
		// do not unnecessarily do this stuff!
		return;
	}

	float rangeSq = range * range;

	int actorAmount = data->scene->getNbActors();
	NxActor **actorArray = data->scene->getActors();

	if(visualizeCollisionShapes || visualizeStatic || visualizeCollisionContacts)
		data->sdk->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	else
		data->sdk->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 0);

	if(visualizeDynamic)
		data->sdk->setParameter(NX_VISUALIZE_BODY_MASS_AXES, 1);
	else
		data->sdk->setParameter(NX_VISUALIZE_BODY_MASS_AXES, 0);

	data->sdk->setParameter(NX_VISUALIZE_CONTACT_NORMAL, visualizeCollisionContacts);
	data->sdk->setParameter(NX_VISUALIZE_CONTACT_FORCE, visualizeCollisionContacts);
	data->sdk->setParameter(NX_VISUALIZE_CONTACT_POINT, visualizeCollisionContacts);

	data->sdk->setParameter(NX_VISUALIZE_COLLISION_SKELETONS, visualizeCCD);	

	for(int i = 0; i < actorAmount; ++i)
	{
		NxActor *actor = actorArray[i];
		if(!actor)
			continue;

		NxVec3 nxpos = actor->getGlobalPosition();
		VC3 pos(nxpos.x, nxpos.y, nxpos.z);
		VC3 diff = (pos - cameraPosition);
		diff.y = 0; // ignore height

		bool inRange = false;		
		if (diff.GetSquareLength() < rangeSq)
			inRange = true;

		if(actor->isDynamic())
		{
			//if(visualizeDynamic && inRange)
			if(visualizeDynamic)
				actor->raiseBodyFlag(NX_BF_VISUALIZATION);
			else
				actor->clearBodyFlag(NX_BF_VISUALIZATION);
		}

		int shapeAmount = actor->getNbShapes();
		NxShape *const*shapes = actor->getShapes();

		while(shapeAmount--)
		{
			NxShape *shape = shapes[shapeAmount];

			if(actor->isDynamic())
			{
				//if(visualizeCollisionShapes && inRange)
				if(visualizeCollisionShapes)
					shape->setFlag(NX_SF_VISUALIZATION, true);
				else
					shape->setFlag(NX_SF_VISUALIZATION, false);
			}
			else
			{
				if(visualizeStatic && !shape->isHeightField() && inRange)
					shape->setFlag(NX_SF_VISUALIZATION, true);
				else
					shape->setFlag(NX_SF_VISUALIZATION, false);
			}
		}
	}
}
开发者ID:sopyer,项目名称:Shadowgrounds,代码行数:95,代码来源:physics_lib.cpp


示例18: LinkedListIterator

	bool ReconChecker::isReconAvailableAtPosition(Game *game, int player, const VC3 &position)
	{
		LinkedList *ulist = game->units->getAllUnits();
		LinkedListIterator iter = LinkedListIterator(ulist);

		while (iter.iterateAvailable())		
		{
			Unit *u = (Unit *)iter.iterateNext();
			
			// unit is friendly towards player?
			// (but player does not need to be friendly towards the unit ;)
			if (u->isActive() && !u->isDestroyed()				
				&& !game->isHostile(u->getOwner(), player)
				&& u->getReconValue() > 0
				&& u->getMoveState() != Unit::UNIT_MOVE_STATE_UNCONSCIOUS)
			{
				VC3 rayStartPosition = u->getPosition() + VC3(0, 2.0f, 0);
				VC3 target = position;
				float terrainHeight = game->gameMap->getScaledHeightAt(target.x, target.z);
				if (target.y < terrainHeight + 2.0f) target.y = terrainHeight + 2.0f;
				VC3 dir = target - rayStartPosition;
				float dirLen = dir.GetLength();
				dir.Normalize();

				if (dirLen > u->getUnitType()->getVisionRange() + 2.0f)
				{
					continue;
				}

				// TEMP!
				// ignore all small own units (1.5m)...
				// except the one we're trying to hit
				LinkedList *oul = game->units->getOwnedUnits(u->getOwner());
				LinkedListIterator iter = LinkedListIterator(oul);
				while (iter.iterateAvailable())
				{
					Unit *ou = (Unit *)iter.iterateNext();
					if (ou != u && ou->getUnitType()->getSize() <= 1.5f)
						ou->getVisualObject()->setCollidable(false);
				}

				// disable collision check for this unit
				u->getVisualObject()->setCollidable(false);

				GameCollisionInfo cinfo;
				game->getGameScene()->rayTrace(rayStartPosition, dir, (float)dirLen, cinfo, false, true);

				// collision check back
				u->getVisualObject()->setCollidable(true);				

				// TEMP!
				// restore them all...
				oul = game->units->getOwnedUnits(u->getOwner());
				iter = LinkedListIterator(oul);
				while (iter.iterateAvailable())
				{
					Unit *ou = (Unit *)iter.iterateNext();
					if (ou != u && ou->getUnitType()->getSize() <= 1.5f)
						ou->getVisualObject()->setCollidable(true);
				}

				if (cinfo.hit)
				{
					// 4 meters max dist.
					if (cinfo.range >= dirLen - 4.0f)
					{
						return true;
					}
				} else {
					return true;
				}
			}
		}
		return false;
	}
开发者ID:DeejStar,项目名称:Jack-Claw,代码行数:75,代码来源:ReconChecker.cpp


示例19: assert

	void VisualEffect::init(IPointableObject *object, IPointableObject *origin,
		const VC3 &position, const VC3 &endPosition, const VC3 &rotation,
		int muzzleFlashBarrelNumber)
	{
		// make sure this is called only once.
		assert(visualObject == NULL);

		// set the object we want to follow...
		if (effectType->getFollow() == VisualEffectType::VISUALEFFECT_FOLLOW_NONE)
		{
			follow = NULL;
		} else {
			if (effectType->getFollow() == VisualEffectType::VISUALEFFECT_FOLLOW_OBJECT)
			{
				follow = object;
			} else {
				follow = origin;
			}
		}

		// visual object...
		visualObject = effectType->getNewVisualObject();

		if (effectType->getType() == VisualEffectType::VISUALEFFECT_TYPE_MUZZLEFLASH)
		{
			// special case: muzzleflash
			if (visualObject != NULL && follow != NULL)
			{
				Muzzleflasher::createMuzzleflash(follow, visualObject, muzzleFlashBarrelNumber);
				visualObject->setInScene(false);
			} else {
				//Logger::getInstance()->error("VisualEffect::init - Null visualObject or follow unit for muzzleflash.");
			}

			this->position = position;
			return;
		}

		if (effectType->getType() == VisualEffectType::VISUALEFFECT_TYPE_EJECT)
		{
			this->position = position;
			return;
		}

		// normal and ray visualeffects...

		visualObject->setCollidable(false);
		visualObject->setInScene(true);

		// set position, rotation and scale based on type and the 
		// given parameters...
		if (effectType->getType() == VisualEffectType::VISUALEFFECT_TYPE_NORMAL)
		{
			this->position = position;
		}
		if (effectType->getType() == VisualEffectType::VISUALEFFECT_TYPE_RAY)
		{
			this->position = (position + endPosition) / 2;
			VC3 diffVec = endPosition - position;
			float raylen = diffVec.GetLength();
			VC3 scale(1,1,raylen);
			visualObject->setScale(scale);
		}
		if (effectType->getType() == VisualEffectType::VISUALEFFECT_TYPE_NORMAL)
		{
			this->position = position;
		}

		visualObject->setPosition(this->position);
		visualObject->setRotation(rotation.x, rotation.y, rotation.z);
	
	}
开发者ID:sopyer,项目名称:Shadowgrounds,代码行数:72,代码来源:VisualEffect.cpp


示例20: assert

	void PhysicsContactSoundManager::physicsContact(const PhysicsContact &contact)
	{
		// WARNING: unsafe IGamePhysicsObject -> AbstractPhysicsObject casts!
		AbstractPhysicsObject *o1 = (AbstractPhysicsObject *)contact.obj1;
		AbstractPhysicsObject *o2 = (AbstractPhysicsObject *)contact.obj2;
		//assert(o1 != NULL);
		//assert(o2 != NULL);
		assert(contact.physicsObject1);
		assert(contact.physicsObject2);

#ifdef PHYSICS_PHYSX
		int sm1 = contact.physicsObject1->getIntData();
		int sm2 = contact.physicsObject2->getIntData();

		// int claw_material = impl->soundmp->getMaterialIndexByName( "claw" );
		// int claw_body_material = impl->soundmp->getMaterialIndexByName( "claw_body" );

		if(sm1 == SOUNDMATERIALPARSER_NO_SOUND_INDEX || sm2 == SOUNDMATERIALPARSER_NO_SOUND_INDEX)
		{
			return;
		}
#else
		if (o1->getSoundMaterial() == SOUNDMATERIALPARSER_NO_SOUND_INDEX
			|| o2->getSoundMaterial() == SOUNDMATERIALPARSER_NO_SOUND_INDEX)
		{
			return;
		}
#endif

		const util::SoundMaterialParser::SoundMaterialList &smlist = impl->soundmp->getSoundMaterials();
		for (int i = 0; i < 2; i++)
		{
			AbstractPhysicsObject *o = o1;
			if (i == 1) 
			{
				o = o2;
			}
#ifdef PHYSICS_PHYSX
			int smindex = sm1;
			if (i == 1) 
			{
				smindex = sm2;
			}
			assert(smindex >= 0 && smindex < (int)smlist.size());
#else
			int smindex = o->getSoundMaterial();
#endif

			bool makeSound = false;
			VC3 soundpos;

			if(o)
			{
				/*
				// debug logging
				if( contact.contactForceLen > 1.0f && smlist[smindex].sounds.empty() == false )
				{
					VC3 accel = o->getAcceleration();
					VC3 angaccel = o->getAngularAcceleration();

					std::stringstream ss;
					ss << contact.contactForceLen << ", " << accel.GetLength() << ", " << angaccel.GetLength() << std::endl;
					Logger::getInstance()->error( ss.str().c_str() );
				}
				*/

				if(contact.contactForceLen >= smlist[smindex].requiredForce)
				{
					// TODO: use contact position instead of object's position.
					soundpos = o->getPosition();

					VC3 accel = o->getAcceleration();
					VC3 angaccel = o->getAngularAcceleration();

					

					

					if (accel.GetSquareLength() >= smlist[smindex].requiredAcceleration * smlist[smindex].requiredAcceleration
						|| angaccel.GetSquareLength() >= smlist[smindex].requiredAngularAcceleration * smlist[smindex].requiredAngularAcceleration)
					{
						makeSound = true;

						/*
						std::vector<std::string> soundlist = smlist[smindex].sounds;
						if (soundlist.size() > 0)
						{
							// TODO: some better pseudo-random logic here maybe...
							int sndnum = rand() % soundlist.size();
							const char *soundfile = soundlist[sndnum].c_str();

							float volumeFactor = 1.0f;
							if (smlist[smindex].requiredForce > 0.0f)
							{
								// 40% - 100% volume factor (100% required force - 200% required force)
								volumeFactor = (contact.contactForceLen / smlist[smindex].requiredForce) - 1.0f;
								volumeFactor *= 0.6f;
								volumeFactor += 0.4f;
								if (volumeFactor > 1.0f)
									volumeFactor = 1.0f;
//.........这里部分代码省略.........
开发者ID:DeejStar,项目名称:Shadowgrounds-Redux,代码行数:101,代码来源:PhysicsContactSoundManager.cpp



注:本文中的VC3类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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