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本文整理汇总了C++中vm_vec_dot函数的典型用法代码示例。如果您正苦于以下问题:C++ vm_vec_dot函数的具体用法?C++ vm_vec_dot怎么用?C++ vm_vec_dot使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了vm_vec_dot函数的27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: opengl_post_lightshaftsvoid opengl_post_lightshafts(){ opengl_shader_set_current(gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_LIGHTSHAFTS, 0)); float x, y; // should we even be here? if ( !Game_subspace_effect && ls_on && !ls_force_off ) { int n_lights = light_get_global_count(); for ( int idx = 0; idx<n_lights; idx++ ) { vec3d light_dir; vec3d local_light_dir; light_get_global_dir(&light_dir, idx); vm_vec_rotate(&local_light_dir, &light_dir, &Eye_matrix); if ( !stars_sun_has_glare(idx) ) { continue; } float dot; if ( (dot = vm_vec_dot(&light_dir, &Eye_matrix.vec.fvec)) > 0.7f ) { x = asinf(vm_vec_dot(&light_dir, &Eye_matrix.vec.rvec)) / PI*1.5f + 0.5f; //cant get the coordinates right but this works for the limited glare fov y = asinf(vm_vec_dot(&light_dir, &Eye_matrix.vec.uvec)) / PI*1.5f*gr_screen.clip_aspect + 0.5f; Current_shader->program->Uniforms.setUniform2f("sun_pos", x, y); Current_shader->program->Uniforms.setUniformi("scene", 0); Current_shader->program->Uniforms.setUniformi("cockpit", 1); Current_shader->program->Uniforms.setUniformf("density", ls_density); Current_shader->program->Uniforms.setUniformf("falloff", ls_falloff); Current_shader->program->Uniforms.setUniformf("weight", ls_weight); Current_shader->program->Uniforms.setUniformf("intensity", Sun_spot * ls_intensity); Current_shader->program->Uniforms.setUniformf("cp_intensity", Sun_spot * ls_cpintensity); GL_state.Texture.SetActiveUnit(0); GL_state.Texture.SetTarget(GL_TEXTURE_2D); GL_state.Texture.Enable(Scene_depth_texture); GL_state.Texture.SetActiveUnit(1); GL_state.Texture.SetTarget(GL_TEXTURE_2D); GL_state.Texture.Enable(Cockpit_depth_texture); GL_state.Blend(GL_TRUE); GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE); opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale); GL_state.Blend(GL_FALSE); break; } } } if ( zbuffer_saved ) { zbuffer_saved = false; gr_zbuffer_set(GR_ZBUFF_FULL); glClear(GL_DEPTH_BUFFER_BIT); gr_zbuffer_set(GR_ZBUFF_NONE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, Scene_depth_texture, 0); }}
开发者ID:rtoijala,项目名称:fs2open.github.com,代码行数:59,
示例2: hud_lock_get_new_lock_pos// Try and find a new locking pointvoid hud_lock_get_new_lock_pos(object *target_objp, vector *lock_world_pos){ ship *target_shipp=NULL; int lock_in_range=0; float best_lock_dot=-1.0f, lock_dot=-1.0f; ship_subsys *ss; vector subsys_world_pos, vec_to_lock; if ( target_objp->type == OBJ_SHIP ) { target_shipp = &Ships[target_objp->instance]; } // if a large ship, lock to pos closest to center and within range if ( (target_shipp) && (Ship_info[target_shipp->ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) { // check all the subsystems and the center of the ship // assume best lock pos is the center of the ship *lock_world_pos=target_objp->pos; Player->locking_on_center=1; Player->locking_subsys=NULL; Player->locking_subsys_parent=-1; lock_in_range = hud_lock_world_pos_in_range(lock_world_pos, &vec_to_lock); vm_vec_normalize(&vec_to_lock); if ( lock_in_range ) { best_lock_dot=vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_lock); } // take center if reasonable dot if ( best_lock_dot > 0.95 ) { return; } // iterate through subsystems to see if we can get a better choice ss = GET_FIRST(&target_shipp->subsys_list); while ( ss != END_OF_LIST( &target_shipp->subsys_list ) ) { // get world pos of subsystem get_subsystem_world_pos(target_objp, ss, &subsys_world_pos); if ( hud_lock_world_pos_in_range(&subsys_world_pos, &vec_to_lock) ) { vm_vec_normalize(&vec_to_lock); lock_dot=vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_lock); if ( lock_dot > best_lock_dot ) { best_lock_dot=lock_dot; Player->locking_on_center=0; Player->locking_subsys=ss; Player->locking_subsys_parent=Player_ai->target_objnum; *lock_world_pos=subsys_world_pos; } } ss = GET_NEXT( ss ); } } else { // if small ship (or weapon), just go for the center *lock_world_pos = target_objp->pos; Player->locking_on_center=1; Player->locking_subsys=NULL; Player->locking_subsys_parent=-1; }}
开发者ID:chief1983,项目名称:Imperial-Alliance,代码行数:60,
示例3: calc_best_gun// -----------------------------------------------------------------------------// Look at control center guns, find best one to fire at *objp.// Return best gun number (one whose direction dotted with vector to player is largest).// If best gun has negative dot, return -1, meaning no gun is good.int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos){ int i; fix best_dot; int best_gun; best_dot = -F1_0*2; best_gun = -1; for (i=0; i<num_guns; i++) { fix dot; vms_vector gun_vec; vm_vec_sub(&gun_vec, objpos, &gun_pos[i]); vm_vec_normalize_quick(&gun_vec); dot = vm_vec_dot(&gun_dir[i], &gun_vec); if (dot > best_dot) { best_dot = dot; best_gun = i; } } Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere. if (best_dot < 0) return -1; else return best_gun;}
开发者ID:osgcc,项目名称:descent-mac,代码行数:35,
示例4: vm_vec_normalizevoid HudGaugeRadarDradis::plotBlip(blip* b, vec3d *pos, float *alpha){ *pos = b->position; vm_vec_normalize(pos); if (ship_is_tagged(b->objp)) { *alpha = 1.0f; return; } float fade_multi = 1.5f; if (b->objp->type == OBJ_SHIP) { if (Ships[b->objp->instance].flags[Ship::Ship_Flags::Stealth]) { fade_multi *= 2.0f; } } b->time_since_update += flFrametime; // If the blip has been pinged by the local x-axis sweep, update if (std::abs(vm_vec_dot(&sweep_normal_x, pos)) < 0.01f) { b->time_since_update = 0.0f; } *alpha = ((sweep_duration - b->time_since_update)/sweep_duration)*fade_multi/2.0f; if (*alpha < 0.0f) { *alpha = 0.0f; }}
开发者ID:fjelliott,项目名称:fs2open.github.com,代码行数:30,
示例5: physics_sim_editor// -----------------------------------------------------------------------------------------------------------// Simulate a physics object for this frame. Used by the editor. The difference between// this function and physics_sim() is that this one uses a heading change to rotate around// the universal Y axis, rather than the local orientation's Y axis. Banking is also ignored.void physics_sim_editor(vec3d *position, matrix * orient, physics_info * pi, float sim_time ){ physics_sim_vel(position, pi, sim_time, orient); physics_sim_rot_editor(orient, pi, sim_time); pi->speed = vm_vec_mag_quick(&pi->vel); pi->fspeed = vm_vec_dot(&orient->vec.fvec, &pi->vel); // instead of vector magnitude -- use only forward vector since we are only interested in forward velocity}
开发者ID:DahBlount,项目名称:Freespace-Open-Swifty,代码行数:11,
示例6: mc_shield_check_commonbool mc_shield_check_common(shield_tri *tri){ vec3d * points[3]; vec3d hitpoint; float dist; float sphere_check_closest_shield_dist = FLT_MAX; // Check to see if Mc_pmly is facing away from ray. If so, don't bother // checking it. if (vm_vec_dot(&Mc_direction,&tri->norm) > 0.0f) { return false; } // get the vertices in the form the next function wants them for (int j = 0; j < 3; j++ ) points[j] = &Mc_pm->shield.verts[tri->verts[j]].pos; if (!(Mc->flags & MC_CHECK_SPHERELINE) ) { // Don't do this test for sphere colliding against shields // Find the intersection of this ray with the plane that the Mc_pmly // lies in dist = fvi_ray_plane(NULL, points[0],&tri->norm,&Mc_p0,&Mc_direction,0.0f); if ( dist < 0.0f ) return false; // If the ray is behind the plane there is no collision if ( !(Mc->flags & MC_CHECK_RAY) && (dist > 1.0f) ) return false; // The ray isn't long enough to intersect the plane // Find the hit Mc_pmint vm_vec_scale_add( &hitpoint, &Mc_p0, &Mc_direction, dist ); // Check to see if the Mc_pmint of intersection is on the plane. If so, this // also finds the uv's where the ray hit. if ( fvi_point_face(&hitpoint, 3, points, &tri->norm, NULL,NULL,NULL ) ) { Mc->hit_dist = dist; Mc->shield_hit_tri = (int)(tri - Mc_pm->shield.tris); Mc->hit_point = hitpoint; Mc->hit_normal = tri->norm; Mc->hit_submodel = -1; Mc->num_hits++; return true; // We hit, so we're done } } else { // Sphere check against shield // This needs to look at *all* shield tris and not just return after the first hit // HACK HACK!! The 10000.0 is the face radius, I didn't know this, // so I'm assume 10000 would be as big as ever. mc_check_sphereline_face(3, points, points[0], 10000.0f, &tri->norm, NULL, 0, NULL, NULL); if (Mc->num_hits && Mc->hit_dist < sphere_check_closest_shield_dist) { // same behavior whether face or edge // normal, edge_hit, hit_point all updated thru sphereline_face sphere_check_closest_shield_dist = Mc->hit_dist; Mc->shield_hit_tri = (int)(tri - Mc_pm->shield.tris); Mc->hit_submodel = -1; Mc->num_hits++; return true; // We hit, so we're done } } // Mc->flags & MC_CHECK_SPHERELINE else return false;}
开发者ID:Echelon9,项目名称:fs2open.github.com,代码行数:59,
示例7: mc_check_facestatic void mc_check_face(int nv, vec3d **verts, vec3d *plane_pnt, float face_rad, vec3d *plane_norm, uv_pair *uvl_list, int ntmap, ubyte *poly, bsp_collision_leaf* bsp_leaf){ vec3d hit_point; float dist; float u, v; // Check to see if poly is facing away from ray. If so, don't bother // checking it. if (vm_vec_dot(&Mc_direction,plane_norm) > 0.0f) { return; } // Find the intersection of this ray with the plane that the poly dist = fvi_ray_plane(NULL, plane_pnt, plane_norm, &Mc_p0, &Mc_direction, 0.0f); if ( dist < 0.0f ) return; // If the ray is behind the plane there is no collision if ( !(Mc->flags & MC_CHECK_RAY) && (dist > 1.0f) ) return; // The ray isn't long enough to intersect the plane // If the ray hits, but a closer intersection has already been found, return if ( Mc->num_hits && (dist >= Mc->hit_dist ) ) return; // Find the hit point vm_vec_scale_add( &hit_point, &Mc_p0, &Mc_direction, dist ); // Check to see if the point of intersection is on the plane. If so, this // also finds the uv's where the ray hit. if ( fvi_point_face(&hit_point, nv, verts, plane_norm, &u,&v, uvl_list ) ) { Mc->hit_dist = dist; Mc->hit_point = hit_point; Mc->hit_submodel = Mc_submodel; Mc->hit_normal = *plane_norm; if ( uvl_list ) { Mc->hit_u = u; Mc->hit_v = v; if ( ntmap < 0 ) { Mc->hit_bitmap = -1; } else { Mc->hit_bitmap = Mc_pm->maps[ntmap].textures[TM_BASE_TYPE].GetTexture(); } } if(ntmap >= 0){ Mc->t_poly = poly; Mc->f_poly = NULL; } else { Mc->t_poly = NULL; Mc->f_poly = poly; } Mc->bsp_leaf = bsp_leaf;// mprintf(( "Bing!/n" )); Mc->num_hits++; }}
开发者ID:Echelon9,项目名称:fs2open.github.com,代码行数:59,
示例8: g3_check_normal_facing//returns true if a plane is facing the viewer. takes the unrotated surface //normal of the plane, and a point on it. The normal need not be normalizedbool g3_check_normal_facing(vms_vector *v,vms_vector *norm){ vms_vector tempv; vm_vec_sub(&tempv,&View_position,v); return (vm_vec_dot(&tempv,norm) > 0);}
开发者ID:jihnsius,项目名称:d2r,代码行数:10,
示例9: rs_compute_uvs/** * Given a shield triangle, compute the uv coordinates at its vertices given * the center point of the explosion texture, distance to center of shield and * right and up vectors. * * For small distances (relative to radius), coordinates can be computed using * distance. For larger values, should compute angle. */void rs_compute_uvs(shield_tri *stp, shield_vertex *verts, vec3d *tcp, float radius, vec3d *rightv, vec3d *upv){ int i; shield_vertex *sv; for (i=0; i<3; i++) { vec3d v2cp; sv = &verts[stp->verts[i]]; vm_vec_sub(&v2cp, &sv->pos, tcp); sv->u = vm_vec_dot(&v2cp, rightv) * Shield_scale + 0.5f; sv->v = - vm_vec_dot(&v2cp, upv) * Shield_scale + 0.5f; CLAMP(sv->u, 0.0f, UV_MAX); CLAMP(sv->v, 0.0f, UV_MAX); }}
开发者ID:sobczyk,项目名称:fs2open,代码行数:26,
示例10: render_shield_triangle/** * Render one triangle of a shield hit effect on one ship. * Each frame, the triangle needs to be rotated into global coords. * * @param trip pointer to triangle in global array * @param orient orientation of object shield is associated with * @param pos center point of object * @param r Red colour * @param g Green colour * @param b Blue colour */void render_shield_triangle(gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b){ int j; vec3d pnt; vertex *verts[3]; vertex points[3]; if (trip->trinum == -1) return; // Means this is a quad, must have switched detail_level. for (j=0; j<3; j++ ) { // Rotate point into world coordinates vm_vec_unrotate(&pnt, &trip->verts[j].pos, orient); vm_vec_add2(&pnt, pos); // Pnt is now the x,y,z world coordinates of this vert. // For this example, I am just drawing a sphere at that point. if (!Cmdline_nohtl) g3_transfer_vertex(&points[j],&pnt); else g3_rotate_vertex(&points[j], &pnt); points[j].texture_position.u = trip->verts[j].u; points[j].texture_position.v = trip->verts[j].v; Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX)); Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX)); verts[j] = &points[j]; } verts[0]->r = r; verts[0]->g = g; verts[0]->b = b; verts[1]->r = r; verts[1]->g = g; verts[1]->b = b; verts[2]->r = r; verts[2]->g = g; verts[2]->b = b; vec3d norm; Poly_count++; vm_vec_perp(&norm,&verts[0]->world,&verts[1]->world,&verts[2]->world); int flags=TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD; if (!Cmdline_nohtl) flags |= TMAP_HTL_3D_UNLIT; if ( vm_vec_dot(&norm,&verts[1]->world ) >= 0.0 ) { vertex *vertlist[3]; vertlist[0] = verts[2]; vertlist[1] = verts[1]; vertlist[2] = verts[0]; g3_draw_poly( 3, vertlist, flags); } else { g3_draw_poly( 3, verts, flags); }}
开发者ID:sobczyk,项目名称:fs2open,代码行数:66,
示例11: g3_point_behind_user_plane/** * Returns TRUE if point is behind user plane */int g3_point_behind_user_plane( const vec3d *pnt ){ if ( G3_user_clip ) { vec3d tmp; vm_vec_sub( &tmp, pnt, &G3_user_clip_point ); if ( vm_vec_dot( &tmp, &G3_user_clip_normal ) <= 0.0f ) { return 1; } } return 0;}
开发者ID:Admiral-MS,项目名称:fs2open.github.com,代码行数:15,
示例12: opengl_shader_set_default_materialvoid opengl_shader_set_default_material(bool textured, bool alpha, vec4 *clr, float color_scale, uint32_t array_index, const material::clip_plane& clip_plane){ Current_shader->program->Uniforms.setUniformi("baseMap", 0); if ( textured ) { Current_shader->program->Uniforms.setUniformi("noTexturing", 0); Current_shader->program->Uniforms.setUniformi("baseMapIndex", array_index); } else { Current_shader->program->Uniforms.setUniformi("noTexturing", 1); // array_index is probably not valid here Current_shader->program->Uniforms.setUniformi("baseMapIndex", 0); } if ( alpha ) { Current_shader->program->Uniforms.setUniformi("alphaTexture", 1); } else { Current_shader->program->Uniforms.setUniformi("alphaTexture", 0); } if ( High_dynamic_range ) { Current_shader->program->Uniforms.setUniformi("srgb", 1); Current_shader->program->Uniforms.setUniformf("intensity", color_scale); } else { Current_shader->program->Uniforms.setUniformi("srgb", 0); Current_shader->program->Uniforms.setUniformf("intensity", 1.0f); } Current_shader->program->Uniforms.setUniformf("alphaThreshold", GL_alpha_threshold); if ( clr != NULL ) { Current_shader->program->Uniforms.setUniform4f("color", *clr); } else { Current_shader->program->Uniforms.setUniform4f("color", 1.0f, 1.0f, 1.0f, 1.0f); } if (clip_plane.enabled) { Current_shader->program->Uniforms.setUniformi("clipEnabled", 1); vec4 clip_equation; clip_equation.xyzw.x = clip_plane.normal.xyz.x; clip_equation.xyzw.y = clip_plane.normal.xyz.y; clip_equation.xyzw.z = clip_plane.normal.xyz.z; clip_equation.xyzw.w = -vm_vec_dot(&clip_plane.normal, &clip_plane.position); Current_shader->program->Uniforms.setUniform4f("clipEquation", clip_equation); Current_shader->program->Uniforms.setUniformMatrix4f("modelMatrix", gr_model_matrix_stack.get_transform()); } else { Current_shader->program->Uniforms.setUniformi("clipEnabled", 0); } Current_shader->program->Uniforms.setUniformMatrix4f("modelViewMatrix", gr_model_view_matrix); Current_shader->program->Uniforms.setUniformMatrix4f("projMatrix", gr_projection_matrix);}
开发者ID:DahBlount,项目名称:fs2open.github.com,代码行数:53,
示例13: hud_lock_check_if_target_in_lock_cone// Determine if locking point is in the locking conevoid hud_lock_check_if_target_in_lock_cone(){ float dot; vec3d vec_to_target; vm_vec_normalized_dir(&vec_to_target, &lock_world_pos, &Player_obj->pos); dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); if ( dot > 0.85) { Player->target_in_lock_cone = 1; } else { Player->target_in_lock_cone = 0; }}
开发者ID:Echelon9,项目名称:fs2open.github.com,代码行数:15,
示例14: render_low_detail_shield_bitmapvoid render_low_detail_shield_bitmap(gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b){ int j; vec3d pnt; vertex verts[4]; for (j=0; j<4; j++ ) { // Rotate point into world coordinates vm_vec_unrotate(&pnt, &trip->verts[j].pos, orient); vm_vec_add2(&pnt, pos); // Pnt is now the x,y,z world coordinates of this vert. if(!Cmdline_nohtl) g3_transfer_vertex(&verts[j], &pnt); else g3_rotate_vertex(&verts[j], &pnt); verts[j].texture_position.u = trip->verts[j].u; verts[j].texture_position.v = trip->verts[j].v; } verts[0].r = r; verts[0].g = g; verts[0].b = b; verts[1].r = r; verts[1].g = g; verts[1].b = b; verts[2].r = r; verts[2].g = g; verts[2].b = b; verts[3].r = r; verts[3].g = g; verts[3].b = b; vec3d norm; vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos); vertex *vertlist[4]; if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 ) { vertlist[0] = &verts[3]; vertlist[1] = &verts[2]; vertlist[2] = &verts[1]; vertlist[3] = &verts[0]; g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT); } else { vertlist[0] = &verts[0]; vertlist[1] = &verts[1]; vertlist[2] = &verts[2]; vertlist[3] = &verts[3]; g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_HTL_3D_UNLIT); }}
开发者ID:sobczyk,项目名称:fs2open,代码行数:48,
示例15: physics_sim// -----------------------------------------------------------------------------------------------------------// Simulate a physics object for this framevoid physics_sim(vec3d* position, matrix* orient, physics_info* pi, float sim_time){ // check flag which tells us whether or not to do velocity translation if (pi->flags & PF_CONST_VEL) { vm_vec_scale_add2(position, &pi->vel, sim_time); } else { physics_sim_vel(position, pi, sim_time, orient); physics_sim_rot(orient, pi, sim_time); pi->speed = vm_vec_mag(&pi->vel); // Note, cannot use quick version, causes cumulative error, increasing speed. pi->fspeed = vm_vec_dot(&orient->vec.fvec, &pi->vel); // instead of vector magnitude -- use only forward vector since we are only interested in forward velocity }}
开发者ID:DahBlount,项目名称:Freespace-Open-Swifty,代码行数:18,
示例16: warpin_batch_draw_facevoid warpin_batch_draw_face( int texture, vertex *v1, vertex *v2, vertex *v3 ){ vec3d norm; vertex vertlist[3]; vm_vec_perp(&norm,&v1->world, &v2->world, &v3->world); if ( vm_vec_dot(&norm, &v1->world ) >= 0.0 ) { vertlist[0] = *v3; vertlist[1] = *v2; vertlist[2] = *v1; } else { vertlist[0] = *v1; vertlist[1] = *v2; vertlist[2] = *v3; } batch_add_tri(texture, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_EMISSIVE, vertlist, 1.0f);}
开发者ID:Kobrar,项目名称:fs2open.github.com,代码行数:18,
示例17: do_facing_checkbool do_facing_check(vms_vector *norm,g3s_point **vertlist,vms_vector *p){ if (norm) { //have normal Assert(norm->x || norm->y || norm->z); return g3_check_normal_facing(p,norm); } else { //normal not specified, so must compute vms_vector tempv; //get three points (rotated) and compute normal vm_vec_perp(&tempv,&vertlist[0]->p3_vec,&vertlist[1]->p3_vec,&vertlist[2]->p3_vec); return (vm_vec_dot(&tempv,&vertlist[1]->p3_vec) < 0); }}
开发者ID:jihnsius,项目名称:d2r,代码行数:19,
示例18: draw_facevoid draw_face( vertex *v1, vertex *v2, vertex *v3 ){ vec3d norm; vertex *vertlist[3]; vm_vec_perp(&norm,&v1->world, &v2->world, &v3->world); if ( vm_vec_dot(&norm, &v1->world ) >= 0.0 ) { vertlist[0] = v3; vertlist[1] = v2; vertlist[2] = v1; } else { vertlist[0] = v1; vertlist[1] = v2; vertlist[2] = v3; } g3_draw_poly( 3, vertlist, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT );}
开发者ID:achilleas-k,项目名称:fs2open.github.com,代码行数:19,
示例19: get_temp_point//clips an edge against one plane.vertex *clip_edge(int plane_flag,vertex *on_pnt,vertex *off_pnt, uint flags){ float ratio; vertex *tmp; tmp = get_temp_point(); if ( plane_flag & CC_OFF_USER ) { // Clip with user-defined plane vector w, ray_direction; float num,den; vm_vec_sub(&ray_direction,(vector *)&off_pnt->x,(vector *)&on_pnt->x); vm_vec_sub(&w,(vector *)&on_pnt->x,&G3_user_clip_point); den = -vm_vec_dot(&G3_user_clip_normal,&ray_direction); if ( den == 0.0f ) { // Ray & plane are parallel, so there is no intersection Int3(); // Get John ratio = 1.0f; } else { num = vm_vec_dot(&G3_user_clip_normal,&w); ratio = num / den; } tmp->x = on_pnt->x + (off_pnt->x-on_pnt->x) * ratio; tmp->y = on_pnt->y + (off_pnt->y-on_pnt->y) * ratio; tmp->z = on_pnt->z + (off_pnt->z-on_pnt->z) * ratio; } else { float a,b,kn,kd; //compute clipping value k = (xs-zs) / (xs-xe-zs+ze) //use x or y as appropriate, and negate x/y value as appropriate if (plane_flag & (CC_OFF_RIGHT | CC_OFF_LEFT)) { a = on_pnt->x; b = off_pnt->x; } else { a = on_pnt->y; b = off_pnt->y; } if (plane_flag & (CC_OFF_LEFT | CC_OFF_BOT)) { a = -a; b = -b; } kn = a - on_pnt->z; //xs-zs kd = kn - b + off_pnt->z; //xs-zs-xe+ze ratio = kn / kd; tmp->x = on_pnt->x + (off_pnt->x-on_pnt->x) * ratio; tmp->y = on_pnt->y + (off_pnt->y-on_pnt->y) * ratio; if (plane_flag & (CC_OFF_TOP|CC_OFF_BOT)) { tmp->z = tmp->y; } else { tmp->z = tmp->x; } if (plane_flag & (CC_OFF_LEFT|CC_OFF_BOT)) tmp->z = -tmp->z; } if (flags & TMAP_FLAG_TEXTURED) { tmp->u = on_pnt->u + (off_pnt->u-on_pnt->u) * ratio; tmp->v = on_pnt->v + (off_pnt->v-on_pnt->v) * ratio; tmp->env_u = on_pnt->env_u + (off_pnt->env_u-on_pnt->env_u) * ratio; tmp->env_v = on_pnt->env_v + (off_pnt->env_v-on_pnt->env_v) * ratio; } if (flags & TMAP_FLAG_GOURAUD ) { if (flags & TMAP_FLAG_RAMP) { float on_b, off_b; on_b = i2fl(on_pnt->b); off_b = i2fl(off_pnt->b); tmp->b = ubyte(fl2i(on_b + (off_b-on_b) * ratio)); } if (flags & TMAP_FLAG_RGB) { float on_r, on_b, on_g, onspec_r, onspec_g, onspec_b; float off_r, off_b, off_g, offspec_r, offspec_g, offspec_b; on_r = i2fl(on_pnt->r); off_r = i2fl(off_pnt->r); on_g = i2fl(on_pnt->g); off_g = i2fl(off_pnt->g); on_b = i2fl(on_pnt->b);//.........这里部分代码省略.........
开发者ID:chief1983,项目名称:Imperial-Alliance,代码行数:101,
示例20: g3_draw_morphing_model//alternate interpreter for morphing objectbool g3_draw_morphing_model(ubyte *p,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,g3s_lrgb model_light,vms_vector *new_points){ fix *glow_values = NULL; glow_num = -1; //glow off by default while (w(p) != OP_EOF) switch (w(p)) { case OP_DEFPOINTS: { int n = w(p+2); rotate_point_list(Interp_point_list,new_points,n); p += n*sizeof(struct vms_vector) + 4; break; } case OP_DEFP_START: { int n = w(p+2); int s = w(p+4); rotate_point_list(&Interp_point_list[s],new_points,n); p += n*sizeof(struct vms_vector) + 8; break; } case OP_FLATPOLY: { int nv = w(p+2); int i,ntris; gr_setcolor(w(p+28)); for (i=0;i<2;i++) point_list[i] = Interp_point_list + wp(p+30)[i]; for (ntris=nv-2;ntris;ntris--) { point_list[2] = Interp_point_list + wp(p+30)[i++]; g3_check_and_draw_poly(3,point_list,NULL,NULL); point_list[1] = point_list[2]; } p += 30 + ((nv&~1)+1)*2; break; } case OP_TMAPPOLY: { int nv = w(p+2); g3s_uvl *uvl_list; g3s_lrgb light, *lrgb_list; g3s_uvl morph_uvls[3]; int i,ntris; MALLOC(lrgb_list, g3s_lrgb, nv); //calculate light from surface normal if (glow_num < 0) //no glow { light.r = light.g = light.b = -vm_vec_dot(&View_matrix.fvec,vp(p+16)); light.r = f1_0/4 + (light.r*3)/4; light.r = fixmul(light.r,model_light.r); light.g = f1_0/4 + (light.g*3)/4; light.g = fixmul(light.g,model_light.g); light.b = f1_0/4 + (light.b*3)/4; light.b = fixmul(light.b,model_light.b); } else //yes glow { light.r = light.g = light.b = glow_values[glow_num]; glow_num = -1; } //now poke light into l values uvl_list = (g3s_uvl *) (p+30+((nv&~1)+1)*2); for (i=0;i<nv;i++) { lrgb_list[i].r = light.r; lrgb_list[i].g = light.g; lrgb_list[i].b = light.b; } for (i=0;i<3;i++) morph_uvls[i].l = (light.r+light.g+light.b)/3; for (i=0;i<2;i++) { point_list[i] = Interp_point_list + wp(p+30)[i]; morph_uvls[i].u = uvl_list[i].u; morph_uvls[i].v = uvl_list[i].v; }//.........这里部分代码省略.........
开发者ID:Foran,项目名称:dxx-rebirth,代码行数:101,
示例21: g3_draw_polygon_model//calls the object interpreter to render an object. The object renderer//is really a seperate pipeline. returns true if drewbool g3_draw_polygon_model(ubyte *p,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,g3s_lrgb model_light,fix *glow_values){ glow_num = -1; //glow off by default while (w(p) != OP_EOF) switch (w(p)) { case OP_DEFPOINTS: { int n = w(p+2); rotate_point_list(Interp_point_list,vp(p+4),n); p += n*sizeof(struct vms_vector) + 4; break; } case OP_DEFP_START: { int n = w(p+2); int s = w(p+4); rotate_point_list(&Interp_point_list[s],vp(p+8),n); p += n*sizeof(struct vms_vector) + 8; break; } case OP_FLATPOLY: { int nv = w(p+2); Assert( nv < MAX_POINTS_PER_POLY ); if (g3_check_normal_facing(vp(p+4),vp(p+16)) > 0) { int i;#ifdef FADE_FLATPOLY short c; unsigned char cc; int l;#endif// DPH: Now we treat this color as 15bpp// gr_setcolor(w(p+28)); #ifndef FADE_FLATPOLY gr_setcolor(gr_find_closest_color_15bpp(w(p + 28)));#else //l = (32 * model_light) >> 16; l = f2i(fixmul(i2f(32), (model_light.r+model_light.g+model_light.b)/3)); if (l<0) l = 0; else if (l>32) l = 32; cc = gr_find_closest_color_15bpp(w(p+28)); c = gr_fade_table[(l<<8)|cc]; gr_setcolor(c);#endif for (i=0;i<nv;i++) point_list[i] = Interp_point_list + wp(p+30)[i]; g3_draw_poly(nv,point_list); } p += 30 + ((nv&~1)+1)*2; break; } case OP_TMAPPOLY: { int nv = w(p+2); g3s_uvl *uvl_list; Assert( nv < MAX_POINTS_PER_POLY ); if (g3_check_normal_facing(vp(p+4),vp(p+16)) > 0) { int i; g3s_lrgb light, *lrgb_list; MALLOC(lrgb_list, g3s_lrgb, nv); //calculate light from surface normal if (glow_num < 0) //no glow { light.r = light.g = light.b = -vm_vec_dot(&View_matrix.fvec,vp(p+16)); light.r = f1_0/4 + (light.r*3)/4; light.r = fixmul(light.r,model_light.r); light.g = f1_0/4 + (light.g*3)/4; light.g = fixmul(light.g,model_light.g); light.b = f1_0/4 + (light.b*3)/4; light.b = fixmul(light.b,model_light.b); } else //yes glow { light.r = light.g = light.b = glow_values[glow_num]; glow_num = -1; } //now poke light into l values uvl_list = (g3s_uvl *) (p+30+((nv&~1)+1)*2); for (i=0;i<nv;i++) {//.........这里部分代码省略.........
开发者ID:Foran,项目名称:dxx-rebirth,代码行数:101,
示例22: obj_collide_pair//.........这里部分代码省略......... collision_info->next_check_time = timestamp(0); } } else { collision_info->a = A; collision_info->b = B; collision_info->signature_a = A->signature; collision_info->signature_b = B->signature; collision_info->initialized = true; collision_info->next_check_time = timestamp(0); } if ( valid && A->type != OBJ_BEAM ) { // if this signature is valid, make the necessary checks to see if we need to collide check if ( collision_info->next_check_time == -1 ) { return; } else { if ( !timestamp_elapsed(collision_info->next_check_time) ) { return; } } } else { //if ( A->type == OBJ_BEAM ) { //if(beam_collide_early_out(A, B)){ //collision_info->next_check_time = -1; //return; //} //} // only check debris:weapon collisions for player if (check_collision == collide_debris_weapon) { // weapon is B if ( !(Weapon_info[Weapons[B->instance].weapon_info_index].wi_flags & WIF_TURNS) ) { // check for dumbfire weapon // check if debris is behind laser float vdot; if (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) { vec3d velocity_rel_weapon; vm_vec_sub(&velocity_rel_weapon, &B->phys_info.vel, &A->phys_info.vel); vdot = -vm_vec_dot(&velocity_rel_weapon, &B->orient.vec.fvec); } else { vdot = vm_vec_dot( &A->phys_info.vel, &B->phys_info.vel); } if ( vdot <= 0.0f ) { // They're heading in opposite directions... // check their positions vec3d weapon2other; vm_vec_sub( &weapon2other, &A->pos, &B->pos ); float pdot = vm_vec_dot( &B->orient.vec.fvec, &weapon2other ); if ( pdot <= -A->radius ) { // The other object is behind the weapon by more than // its radius, so it will never hit... collision_info->next_check_time = -1; return; } } // check dist vs. dist moved during weapon lifetime vec3d delta_v; vm_vec_sub(&delta_v, &B->phys_info.vel, &A->phys_info.vel); if (vm_vec_dist_squared(&A->pos, &B->pos) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { collision_info->next_check_time = -1; return; } // for nonplayer ships, only create collision pair if close enough if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (vm_vec_dist(&B->pos, &A->pos) < (4.0f*A->radius + 200.0f)) ) { collision_info->next_check_time = -1; return; } } } // don't check same team laser:ship collisions on small ships if not player if (check_collision == collide_ship_weapon) { // weapon is B if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (Ships[Objects[B->parent].instance].team == Ships[A->instance].team) && (Ship_info[Ships[A->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) ) { collision_info->next_check_time = -1; return; } } } obj_pair new_pair; new_pair.a = A; new_pair.b = B; new_pair.check_collision = check_collision; new_pair.next_check_time = collision_info->next_check_time; if ( check_collision(&new_pair) ) { // don't have to check ever again collision_info->next_check_time = -1; } else { collision_info->next_check_time = new_pair.next_check_time; }}
开发者ID:achilleas-k,项目名称:fs2open.github.com,代码行数:101,
示例23: do_object_physicsvoid do_object_physics( object * obj ){ vms_angvec rotang; vms_vector frame_vec; //movement in this frame vms_vector new_pos,ipos; //position after this frame int iseg; int hit; vms_matrix rotmat,new_pm; int count=0; short joy_x,joy_y,btns; int joyx_moved,joyy_moved; fix speed; vms_vector *desired_upvec; fixang delta_ang,roll_ang; vms_vector forvec = {0,0,f1_0}; vms_matrix temp_matrix; //check keys rotang.pitch = ROT_SPEED * (key_down_time(KEY_UP) - key_down_time(KEY_DOWN)); rotang.head = ROT_SPEED * (key_down_time(KEY_RIGHT) - key_down_time(KEY_LEFT)); rotang.bank = 0; //check for joystick movement joy_get_pos(&joy_x,&joy_y); btns=joy_get_btns(); joyx_moved = (abs(joy_x - _old_joy_x)>JOY_NULL); joyy_moved = (abs(joy_y - _old_joy_y)>JOY_NULL); if (abs(joy_x) < JOY_NULL) joy_x = 0; if (abs(joy_y) < JOY_NULL) joy_y = 0; if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 128,FrameTime); if (!rotang.head) rotang.head = fixmul(joy_x * 128,FrameTime); if (joyx_moved) _old_joy_x = joy_x; if (joyy_moved) _old_joy_y = joy_y; speed = ((btns&2) || keyd_pressed[KEY_A])?SLOW_SPEED*3:(keyd_pressed[KEY_Z]?SLOW_SPEED/2:SLOW_SPEED); //now build matrices, do rotations, etc., etc. vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; //move player vm_vec_copy_scale(&obj->velocity,&obj->orient.fvec,speed); vm_vec_copy_scale(&frame_vec,&obj->velocity,FrameTime); do { fix wall_part; vms_vector tvec; count++; vm_vec_add(&new_pos,&obj->pos,&frame_vec); hit = find_vector_intersection(&ipos,&iseg,&obj->pos,obj->seg_id,&new_pos,obj->size,-1); obj->seg_id = iseg; obj->pos = ipos; //-FIXJOHN-if (hit==HIT_OBJECT) ExplodeObject(hit_objnum); if (hit==HIT_WALL) { vm_vec_sub(&frame_vec,&new_pos,&obj->pos); //part through wall wall_part = vm_vec_dot(wall_norm,&frame_vec); vm_vec_copy_scale(&tvec,wall_norm,wall_part); if ((wall_part == 0) || (vm_vec_mag(&tvec) < 5)) Int3(); vm_vec_sub2(&frame_vec,&tvec); } } while (hit == HIT_WALL); Assert(check_point_in_seg(&obj->pos,obj->seg_id,0).centermask==0); //now bank player according to segment orientation desired_upvec = &Segments[obj->seg_id].sides[3].faces[0].normal; if (labs(vm_vec_dot(desired_upvec,&obj->orient.fvec)) < f1_0/2) { vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,desired_upvec,NULL); delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec); if (rotang.head) delta_ang += (rotang.head<0)?TURNROLL_ANG:-TURNROLL_ANG; if (abs(delta_ang) > DAMP_ANG) { roll_ang = fixmul(FrameTime,ROLL_RATE); if (abs(delta_ang) < roll_ang) roll_ang = delta_ang; else if (delta_ang<0) roll_ang = -roll_ang; vm_vec_ang_2_matrix(&rotmat,&forvec,roll_ang);//.........这里部分代码省略.........
开发者ID:NonCreature0714,项目名称:descent,代码行数:101,
示例24: do_endlevel_flythroughdo_endlevel_flythrough(int n){ object *obj; segment *pseg; int old_player_seg; flydata = &fly_objects[n]; obj = flydata->obj; old_player_seg = obj->segnum; //move the player for this frame if (!flydata->first_time) { vm_vec_scale_add2(&obj->pos,&flydata->step,FrameTime); angvec_add2_scale(&flydata->angles,&flydata->angstep,FrameTime); vm_angles_2_matrix(&obj->orient,&flydata->angles); } //check new player seg update_object_seg(obj); pseg = &Segments[obj->segnum]; if (flydata->first_time || obj->segnum != old_player_seg) { //moved into new seg vms_vector curcenter,nextcenter; fix step_size,seg_time; short entry_side,exit_side; //what sides we entry and leave through vms_vector dest_point; //where we are heading (center of exit_side) vms_angvec dest_angles; //where we want to be pointing vms_matrix dest_orient; int up_side; //find new exit side if (!flydata->first_time) { entry_side = matt_find_connect_side(obj->segnum,old_player_seg); exit_side = Side_opposite[entry_side]; } if (flydata->first_time || entry_side==-1 || pseg->children[exit_side]==-1) exit_side = find_exit_side(obj); { //find closest side to align to fix d,largest_d=-f1_0; int i; for (i=0;i<6;i++) { #ifdef COMPACT_SEGS vms_vector v1; get_side_normal(pseg, i, 0, &v1 ); d = vm_vec_dot(&v1,&flydata->obj->orient.uvec); #else d = vm_vec_dot(&pseg->sides[i].normals[0],&flydata->obj->orient.uvec); #endif if (d > largest_d) {largest_d = d; up_side=i;} } } //update target point & angles compute_center_point_on_side(&dest_point,pseg,exit_side); //update target point and movement points //offset object sideways if (flydata->offset_frac) { int s0=-1,s1,i; vms_vector s0p,s1p; fix dist; for (i=0;i<6;i++) if (i!=entry_side && i!=exit_side && i!=up_side && i!=Side_opposite[up_side]) if (s0==-1) s0 = i; else s1 = i; compute_center_point_on_side(&s0p,pseg,s0); compute_center_point_on_side(&s1p,pseg,s1); dist = fixmul(vm_vec_dist(&s0p,&s1p),flydata->offset_frac); if (dist-flydata->offset_dist > MAX_SLIDE_PER_SEGMENT) dist = flydata->offset_dist + MAX_SLIDE_PER_SEGMENT; flydata->offset_dist = dist; vm_vec_scale_add2(&dest_point,&obj->orient.rvec,dist); } vm_vec_sub(&flydata->step,&dest_point,&obj->pos); step_size = vm_vec_normalize_quick(&flydata->step); vm_vec_scale(&flydata->step,flydata->speed); compute_segment_center(&curcenter,pseg);//.........这里部分代码省略.........
开发者ID:NonCreature0714,项目名称:descent,代码行数:101,
示例25: do_endlevel_framedo_endlevel_frame(){ static fix timer; vms_vector save_last_pos; static fix explosion_wait1=0; static fix explosion_wait2=0; static fix bank_rate; static fix ext_expl_halflife; save_last_pos = ConsoleObject->last_pos; //don't let move code change this object_move_all(); ConsoleObject->last_pos = save_last_pos; if (ext_expl_playing) { external_explosion.lifeleft -= FrameTime; do_explosion_sequence(&external_explosion); if (external_explosion.lifeleft < ext_expl_halflife) mine_destroyed = 1; if (external_explosion.flags & OF_SHOULD_BE_DEAD) ext_expl_playing = 0; } if (cur_fly_speed != desired_fly_speed) { fix delta = desired_fly_speed - cur_fly_speed; fix frame_accel = fixmul(FrameTime,FLY_ACCEL); if (abs(delta) < frame_accel) cur_fly_speed = desired_fly_speed; else if (delta > 0) cur_fly_speed += frame_accel; else cur_fly_speed -= frame_accel; } //do big explosions if (!outside_mine) { if (Endlevel_sequence==EL_OUTSIDE) { vms_vector tvec; vm_vec_sub(&tvec,&ConsoleObject->pos,&mine_side_exit_point); if (vm_vec_dot(&tvec,&mine_exit_orient.fvec) > 0) { object *tobj; outside_mine = 1; tobj = object_create_explosion(exit_segnum,&mine_side_exit_point,i2f(50),VCLIP_BIG_PLAYER_EXPLOSION); if (tobj) { external_explosion = *tobj; tobj->flags |= OF_SHOULD_BE_DEAD; flash_scale = 0; //kill lights in mine ext_expl_halflife = tobj->lifeleft; ext_expl_playing = 1; } digi_link_sound_to_pos( SOUND_BIG_ENDLEVEL_EXPLOSION, exit_segnum, 0, &mine_side_exit_point, 0, i2f(3)/4 ); } } //do explosions chasing player if ((explosion_wait1-=FrameTime) < 0) { vms_vector tpnt; int segnum; object *expl; static int sound_count; vm_vec_scale_add(&tpnt,&ConsoleObject->pos,&ConsoleObject->orient.fvec,-ConsoleObject->size*5); vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.rvec,(rand()-RAND_MAX/2)*15); vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.uvec,(rand()-RAND_MAX/2)*15); segnum = find_point_seg(&tpnt,ConsoleObject->segnum); if (segnum != -1) { expl = object_create_explosion(segnum,&tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION); if (rand()<10000 || ++sound_count==7) { //pseudo-random digi_link_sound_to_pos( SOUND_TUNNEL_EXPLOSION, segnum, 0, &tpnt, 0, F1_0 ); sound_count=0; } } explosion_wait1 = 0x2000 + rand()/4; } } //do little explosions on walls if (Endlevel_sequence >= EL_FLYTHROUGH && Endlevel_sequence < EL_OUTSIDE) if ((explosion_wait2-=FrameTime) < 0) { vms_vector tpnt; fvi_query fq;//.........这里部分代码省略.........
开发者ID:NonCreature0714,项目名称:descent,代码行数:101,
示例26: weapon_will_never_hit// Returns TRUE if the weapon will never hit the other object.// If it can it predicts how long until these two objects need// to be checked and fills the time in in current_pair.int weapon_will_never_hit( object *obj_weapon, object *other, obj_pair * current_pair ){ Assert( obj_weapon->type == OBJ_WEAPON ); weapon *wp = &Weapons[obj_weapon->instance]; weapon_info *wip = &Weapon_info[wp->weapon_info_index];// mprintf(( "Frame: %d, Weapon=%d, Other=%d, pair=$%08x/n", G3_frame_count, OBJ_INDEX(weapon), OBJ_INDEX(other), current_pair )); // Do some checks for weapons that don't turn if ( !(wip->wi_flags & WIF_TURNS) ) { // This first check is to see if a weapon is behind an object, and they // are heading in opposite directions. If so, we don't need to ever check // them again. This is only valid for weapons that don't turn. float vdot; if (wip->subtype == WP_LASER) { vec3d velocity_rel_weapon; vm_vec_sub(&velocity_rel_weapon, &obj_weapon->phys_info.vel, &other->phys_info.vel); vdot = -vm_vec_dot(&velocity_rel_weapon, &obj_weapon->orient.vec.fvec); } else { vdot = vm_vec_dot( &other->phys_info.vel, &obj_weapon->phys_info.vel); } if ( vdot <= 0.0f ) { // They're heading in opposite directions... // check their positions vec3d weapon2other; vm_vec_sub( &weapon2other, &other->pos, &obj_weapon->pos ); float pdot = vm_vec_dot( &obj_weapon->orient.vec.fvec, &weapon2other ); if ( pdot <= -other->radius ) { // The other object is behind the weapon by more than // its radius, so it will never hit... return 1; } } // FUTURE ENHANCEMENT IDEAS // Given a laser does it hit a slow or not moving object // in its life or the next n seconds? We'd actually need to check the // model for this. } // This check doesn't care about orient, only looks at the maximum speed // of the two objects, so it knows that in the next n seconds, they can't // go further than some distance, so don't bother checking collisions for // that time. This is very rough, but is so general that it works for // everything and immidiately gets rid of a lot of cases. if ( current_pair ) { // Find the time it will take before these get within each others distances. // tmp->next_check_time = timestamp(500); //vector max_vel; //maximum foward velocity in x,y,z float max_vel_weapon, max_vel_other; //SUSHI: Fix bug where additive weapon velocity screws up collisions //Assumes that weapons which don't home don't change speed, which is currently the case. if (!(wip->wi_flags & WIF_TURNS)) max_vel_weapon = obj_weapon->phys_info.speed; else if (wp->lssm_stage==5) max_vel_weapon = wip->lssm_stage5_vel; else max_vel_weapon = wp->weapon_max_vel; max_vel_other = other->phys_info.max_vel.xyz.z; if (max_vel_other < 10.0f) { if ( vm_vec_mag_squared( &other->phys_info.vel ) > 100 ) { // bump up velocity from collision max_vel_other = vm_vec_mag( &other->phys_info.vel ) + 10.0f; } else { max_vel_other = 10.0f; // object may move from collision } } // check weapon that does not turn against sphere expanding at ship maxvel // compare (weeapon) ray with expanding sphere (ship) to find earliest possible collision time // look for two time solutions to Xw = Xs, where Xw = Xw0 + Vwt*t Xs = Xs + Vs*(t+dt), where Vs*dt = radius of ship // Since direction of Vs is unknown, solve for (Vs*t) and find norm of both sides if ( !(wip->wi_flags & WIF_TURNS) ) { vec3d delta_x, laser_vel; float a,b,c, delta_x_dot_vl, delta_t; float root1, root2, root, earliest_time; if (max_vel_weapon == max_vel_other) { // this will give us NAN using the below formula, so check every frame current_pair->next_check_time = timestamp(0); return 0; } vm_vec_sub( &delta_x, &obj_weapon->pos, &other->pos ); laser_vel = obj_weapon->phys_info.vel; // vm_vec_copy_scale( &laser_vel, &weapon->orient.vec.fvec, max_vel_weapon );//.........这里部分代码省略.........
开发者ID:achilleas-k,项目名称:fs2open.github.com,代码行数:101,
示例27: obj_add_pair//.........这里部分代码省略......... } // Swap them if needed if ( swapped ) { object *tmp = A; A = B; B = tmp; } // if there are any more obj_pair checks // we should then add function int maybe_not_add_obj_pair() // MWA -- 4/1/98 -- I'd do it, but I don't want to bust anything, so I'm doing my stuff here instead :-) //if ( MULTIPLAYER_CLIENT && !(Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){ // multiplayer clients will only do ship/ship collisions, and their own ship to boot // if ( check_collision != collide_ship_ship ){ // return; // } // if ( (A != Player_obj) && (B != Player_obj) ){ // return; // } //} // only check debris:weapon collisions for player if (check_collision == collide_debris_weapon) { // weapon is B if ( !(Weapon_info[Weapons[B->instance].weapon_info_index].wi_flags & WIF_TURNS) ) { // check for dumbfire weapon // check if debris is behind laser float vdot; if (Weapon_info[Weapons[B->instance].weapon_info_index].subtype == WP_LASER) { vec3d velocity_rel_weapon; vm_vec_sub(&velocity_rel_weapon, &B->phys_info.vel, &A->phys_info.vel); vdot = -vm_vec_dot(&velocity_rel_weapon, &B->orient.vec.fvec); } else { vdot = vm_vec_dot( &A->phys_info.vel, &B->phys_info.vel); } if ( vdot <= 0.0f ) { // They're heading in opposite directions... // check their positions vec3d weapon2other; vm_vec_sub( &weapon2other, &A->pos, &B->pos ); float pdot = vm_vec_dot( &B->orient.vec.fvec, &weapon2other ); if ( pdot <= -A->radius ) { // The other object is behind the weapon by more than // its radius, so it will never hit... return; } } // check dist vs. dist moved during weapon lifetime vec3d delta_v; vm_vec_sub(&delta_v, &B->phys_info.vel, &A->phys_info.vel); if (vm_vec_dist_squared(&A->pos, &B->pos) > (vm_vec_mag_squared(&delta_v)*Weapons[B->instance].lifeleft*Weapons[B->instance].lifeleft)) { return; } // for nonplayer ships, only create collision pair if close enough if ( (B->parent >= 0) && !(Objects[B->parent].flags & OF_PLAYER_SHIP) && (vm_vec_dist(&B->pos, &A->pos) < (4.0f*A->radius + 200.0f)) ) return; } } // don't check same team laser:ship collisions on small ships if not player if (check_collision == collide_ship_weapon) { // weapon is B
开发者ID:achilleas-k,项目名称:fs2open.github.com,代码行数:67,
注:本文中的vm_vec_dot函数示例整理自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。 C++ vm_vec_normalize函数代码示例 C++ vm_vec_dist函数代码示例 |