Apply clang llvm formatting
This commit is contained in:
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54 changed files with 6062 additions and 6171 deletions
143
src/3dutils.cpp
143
src/3dutils.cpp
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@ -24,19 +24,28 @@ int SKYBOX = -1;
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* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
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* interpoloinnilla annettujen pisteiden välillä.
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*/
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void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks){
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void createLathedSurface(point2d *points, point2d *pointderivates, int count,
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int slices, int stacks) {
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int i, j;
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point2d *h1, *h2;
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point2d *derivates;
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if (pointderivates == NULL) derivates = new point2d[count];
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else derivates = pointderivates;
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//Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua lukuunottamatta
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if (pointderivates == NULL)
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derivates = new point2d[count];
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else
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derivates = pointderivates;
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// Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua
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// lukuunottamatta
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for (i = 0; i < count; i++) {
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if (pointderivates == NULL || (derivates[i].x == 0 && derivates[i].y == 0)){
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if (i == 0) h1 = &points[0];
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else h1 = &points[i-1];
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if (i == count-1) h2 = &points[count-1];
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else h2 = &points[i+1];
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if (pointderivates == NULL ||
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(derivates[i].x == 0 && derivates[i].y == 0)) {
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if (i == 0)
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h1 = &points[0];
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else
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h1 = &points[i - 1];
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if (i == count - 1)
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h2 = &points[count - 1];
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else
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h2 = &points[i + 1];
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float dx, dy;
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dx = (h2->x - h1->x);
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dy = (h2->y - h1->y);
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@ -69,7 +78,8 @@ void createLathedSurface(point2d *points, point2d *pointderivates, int count, in
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t = sif - si;
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i1 = si;
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i2 = si + 1;
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if (i2 >= count) i2 = count-1;
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if (i2 >= count)
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i2 = count - 1;
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p1 = &points[i1];
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p2 = &points[i2];
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d1 = &derivates[i1];
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@ -152,13 +162,11 @@ void createSphere(float r, int slices, int stacks){
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#define DEFAULTSLICES 20
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#define DEFAULTSTACKS 10
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void createSphere(float r){
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createSphere(r, DEFAULTSLICES, DEFAULTSTACKS);
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}
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void createSphere(float r) { createSphere(r, DEFAULTSLICES, DEFAULTSTACKS); }
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bool solvePointInTriangle(float *position, float *normal,
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Vertex *v1, Vertex *v2, Vertex *v3,
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float *t, float *u, float *v){
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bool solvePointInTriangle(float *position, float *normal, Vertex *v1,
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Vertex *v2, Vertex *v3, float *t, float *u,
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float *v) {
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float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
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float det, inv_det;
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@ -172,7 +180,8 @@ bool solvePointInTriangle(float *position, float *normal,
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// if determinant is near zero, ray lies in plane of triangle
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det = vectorDot(edge1, pvec);
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if (det > -EPSILON && det < EPSILON) return false;
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if (det > -EPSILON && det < EPSILON)
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return false;
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inv_det = 1.0 / det;
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// calculate distance from vert0 to ray origin
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@ -180,14 +189,16 @@ bool solvePointInTriangle(float *position, float *normal,
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// calculate U parameter and test bounds
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*u = vectorDot(tvec, pvec) * inv_det;
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if (*u < 0.0 || *u > 1.0) return false;
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if (*u < 0.0 || *u > 1.0)
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return false;
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// prepare to test V parameter
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vectorCross(qvec, tvec, edge1);
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// calculate V parameter and test bounds
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*v = vectorDot(normal, qvec) * inv_det;
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if (*v < 0.0 || *u + *v > 1.0) return false;
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if (*v < 0.0 || *u + *v > 1.0)
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return false;
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// calculate t, ray intersects triangle
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*t = vectorDot(edge2, qvec) * inv_det;
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@ -195,14 +206,11 @@ bool solvePointInTriangle(float *position, float *normal,
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return true;
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}
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float distanceFromPlane(float point[3], float normal[3], float distance) {
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return vectorDot(point, normal) + distance;
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}
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void createSkyBox(float x, float y, float z, float w, float h, float l)
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{
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void createSkyBox(float x, float y, float z, float w, float h, float l) {
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glEnable(GL_TEXTURE_2D);
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glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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@ -221,8 +229,7 @@ void createSkyBox(float x, float y, float z, float w, float h, float l)
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if (SKYBOX > 0) {
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glCallList(SKYBOX);
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}
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else{
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} else {
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SKYBOX = glGenLists(1);
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@ -232,84 +239,91 @@ void createSkyBox(float x, float y, float z, float w, float h, float l)
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glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
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// glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
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skybacktexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x + w, y, z);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x + w, y + h, z);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x, y + h, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x, y, z);
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
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skyfronttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x, y, z + l);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x, y + h, z + l);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x + w, y, z + l);
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
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skytoptexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x + w, y + h, z);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x, y + h, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x, y + h, z + l);
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/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
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skybottomtexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y, z + l);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x, y, z);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x + w, y, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x + w, y, z + l);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x, y, z + l);
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
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skylefttexture->enable();
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(1-d, 0+d); glVertex3f(x, y + h, z);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 1-d); glVertex3f(x, y, z + l);
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glTexCoord2f(1-d, 1-d); glVertex3f(x, y, z);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x, y + h, z);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x, y + h, z + l);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x, y, z + l);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x, y, z);
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glEnd();
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@ -318,11 +332,14 @@ void createSkyBox(float x, float y, float z, float w, float h, float l)
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glBegin(GL_QUADS);
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glColor4f(1, 1, 1, 1.0);
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glTexCoord2f(0+d, 1-d); glVertex3f(x + w, y, z);
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glTexCoord2f(1-d, 1-d); glVertex3f(x + w, y, z + l);
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glTexCoord2f(1-d, 0+d); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x + w, y, z);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x + w, y, z + l);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x + w, y + h, z);
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glEnd();
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glEndList();
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@ -4,8 +4,6 @@
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#include "main.h"
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#include "texture.h"
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#define SKYFRONT DATAPATH "tback.png"
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#define SKYBACK DATAPATH "tfront.png"
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#define SKYLEFT DATAPATH "tleft.png"
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@ -13,7 +11,6 @@
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#define SKYTOP DATAPATH "ttop.png"
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#define SKYBOTTOM DATAPATH "tbottom.png"
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#define DAMAGEHEAD DATAPATH "damagehead.png"
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#define DAMAGETORSO DATAPATH "damagetorso.png"
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#define DAMAGEHAND DATAPATH "damagehand.png"
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@ -22,13 +19,9 @@
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extern int SKYBOX;
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typedef struct{
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float x,y;
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} point2d;
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typedef struct { float x, y; } point2d;
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typedef struct{
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float x,y,z;
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} point3d;
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typedef struct { float x, y, z; } point3d;
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extern Texture *flaretexture;
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extern Texture *skyfronttexture;
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@ -40,7 +33,8 @@ extern Texture *skybottomtexture;
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extern Texture *damageHead;
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extern Texture *faceTexture;
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void createLathedSurface(point2d *points, point2d *pointderivates, int count, int slices, int stacks);
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void createLathedSurface(point2d *points, point2d *pointderivates, int count,
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int slices, int stacks);
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void createSphere(float r, int slices, int stacks);
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void createSphere(float r);
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@ -48,10 +42,8 @@ float distanceFromPlane(float point[3], float normal[3], float distance);
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void createSkyBox(float x, float y, float z, float w, float h, float l);
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// MUST be called in pairs, enable pushes and disable pops
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void enable2D(void);
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void disable2D(void);
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#endif
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@ -1,24 +1,20 @@
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#include "main.h"
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#include "appearance.h"
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#include "utils.h"
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#include "3dutils.h"
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#include "glapi.h"
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Appearance::Appearance(void){
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}
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void Appearance::prepare(void){
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}
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Appearance::Appearance(void) {}
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void Appearance::prepare(void) {}
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/*BoxAppearance::BoxAppearance(void){
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setDimension(-1, 1, -1, 1, -1, 1);
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}
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BoxAppearance::setDimension(float x1, float x2, float y1, float y2, float z1, float z2){
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BoxAppearance::setDimension(float x1, float x2, float y1, float y2, float z1,
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float z2){
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if (x1 > x2) swapFloat(&x1, &x2);
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if (y1 > y2) swapFloat(&y1, &y2);
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if (z1 > z2) swapFloat(&z1, &z2);
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this->material.disable();
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}*/
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Material *Appearance::getMaterial(void) { return &this->material; }
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Material* Appearance::getMaterial(void){
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return &this->material;
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}
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void Appearance::setMaterial(Material matsku) { material = matsku; }
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void Appearance::setMaterial(Material matsku){
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material = matsku;
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}
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MultiAppearance::MultiAppearance(void){
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appearances = NULL;
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}
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MultiAppearance::MultiAppearance(void) { appearances = NULL; }
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void MultiAppearance::addAppearance(Appearance *appearance) {
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appearancelist *node = new appearancelist;
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@ -22,7 +22,6 @@ public:
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virtual void draw(void) = 0;
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};
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struct appearancelist {
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Appearance *data;
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appearancelist *next;
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@ -41,4 +40,3 @@ public:
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};
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#endif
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@ -5,12 +5,10 @@
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#include "audio.h"
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#define SOUND_FADENONE 0
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#define SOUND_FADEIN 1
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#define SOUND_FADEOUT 2
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struct soundlist {
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Sound *sound;
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soundlist *next;
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@ -18,7 +16,6 @@ struct soundlist{
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soundlist *allsounds = NULL;
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Sound::Sound(Sound *source) {
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memcpy(this, source, sizeof(Sound));
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soundlist *node = new soundlist;
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@ -32,9 +29,7 @@ Sound::Sound(char *filename){
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// printf("%s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
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}
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Sound::Sound(char *filename, int type){
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load(filename, type, false);
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}
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Sound::Sound(char *filename, int type) { load(filename, type, false); }
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Sound::Sound(char *filename, bool loops) {
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load(filename, SOUNDTYPE_AUTODETECT, loops);
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@ -48,30 +43,31 @@ Sound::Sound(char *filename, int type, bool loops){
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bool endsWith(char *str1, char *str2) {
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char *str3 = str1 + strlen(str1) - strlen(str2);
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#ifdef WIN32
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if (stricmp(str3, str2)) return false;
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if (stricmp(str3, str2))
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return false;
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#else
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if (strcasecmp(str3, str2)) return false;
|
||||
if (strcasecmp(str3, str2))
|
||||
return false;
|
||||
#endif
|
||||
else return true;
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
||||
void Sound::load(char *filename, int type, bool loops) {
|
||||
this->filename = filename;
|
||||
if (type == SOUNDTYPE_AUTODETECT) {
|
||||
if (endsWith(filename, "mp3") ||
|
||||
endsWith(filename, "mp2") ||
|
||||
endsWith(filename, "ogg")) type = SOUNDTYPE_STREAM;
|
||||
if (endsWith(filename, "mp3") || endsWith(filename, "mp2") ||
|
||||
endsWith(filename, "ogg"))
|
||||
type = SOUNDTYPE_STREAM;
|
||||
|
||||
if (endsWith(filename, "wav") ||
|
||||
endsWith(filename, "raw")) type = SOUNDTYPE_SAMPLE;
|
||||
if (endsWith(filename, "wav") || endsWith(filename, "raw"))
|
||||
type = SOUNDTYPE_SAMPLE;
|
||||
|
||||
if (endsWith(filename, "s3m") ||
|
||||
endsWith(filename, "xm") ||
|
||||
endsWith(filename, "it") ||
|
||||
endsWith(filename, "mid") ||
|
||||
endsWith(filename, "rmi") ||
|
||||
endsWith(filename, "sgr") ||
|
||||
endsWith(filename, "mod")) type = SOUNDTYPE_MODULE;
|
||||
if (endsWith(filename, "s3m") || endsWith(filename, "xm") ||
|
||||
endsWith(filename, "it") || endsWith(filename, "mid") ||
|
||||
endsWith(filename, "rmi") || endsWith(filename, "sgr") ||
|
||||
endsWith(filename, "mod"))
|
||||
type = SOUNDTYPE_MODULE;
|
||||
}
|
||||
#ifdef AUDIO_FMOD
|
||||
sample = NULL;
|
||||
|
@ -108,10 +104,11 @@ void Sound::load(char *filename, int type, bool loops){
|
|||
setVolume(1.0);
|
||||
}
|
||||
|
||||
|
||||
bool Sound::play() {
|
||||
//printf("Playing %s: %p, %p, %p, %p\n", filename, this, stream, sample, module);
|
||||
if (minduration > 0) return false;
|
||||
// printf("Playing %s: %p, %p, %p, %p\n", filename, this, stream, sample,
|
||||
// module);
|
||||
if (minduration > 0)
|
||||
return false;
|
||||
running = true;
|
||||
finished = false;
|
||||
fademode = SOUND_FADENONE;
|
||||
|
@ -137,7 +134,8 @@ bool Sound::play(){
|
|||
}
|
||||
|
||||
void Sound::play(int minduration) {
|
||||
if (play()) this->minduration = minduration;
|
||||
if (play())
|
||||
this->minduration = minduration;
|
||||
}
|
||||
|
||||
void Sound::stop() {
|
||||
|
@ -167,7 +165,8 @@ void Sound::setVolume(float volume){
|
|||
}
|
||||
|
||||
#ifdef AUDIO_FMOD
|
||||
signed char streamendcallback(FSOUND_STREAM *stream, void *buff, int len, int param){
|
||||
signed char streamendcallback(FSOUND_STREAM *stream, void *buff, int len,
|
||||
int param) {
|
||||
Sound *sound = (Sound *)param;
|
||||
sound->setFinished();
|
||||
return true;
|
||||
|
@ -186,20 +185,18 @@ void Sound::setStopCallback(STOPCALLBACK callback){
|
|||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Sound::setFinished(void){
|
||||
finished = true;
|
||||
}
|
||||
void Sound::setFinished(void) { finished = true; }
|
||||
|
||||
bool Sound::isFinished(void) {
|
||||
#ifdef AUDIO_FMOD
|
||||
if (type == SOUNDTYPE_MODULE) {
|
||||
if (FMUSIC_IsFinished(module)) return true;
|
||||
if (FMUSIC_IsFinished(module))
|
||||
return true;
|
||||
} else if (type == SOUNDTYPE_SAMPLE) {
|
||||
// NOT SUPPORTED
|
||||
} else if (type == SOUNDTYPE_STREAM) {
|
||||
if (finished) return true;
|
||||
if (finished)
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
return false;
|
||||
|
@ -209,13 +206,15 @@ void Sound::update(void){
|
|||
if (running) {
|
||||
if (isFinished()) {
|
||||
running = false;
|
||||
if (stopcallback != NULL) stopcallback(this);
|
||||
if (stopcallback != NULL)
|
||||
stopcallback(this);
|
||||
} else {
|
||||
if (fademode == SOUND_FADEIN) {
|
||||
if (fadepos < fadetarget) {
|
||||
fadepos++;
|
||||
setVolume((float)fadepos / fadetarget);
|
||||
} else fademode = SOUND_FADENONE;
|
||||
} else
|
||||
fademode = SOUND_FADENONE;
|
||||
}
|
||||
if (fademode == SOUND_FADEOUT) {
|
||||
if (fadepos < fadetarget) {
|
||||
|
@ -228,7 +227,8 @@ void Sound::update(void){
|
|||
}
|
||||
}
|
||||
}
|
||||
if (minduration > 0) minduration--;
|
||||
if (minduration > 0)
|
||||
minduration--;
|
||||
}
|
||||
|
||||
void Sound::fadeIn(int length) {
|
||||
|
@ -247,7 +247,6 @@ void Sound::fadeOut(int length){
|
|||
fademode = SOUND_FADEOUT;
|
||||
}
|
||||
|
||||
|
||||
void initAudio(void) {
|
||||
#ifdef AUDIO_FMOD
|
||||
FSOUND_Init(44100, 32, 0);
|
||||
|
|
|
@ -1,12 +1,10 @@
|
|||
#ifndef __AUDIO_H_INCLUDED__
|
||||
#define __AUDIO_H_INCLUDED__
|
||||
|
||||
|
||||
#ifdef AUDIO_FMOD
|
||||
#include <fmod.h>
|
||||
#endif
|
||||
|
||||
|
||||
class Sound;
|
||||
|
||||
typedef void (*STOPCALLBACK)(Sound *sound);
|
||||
|
@ -69,4 +67,3 @@ void uninitAudio(void);
|
|||
void updateAudio(void);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -30,17 +30,11 @@ void Camera::getPosition(float *position){
|
|||
vectorCopy(position, this->position);
|
||||
}
|
||||
|
||||
void Camera::setTarget(float target[3]){
|
||||
vectorCopy(this->target, target);
|
||||
}
|
||||
void Camera::setTarget(float target[3]) { vectorCopy(this->target, target); }
|
||||
|
||||
void Camera::getTarget(float *target){
|
||||
vectorCopy(target, this->target);
|
||||
}
|
||||
void Camera::getTarget(float *target) { vectorCopy(target, this->target); }
|
||||
|
||||
void Camera::setUp(float up[3]){
|
||||
vectorCopy(this->up, up);
|
||||
}
|
||||
void Camera::setUp(float up[3]) { vectorCopy(this->up, up); }
|
||||
|
||||
void Camera::getMatrix(float *matrix) {
|
||||
vectorCopy(&matrix[0], &this->matrix[0]);
|
||||
|
@ -75,9 +69,8 @@ void Camera::moveForward(float amount){
|
|||
void Camera::glUpdate(void) {
|
||||
// glLoadIdentity();
|
||||
|
||||
gluLookAt(position[0], position[1], position[2],
|
||||
target[0], target[1], target[2],
|
||||
up[0], up[1], up[2]);
|
||||
gluLookAt(position[0], position[1], position[2], target[0], target[1],
|
||||
target[2], up[0], up[1], up[2]);
|
||||
}
|
||||
|
||||
void Camera::calculateMatrix(void) {
|
||||
|
|
|
@ -29,4 +29,3 @@ public:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
#include "world.h"
|
||||
#include "audio.h"
|
||||
|
||||
|
||||
// objectlist *collisionlists[32];
|
||||
unsigned int collisionlinks[32];
|
||||
|
||||
|
@ -33,21 +32,24 @@ void initCollisions(void){
|
|||
|
||||
void addCollisionLink(int source, int target) {
|
||||
collisionlinks[source] |= (1 << target);
|
||||
if (source != target) collisionlinks[target] |= (1<<source);
|
||||
if (source != target)
|
||||
collisionlinks[target] |= (1 << source);
|
||||
}
|
||||
|
||||
void removeCollisionLink(int source, int target) {
|
||||
collisionlinks[source] &= ~(1 << target);
|
||||
if (source != target) collisionlinks[target] &= ~(1<<source);
|
||||
if (source != target)
|
||||
collisionlinks[target] &= ~(1 << source);
|
||||
}
|
||||
|
||||
bool isCollisionLink(int source, int target) {
|
||||
if (collisionlinks[source] & (1<<target)) return true;
|
||||
if (collisionlinks[source] & (1 << target))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
void addCollision(Object *source, Object *target,
|
||||
float *normal, float *contactpoint){
|
||||
void addCollision(Object *source, Object *target, float *normal,
|
||||
float *contactpoint) {
|
||||
if (contactcount == MAXCONTACTS) {
|
||||
printf("Too many contacts!\n");
|
||||
return;
|
||||
|
@ -88,15 +90,17 @@ bool handleCollision(Contact *contact){
|
|||
// if (fabs(dot) < EPSILON) return false;
|
||||
// if (dot > -1.0e-5 && dot < 1.0e-5) return false;
|
||||
// if (dot >= 0) return false;
|
||||
if (dot > -1.0e-5) return false;
|
||||
|
||||
if (dot > -1.0e-5)
|
||||
return false;
|
||||
|
||||
float invmass1;
|
||||
invmass1 = source->invmass;
|
||||
|
||||
float invmass2;
|
||||
if (target == NULL) invmass2 = 0;
|
||||
else invmass2 = target->invmass;
|
||||
if (target == NULL)
|
||||
invmass2 = 0;
|
||||
else
|
||||
invmass2 = target->invmass;
|
||||
|
||||
float t1;
|
||||
if (source->invmomentofinertia == 0) {
|
||||
|
@ -133,18 +137,17 @@ bool handleCollision(Contact *contact){
|
|||
float impulse[3];
|
||||
vectorScale(impulse, normal, impulsesize);
|
||||
|
||||
|
||||
float friction[3];
|
||||
vectorScale(friction, normal, vectorDot(deltavelocity, normal));
|
||||
vectorAdd(friction, deltavelocity);
|
||||
vectorNormalize(friction);
|
||||
float frictionsize = 10 * KINETICFRICTION * dot / denominator;
|
||||
float maxfrictionsize = 0.1 * vectorLength(deltavelocity);
|
||||
if (frictionsize < -maxfrictionsize) frictionsize = -maxfrictionsize;
|
||||
if (frictionsize < -maxfrictionsize)
|
||||
frictionsize = -maxfrictionsize;
|
||||
vectorScale(friction, -frictionsize);
|
||||
vectorAdd(impulse, friction);
|
||||
|
||||
|
||||
if (target != NULL) {
|
||||
target->addImpulse(impulse, targetcontactpoint);
|
||||
target->calculateStateVariables();
|
||||
|
@ -169,7 +172,6 @@ bool handleCollision(Contact *contact){
|
|||
if (k > 0) */ target->hitForce(speed, speed2, source);
|
||||
}
|
||||
|
||||
|
||||
vectorScale(impulse, -1);
|
||||
source->addImpulse(impulse, sourcecontactpoint);
|
||||
source->calculateStateVariables();
|
||||
|
@ -191,13 +193,12 @@ bool handleCollision(Contact *contact){
|
|||
if (k > 0) */ source->hitForce(speed, speed2, target);
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool handleLink(ObjectLink *link) {
|
||||
if (!link->enabled) return false;
|
||||
if (!link->enabled)
|
||||
return false;
|
||||
|
||||
Object *source = link->object1;
|
||||
Object *target = link->object2;
|
||||
|
@ -213,7 +214,8 @@ bool handleLink(ObjectLink *link){
|
|||
|
||||
float strength = vectorDot(diff, diff);
|
||||
|
||||
if (strength < 1.0e-5) return false;
|
||||
if (strength < 1.0e-5)
|
||||
return false;
|
||||
|
||||
float sourcevelocity[3], targetvelocity[3];
|
||||
float sourcecontactpoint[3], targetcontactpoint[3];
|
||||
|
@ -233,7 +235,6 @@ bool handleLink(ObjectLink *link){
|
|||
// if (dot >= 0) return false;
|
||||
// if (dot > -1.0e-5) return false;
|
||||
|
||||
|
||||
float invmass1 = source->invmass;
|
||||
float invmass2 = target->invmass;
|
||||
|
||||
|
@ -270,7 +271,6 @@ bool handleLink(ObjectLink *link){
|
|||
float impulse[3];
|
||||
vectorScale(impulse, normal, impulsesize);
|
||||
|
||||
|
||||
target->addImpulse(impulse, targetcontactpoint);
|
||||
target->calculateStateVariables();
|
||||
|
||||
|
@ -278,7 +278,6 @@ bool handleLink(ObjectLink *link){
|
|||
source->addImpulse(impulse, sourcecontactpoint);
|
||||
source->calculateStateVariables();
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -341,7 +340,8 @@ bool checkCollisions(Object *object, float *contactnormal){
|
|||
}
|
||||
}*/
|
||||
|
||||
void collide(Object *source, Object *target, float *normal, float *contactpoint){
|
||||
void collide(Object *source, Object *target, float *normal,
|
||||
float *contactpoint) {
|
||||
/* float momentum[3];
|
||||
source->getMomentum(momentum);
|
||||
|
||||
|
@ -378,7 +378,8 @@ void collide(Object *source, Object *target, float *normal, float *contactpoint)
|
|||
vectorCross(w1, v1, sourcecontactpoint);
|
||||
t1 = vectorDot(normal, w1);
|
||||
}
|
||||
//printf("S: %f, %f, %f\n", sourcecontactpoint[0], source->momentofinertia, v1);
|
||||
//printf("S: %f, %f, %f\n", sourcecontactpoint[0],
|
||||
source->momentofinertia, v1);
|
||||
|
||||
float t2;
|
||||
if (target->momentofinertia == 0){
|
||||
|
@ -391,19 +392,22 @@ void collide(Object *source, Object *target, float *normal, float *contactpoint)
|
|||
vectorCross(w2, v2, targetcontactpoint);
|
||||
t2 = vectorDot(normal, w2);
|
||||
}
|
||||
//printf("T: %f, %f, %f\n", targetcontactpoint[0], target->momentofinertia, v2);
|
||||
//printf("T: %f, %f, %f\n", targetcontactpoint[0],
|
||||
target->momentofinertia, v2);
|
||||
|
||||
|
||||
float divisor;
|
||||
divisor = massinverse1 + massinverse2;// + t1 + t2;
|
||||
|
||||
printf("%f, %f, %f, %f : %f\n", massinverse1, massinverse2, t1, t2, divisor);
|
||||
printf("%f, %f, %f, %f : %f\n", massinverse1, massinverse2, t1, t2,
|
||||
divisor);
|
||||
|
||||
float impulsesize = -dot / divisor;
|
||||
|
||||
float impulse[3];
|
||||
vectorScale(impulse, normal, impulsesize);
|
||||
//collide(sourcevelocity, targetvelocity, sourcemass, targetmass, normal, impulse);
|
||||
//collide(sourcevelocity, targetvelocity, sourcemass, targetmass, normal,
|
||||
impulse);
|
||||
|
||||
//vectorAdd(source->momentum, impulse);
|
||||
|
||||
|
@ -417,9 +421,8 @@ void collide(Object *source, Object *target, float *normal, float *contactpoint)
|
|||
//source->addForce(force, sourcecontactpoint);*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float *normal, float *contactpoint){
|
||||
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh,
|
||||
float *normal, float *contactpoint) {
|
||||
float linenormal[3];
|
||||
float pointnormal[3];
|
||||
float maxdist = 0;
|
||||
|
@ -432,7 +435,8 @@ bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float
|
|||
for (i = 0; i < mesh->polygoncount; i++) {
|
||||
class Polygon *polygon = &mesh->polygons[i];
|
||||
|
||||
float dist = distanceFromPlane(sphereposition, polygon->planenormal, polygon->planedistance);
|
||||
float dist = distanceFromPlane(sphereposition, polygon->planenormal,
|
||||
polygon->planedistance);
|
||||
if (dist < r && dist > -r) {
|
||||
bool directcollision = true;
|
||||
for (j = 0; j < polygon->vertexcount; j++) {
|
||||
|
@ -465,7 +469,8 @@ bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float
|
|||
float l2 = vectorDot(projorth, projorth);
|
||||
if (l2 < r * r) {
|
||||
vectorNormalize(linenormal, projorth);
|
||||
if (dist < 0) vectorScale(linenormal, -1);
|
||||
if (dist < 0)
|
||||
vectorScale(linenormal, -1);
|
||||
linecollision = true;
|
||||
}
|
||||
}
|
||||
|
@ -477,7 +482,8 @@ bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float
|
|||
float l3 = vectorDot(pointdiff, pointdiff);
|
||||
if (l3 < r * r) {
|
||||
vectorScale(pointnormal, pointdiff, 1.0 / sqrt(l3));
|
||||
if (dist < 0) vectorScale(pointnormal, -1);
|
||||
if (dist < 0)
|
||||
vectorScale(pointnormal, -1);
|
||||
pointcollision = true;
|
||||
}
|
||||
}
|
||||
|
@ -509,11 +515,8 @@ bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float
|
|||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *contactpoint){
|
||||
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal,
|
||||
float *contactpoint) {
|
||||
float maxdist = 0;
|
||||
bool planecollision = false;
|
||||
|
||||
|
@ -522,7 +525,8 @@ bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *
|
|||
for (i = 0; i < mesh->polygoncount; i++) {
|
||||
class Polygon *polygon = &mesh->polygons[i];
|
||||
|
||||
float dist = distanceFromPlane(position, polygon->planenormal, polygon->planedistance);
|
||||
float dist = distanceFromPlane(position, polygon->planenormal,
|
||||
polygon->planedistance);
|
||||
if (dist < 0) {
|
||||
bool directcollision = true;
|
||||
/*for (j = 0; j < polygon->vertexcount; j++){
|
||||
|
@ -574,13 +578,16 @@ struct tracehit{
|
|||
Polygon *polygon;
|
||||
};
|
||||
|
||||
bool tracePlane(tracehit *result, float *origin, float *ray, class Polygon *polygon){
|
||||
bool tracePlane(tracehit *result, float *origin, float *ray,
|
||||
class Polygon *polygon) {
|
||||
float *normal = polygon->planenormal;
|
||||
float D = polygon->planedistance;
|
||||
float denominator = vectorDot(normal, ray);
|
||||
if (denominator == 0) {
|
||||
if (vectorDot(normal, origin) > 0) result->t = 1000000;
|
||||
else result->t = -1000000;
|
||||
if (vectorDot(normal, origin) > 0)
|
||||
result->t = 1000000;
|
||||
else
|
||||
result->t = -1000000;
|
||||
result->polygon = polygon;
|
||||
return true;
|
||||
}
|
||||
|
@ -601,7 +608,8 @@ Edge *findSharingEdge(class Polygon *p1, class Polygon *p2){
|
|||
for (i = 0; i < p1->vertexcount; i++) {
|
||||
// printf("%p\n", p1->edges[i]);
|
||||
for (j = 0; j < p2->vertexcount; j++) {
|
||||
if (p1->edges[i] == p2->edges[j]) return p1->edges[i];
|
||||
if (p1->edges[i] == p2->edges[j])
|
||||
return p1->edges[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
|
@ -625,9 +633,12 @@ Polygon *findNearestPolygon(class Polygon *polygon, float *point){
|
|||
for (i = 0; i < polygon->edgecount; i++) {
|
||||
Edge *edge = polygon->edges[i];
|
||||
Polygon *polygon2 = edge->p1;
|
||||
if (polygon2 == polygon) polygon2 = edge->p2;
|
||||
float newdist = distanceFromPlane(point, polygon2->planenormal, polygon2->planedistance);
|
||||
if (newdist > 0) return NULL;
|
||||
if (polygon2 == polygon)
|
||||
polygon2 = edge->p2;
|
||||
float newdist = distanceFromPlane(point, polygon2->planenormal,
|
||||
polygon2->planedistance);
|
||||
if (newdist > 0)
|
||||
return NULL;
|
||||
if (mindist == 0 || newdist > mindist) {
|
||||
mindist = newdist;
|
||||
nearestpolygon = polygon2;
|
||||
|
@ -636,7 +647,8 @@ Polygon *findNearestPolygon(class Polygon *polygon, float *point){
|
|||
return nearestpolygon;
|
||||
}
|
||||
|
||||
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, float *contactpoint){
|
||||
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal,
|
||||
float *contactpoint) {
|
||||
float ray[3];
|
||||
vectorSub(ray, p2, p1);
|
||||
|
||||
|
@ -656,7 +668,8 @@ bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, flo
|
|||
}
|
||||
}
|
||||
|
||||
if (hitcount < 2) return false;
|
||||
if (hitcount < 2)
|
||||
return false;
|
||||
|
||||
for (i = 1; i < hitcount; i++) {
|
||||
for (j = i; j > 0; j--) {
|
||||
|
@ -667,26 +680,30 @@ bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, flo
|
|||
class Polygon *tempp = hits[j].polygon;
|
||||
hits[j].polygon = hits[j - 1].polygon;
|
||||
hits[j - 1].polygon = tempp;
|
||||
} else break;
|
||||
} else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int negative = -1, positive = -1;
|
||||
|
||||
|
||||
for (i = 0; i < hitcount; i++) {
|
||||
float t = hits[i].t;
|
||||
class Polygon *polygon = hits[i].polygon;
|
||||
|
||||
float dot = vectorDot(ray, polygon->planenormal);
|
||||
|
||||
if (dot > 0 && positive == -1) positive = i;
|
||||
if (dot < 0) negative = i;
|
||||
if (dot > 0 && positive == -1)
|
||||
positive = i;
|
||||
if (dot < 0)
|
||||
negative = i;
|
||||
|
||||
if (dot < 0 && positive != -1) return false;
|
||||
if (dot < 0 && positive != -1)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (negative == -1 || positive == -1) return false;
|
||||
if (negative == -1 || positive == -1)
|
||||
return false;
|
||||
|
||||
/*for (i = 0; i < hitcount; i++){
|
||||
float t = hits[i].t;
|
||||
|
@ -698,7 +715,8 @@ bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, flo
|
|||
}
|
||||
printf("\n");*/
|
||||
|
||||
if (hits[negative].t < 0 || hits[positive].t > 1) return false;
|
||||
if (hits[negative].t < 0 || hits[positive].t > 1)
|
||||
return false;
|
||||
|
||||
Edge *edge2 = findSharingEdge(hits[negative].polygon, hits[positive].polygon);
|
||||
|
||||
|
@ -751,7 +769,6 @@ bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, flo
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// shotsound->play();
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -31,17 +31,18 @@ public:
|
|||
extern Contact *contacts;
|
||||
extern int contactcount;
|
||||
|
||||
|
||||
// Contact point is world-relative and must be transformed
|
||||
// into coordinate system of both objects
|
||||
void addCollision(Object *source, Object *target,
|
||||
float *normal, float *contactpoint);
|
||||
void addCollision(Object *source, Object *target, float *normal,
|
||||
float *contactpoint);
|
||||
bool handleCollision(Contact *contact);
|
||||
bool handleLink(ObjectLink *link);
|
||||
|
||||
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh, float *normal, float *contactpoint);
|
||||
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal, float *contactpoint);
|
||||
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal, float *contactpoint);
|
||||
bool checkSphereMeshCollision(float *sphereposition, float r, Mesh *mesh,
|
||||
float *normal, float *contactpoint);
|
||||
bool checkPointMeshCollision(float *position, Mesh *mesh, float *normal,
|
||||
float *contactpoint);
|
||||
bool checkEdgeMeshCollision(float *p1, float *p2, Mesh *mesh, float *normal,
|
||||
float *contactpoint);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
18
src/end.cpp
18
src/end.cpp
|
@ -77,11 +77,15 @@ void calculateEnd(int framecount){
|
|||
|
||||
float target[3] = {0, 13, 0};
|
||||
endcamera.setTarget(target);
|
||||
endcamera.setPosition(10+sin(framecount*0.002)*2, 20+sin(framecount*0.0017)*2, 25+cos(framecount*0.002)*2);
|
||||
//endcamera.setPosition(sin(framecount*0.01)*25, sin(framecount*0.007)*6+20, cos(framecount*0.01)*25);
|
||||
endcamera.setPosition(10 + sin(framecount * 0.002) * 2,
|
||||
20 + sin(framecount * 0.0017) * 2,
|
||||
25 + cos(framecount * 0.002) * 2);
|
||||
// endcamera.setPosition(sin(framecount*0.01)*25, sin(framecount*0.007)*6+20,
|
||||
// cos(framecount*0.01)*25);
|
||||
|
||||
// endlight.setPosition(40, 20, 0);
|
||||
endlight.setPosition(-sin(framecount*0.007)*10, 15, cos(framecount*0.007)*2+22);
|
||||
endlight.setPosition(-sin(framecount * 0.007) * 10, 15,
|
||||
cos(framecount * 0.007) * 2 + 22);
|
||||
|
||||
if (keys[SDLK_ESCAPE]) {
|
||||
stopEnding();
|
||||
|
@ -119,14 +123,14 @@ void drawEnd(int framecount){
|
|||
winner->leftleg->draw();
|
||||
winner->rightleg->draw();
|
||||
|
||||
|
||||
enable2D();
|
||||
|
||||
glColor3f(1, 1, 1);
|
||||
|
||||
if (winner->side == PLAYER1) print(0.05, 0.05, "Player 1 is\nthe winner", 0.09);
|
||||
if (winner->side == PLAYER2) print(0.05, 0.05, "Player 2 is\nthe winner", 0.09);
|
||||
|
||||
if (winner->side == PLAYER1)
|
||||
print(0.05, 0.05, "Player 1 is\nthe winner", 0.09);
|
||||
if (winner->side == PLAYER2)
|
||||
print(0.05, 0.05, "Player 2 is\nthe winner", 0.09);
|
||||
|
||||
if (endfade != -1) {
|
||||
glEnable(GL_BLEND);
|
||||
|
|
|
@ -6,11 +6,9 @@
|
|||
#include "texture.h"
|
||||
#include "audio.h"
|
||||
|
||||
|
||||
void initEnd(void);
|
||||
void endRestart(void);
|
||||
void calculateEnd(int framecount);
|
||||
void drawEnd(int framecount);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
122
src/fight.cpp
122
src/fight.cpp
|
@ -75,14 +75,12 @@ void initFight(void){
|
|||
|
||||
arenaworld = new World();
|
||||
|
||||
|
||||
// arenalight.setEnabled(true);
|
||||
/*arenalight.setPosition(0, 10, 0);
|
||||
Object *lamp = new Object();
|
||||
lamp->appearance = new LampAppearance();
|
||||
lamp->setPosition(0, 10, 0);
|
||||
arenaworld->addChild(lamp);*/
|
||||
|
||||
}
|
||||
|
||||
light1.setColor(1, 1, 1);
|
||||
|
@ -105,31 +103,33 @@ void initFight(void){
|
|||
light4.setPosition(ARENASIZE - 0.5, 5, ARENASIZE - 0.5);
|
||||
light4.setAttenuation(0.2, 0.0, 0.02);
|
||||
|
||||
|
||||
if (!fightinitialized) {
|
||||
Object *lamp;
|
||||
|
||||
lamp = new Object();
|
||||
lamp->appearance = new LampAppearance();
|
||||
lamp->setPosition(-ARENASIZE+0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, -ARENASIZE+0.5);
|
||||
lamp->setPosition(-ARENASIZE + 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
|
||||
-ARENASIZE + 0.5);
|
||||
arenaworld->addChild(lamp);
|
||||
|
||||
lamp = new Object();
|
||||
lamp->appearance = new LampAppearance();
|
||||
lamp->setPosition(ARENASIZE-0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, -ARENASIZE+0.5);
|
||||
lamp->setPosition(ARENASIZE - 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
|
||||
-ARENASIZE + 0.5);
|
||||
arenaworld->addChild(lamp);
|
||||
|
||||
lamp = new Object();
|
||||
lamp->appearance = new LampAppearance();
|
||||
lamp->setPosition(-ARENASIZE+0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, ARENASIZE-0.5);
|
||||
lamp->setPosition(-ARENASIZE + 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
|
||||
ARENASIZE - 0.5);
|
||||
arenaworld->addChild(lamp);
|
||||
|
||||
lamp = new Object();
|
||||
lamp->appearance = new LampAppearance();
|
||||
lamp->setPosition(ARENASIZE-0.5, (ARENAHEIGHT+0.5)*BLOCKHEIGHT, ARENASIZE-0.5);
|
||||
lamp->setPosition(ARENASIZE - 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
|
||||
ARENASIZE - 0.5);
|
||||
arenaworld->addChild(lamp);
|
||||
|
||||
|
||||
// Floor
|
||||
BasicBlock *floorblock;
|
||||
floorblock = new BasicBlock(ARENASIZE * 2, 3, ARENASIZE * 2);
|
||||
|
@ -138,35 +138,37 @@ void initFight(void){
|
|||
floorblock->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenaworld->addChild(floorblock);
|
||||
|
||||
|
||||
// Corners
|
||||
BasicBlock *arenacorner;
|
||||
|
||||
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
|
||||
arenacorner->setColor(1, 0, 0);
|
||||
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenacorner->setPosition(ARENASIZE-0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, ARENASIZE-0.5);
|
||||
arenacorner->setPosition(ARENASIZE - 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
|
||||
ARENASIZE - 0.5);
|
||||
arenaworld->addChild(arenacorner);
|
||||
|
||||
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
|
||||
arenacorner->setColor(1, 0, 0);
|
||||
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenacorner->setPosition(-ARENASIZE+0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, ARENASIZE-0.5);
|
||||
arenacorner->setPosition(-ARENASIZE + 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
|
||||
ARENASIZE - 0.5);
|
||||
arenaworld->addChild(arenacorner);
|
||||
|
||||
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
|
||||
arenacorner->setColor(1, 0, 0);
|
||||
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenacorner->setPosition(ARENASIZE-0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, -ARENASIZE+0.5);
|
||||
arenacorner->setPosition(ARENASIZE - 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
|
||||
-ARENASIZE + 0.5);
|
||||
arenaworld->addChild(arenacorner);
|
||||
|
||||
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
|
||||
arenacorner->setColor(1, 0, 0);
|
||||
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenacorner->setPosition(-ARENASIZE+0.5, BLOCKHEIGHT*ARENAHEIGHT/2.0, -ARENASIZE+0.5);
|
||||
arenacorner->setPosition(-ARENASIZE + 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
|
||||
-ARENASIZE + 0.5);
|
||||
arenaworld->addChild(arenacorner);
|
||||
|
||||
|
||||
//"Ropes"
|
||||
MeshObject *arenaline;
|
||||
Mesh *linegeometry;
|
||||
|
@ -174,7 +176,9 @@ void initFight(void){
|
|||
BasicBlockAppearance *line;
|
||||
int geometryheight = BLOCKHEIGHT * ARENAHEIGHT;
|
||||
|
||||
linegeometry = createBox(-0.5, 0.5, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
|
||||
linegeometry =
|
||||
createBox(-0.5, 0.5, -geometryheight / 2,
|
||||
geometryheight / 2 - BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
|
||||
arenaline = new MeshObject(linegeometry);
|
||||
lineappearance = new MultiAppearance();
|
||||
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
|
||||
|
@ -188,13 +192,14 @@ void initFight(void){
|
|||
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
|
||||
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
|
||||
line->material.setColor(1, 0, 0, 1);
|
||||
lineappearance->addAppearance(line),
|
||||
arenaline->appearance = lineappearance;
|
||||
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
|
||||
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenaline->setPosition(-ARENASIZE + 0.5, geometryheight / 2, 0);
|
||||
arenaworld->addChild(arenaline);
|
||||
|
||||
linegeometry = createBox(-0.5, 0.5, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
|
||||
linegeometry =
|
||||
createBox(-0.5, 0.5, -geometryheight / 2,
|
||||
geometryheight / 2 - BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
|
||||
arenaline = new MeshObject(linegeometry);
|
||||
lineappearance = new MultiAppearance();
|
||||
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
|
||||
|
@ -208,13 +213,13 @@ void initFight(void){
|
|||
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
|
||||
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
|
||||
line->material.setColor(1, 0, 0, 1);
|
||||
lineappearance->addAppearance(line),
|
||||
arenaline->appearance = lineappearance;
|
||||
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
|
||||
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenaline->setPosition(ARENASIZE - 0.5, geometryheight / 2, 0);
|
||||
arenaworld->addChild(arenaline);
|
||||
|
||||
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -0.5, 0.5);
|
||||
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight / 2,
|
||||
geometryheight / 2 - BLOCKHEIGHT, -0.5, 0.5);
|
||||
arenaline = new MeshObject(linegeometry);
|
||||
lineappearance = new MultiAppearance();
|
||||
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
|
||||
|
@ -228,13 +233,13 @@ void initFight(void){
|
|||
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
|
||||
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
|
||||
line->material.setColor(1, 0, 0, 1);
|
||||
lineappearance->addAppearance(line),
|
||||
arenaline->appearance = lineappearance;
|
||||
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
|
||||
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenaline->setPosition(0, geometryheight / 2, -ARENASIZE + 0.5);
|
||||
arenaworld->addChild(arenaline);
|
||||
|
||||
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight/2, geometryheight/2-BLOCKHEIGHT, -0.5, 0.5);
|
||||
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight / 2,
|
||||
geometryheight / 2 - BLOCKHEIGHT, -0.5, 0.5);
|
||||
arenaline = new MeshObject(linegeometry);
|
||||
lineappearance = new MultiAppearance();
|
||||
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
|
||||
|
@ -248,8 +253,7 @@ void initFight(void){
|
|||
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
|
||||
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
|
||||
line->material.setColor(1, 0, 0, 1);
|
||||
lineappearance->addAppearance(line),
|
||||
arenaline->appearance = lineappearance;
|
||||
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
|
||||
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
|
||||
arenaline->setPosition(0, geometryheight / 2, ARENASIZE - 0.5);
|
||||
arenaworld->addChild(arenaline);
|
||||
|
@ -271,10 +275,8 @@ void initFight(void){
|
|||
man1->addOpponent(man2);
|
||||
man2->addOpponent(man1);
|
||||
|
||||
|
||||
initBloods(arenaworld);
|
||||
|
||||
|
||||
hitsound1 = new Sound(DATAPATH "hit1.wav");
|
||||
softhitsound1 = new Sound(DATAPATH "hitsoft1.wav");
|
||||
softhitsound2 = new Sound(DATAPATH "hitsoft2.wav");
|
||||
|
@ -356,7 +358,6 @@ SDLKey player2backward = SDLK_s;
|
|||
SDLKey player2jump = SDLK_LSHIFT;
|
||||
SDLKey player2hit = SDLK_LCTRL;
|
||||
|
||||
|
||||
void stopGame(void) {
|
||||
light1.setEnabled(false);
|
||||
light2.setEnabled(false);
|
||||
|
@ -367,9 +368,7 @@ void stopGame(void){
|
|||
menuRestart();
|
||||
}
|
||||
|
||||
void endGame(void){
|
||||
trophycounter = 0;
|
||||
}
|
||||
void endGame(void) { trophycounter = 0; }
|
||||
|
||||
void endGame2(void) {
|
||||
light1.setEnabled(false);
|
||||
|
@ -402,8 +401,10 @@ void calculateFight(int framecount){
|
|||
|
||||
if (endcounter == VICTORY) {
|
||||
victorysound->play();
|
||||
if (winner == man1) points1++;
|
||||
if (winner == man2) points2++;
|
||||
if (winner == man1)
|
||||
points1++;
|
||||
if (winner == man2)
|
||||
points2++;
|
||||
}
|
||||
if (endcounter >= ENDFADE && endcounter <= STARTOVER) {
|
||||
fightfade = (endcounter - ENDFADE) / (STARTOVER - ENDFADE);
|
||||
|
@ -418,11 +419,13 @@ void calculateFight(int framecount){
|
|||
endcounter = 0;
|
||||
}
|
||||
}
|
||||
if (dead) endcounter++;
|
||||
if (dead)
|
||||
endcounter++;
|
||||
if (trophycounter != -1) {
|
||||
fightfade = (float)trophycounter / TROPHYFADE;
|
||||
trophycounter++;
|
||||
if (trophycounter == TROPHYFADE) endGame2();
|
||||
if (trophycounter == TROPHYFADE)
|
||||
endGame2();
|
||||
}
|
||||
|
||||
/*if (framecount % 10 == 0){
|
||||
|
@ -434,7 +437,9 @@ void calculateFight(int framecount){
|
|||
// light2.setPosition(sin(framecount*0.017)*6, 2, cos(framecount*0.027)*5);
|
||||
// light3.setPosition(sin(framecount*0.023)*3, 4, cos(framecount*0.013)*3);
|
||||
|
||||
camera.setPosition(sin(framecount*0.0005)*20, sin(framecount*0.0013)*5+15, cos(framecount*0.0005)*20);
|
||||
camera.setPosition(sin(framecount * 0.0005) * 20,
|
||||
sin(framecount * 0.0013) * 5 + 15,
|
||||
cos(framecount * 0.0005) * 20);
|
||||
|
||||
// camera.setPosition(8, 5, 5);
|
||||
|
||||
|
@ -447,30 +452,40 @@ void calculateFight(int framecount){
|
|||
if (startcounter >= FIGHT) {
|
||||
|
||||
if (man1->isAlive()) {
|
||||
if (keys[player1left]) man1->turn(5);
|
||||
if (keys[player1right]) man1->turn(-5);
|
||||
if (keys[player1forward]) man1->walk(0.03);
|
||||
if (keys[player1backward]) man1->walk(-0.03);
|
||||
if (keys[player1jump]) man1->jump();
|
||||
if (keys[player1hit]) man1->hit();
|
||||
if (keys[player1left])
|
||||
man1->turn(5);
|
||||
if (keys[player1right])
|
||||
man1->turn(-5);
|
||||
if (keys[player1forward])
|
||||
man1->walk(0.03);
|
||||
if (keys[player1backward])
|
||||
man1->walk(-0.03);
|
||||
if (keys[player1jump])
|
||||
man1->jump();
|
||||
if (keys[player1hit])
|
||||
man1->hit();
|
||||
}
|
||||
|
||||
if (man2->isAlive()) {
|
||||
if (keys[player2left]) man2->turn(5);
|
||||
if (keys[player2right]) man2->turn(-5);
|
||||
if (keys[player2forward]) man2->walk(0.03);
|
||||
if (keys[player2backward]) man2->walk(-0.03);
|
||||
if (keys[player2jump]) man2->jump();
|
||||
if (keys[player2hit]) man2->hit();
|
||||
if (keys[player2left])
|
||||
man2->turn(5);
|
||||
if (keys[player2right])
|
||||
man2->turn(-5);
|
||||
if (keys[player2forward])
|
||||
man2->walk(0.03);
|
||||
if (keys[player2backward])
|
||||
man2->walk(-0.03);
|
||||
if (keys[player2jump])
|
||||
man2->jump();
|
||||
if (keys[player2hit])
|
||||
man2->hit();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (keys[SDLK_ESCAPE]) {
|
||||
stopGame();
|
||||
}
|
||||
|
||||
|
||||
arenaworld->move();
|
||||
}
|
||||
|
||||
|
@ -493,7 +508,6 @@ void drawDamageMeters(void){
|
|||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
|
||||
glColor3f(1, 1, 0);
|
||||
|
||||
char pointstring[5];
|
||||
|
@ -515,7 +529,6 @@ void drawFight(int framecount){
|
|||
|
||||
createSkyBox(0, 10, 0, 50, 20, 50);
|
||||
|
||||
|
||||
light1.setEnabled(true);
|
||||
light2.setEnabled(true);
|
||||
light3.setEnabled(true);
|
||||
|
@ -527,7 +540,6 @@ void drawFight(int framecount){
|
|||
|
||||
drawDamageMeters();
|
||||
|
||||
|
||||
flaretexture->enable();
|
||||
light1.createFlare();
|
||||
light2.createFlare();
|
||||
|
@ -535,7 +547,6 @@ void drawFight(int framecount){
|
|||
light4.createFlare();
|
||||
flaretexture->disable();
|
||||
|
||||
|
||||
enable2D();
|
||||
|
||||
if (fightfade != -1) {
|
||||
|
@ -591,7 +602,6 @@ void drawFight(int framecount){
|
|||
|
||||
disable2D();
|
||||
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
|
|
@ -25,4 +25,3 @@ void handleKeydownFight(SDLKey key);
|
|||
void addGraphicsVector(float *p1, float *p2, float size);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
39
src/font.cpp
39
src/font.cpp
|
@ -35,23 +35,26 @@ void drawChar(float x, float y, char ch, float size){
|
|||
}
|
||||
|
||||
float letterwidth[256] = {
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
0.5, 0.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.45, 0.2, 0.5,
|
||||
0.6, 0.5, 0.6, 0.6, 0.65, 0.65, 0.6, 0.65, 0.6, 0.6, 0.2, 1.0, 1.0, 1.0, 1.0, 0.5,
|
||||
1.0, 0.7, 0.6, 0.7, 0.7, 0.65, 0.6, 0.7, 0.8, 0.6, 0.7, 0.7, 0.6, 0.9, 0.85, 0.8,
|
||||
0.6, 0.9, 0.7, 0.7, 0.7, 0.7, 0.7, 1.0, 0.8, 0.7, 0.8, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 0.6, 0.6, 0.6, 0.6, 0.6, 0.5, 0.6, 0.6, 0.2, 0.4, 0.6, 0.2, 0.8, 0.5, 0.55,
|
||||
0.55, 0.55, 0.5, 0.55, 0.55, 0.55, 0.6, 0.8, 0.6, 0.6, 0.6, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
|
||||
};
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5, 0.2, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.45, 0.2, 0.5, 0.6, 0.5, 0.6, 0.6,
|
||||
0.65, 0.65, 0.6, 0.65, 0.6, 0.6, 0.2, 1.0, 1.0, 1.0, 1.0, 0.5, 1.0,
|
||||
0.7, 0.6, 0.7, 0.7, 0.65, 0.6, 0.7, 0.8, 0.6, 0.7, 0.7, 0.6, 0.9,
|
||||
0.85, 0.8, 0.6, 0.9, 0.7, 0.7, 0.7, 0.7, 0.7, 1.0, 0.8, 0.7, 0.8,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.6, 0.6, 0.6, 0.6, 0.6, 0.5, 0.6,
|
||||
0.6, 0.2, 0.4, 0.6, 0.2, 0.8, 0.5, 0.55, 0.55, 0.55, 0.5, 0.55, 0.55,
|
||||
0.55, 0.6, 0.8, 0.6, 0.6, 0.6, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0};
|
||||
|
||||
void print(float x, float y, char *text, float size) {
|
||||
int i;
|
||||
|
@ -69,5 +72,3 @@ void print(float x, float y, char *text, float size){
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -10,4 +10,3 @@ void drawChar(float x, float y, char ch, float size = 0.05);
|
|||
void print(float x, float y, char *text, float size = 0.05);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -20,7 +20,8 @@ void setupOpengl(int width, int height){
|
|||
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
//Enables lighting with zero initial lights. Lights are created with Light-class
|
||||
// Enables lighting with zero initial lights. Lights are created with
|
||||
// Light-class
|
||||
glEnable(GL_LIGHTING);
|
||||
glDisable(GL_LIGHT0);
|
||||
|
||||
|
@ -45,8 +46,6 @@ void setupOpengl(int width, int height){
|
|||
glMaterialfv(GL_BACK, GL_DIFFUSE, zero);
|
||||
glMaterialfv(GL_BACK, GL_SPECULAR, zero);
|
||||
|
||||
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
@ -59,6 +58,5 @@ void setupOpengl(int width, int height){
|
|||
|
||||
gluPerspective(60.0, ratio, 1.0, 1024.0);
|
||||
|
||||
|
||||
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
}
|
||||
|
|
|
@ -6,5 +6,3 @@
|
|||
void setupOpengl(int width, int height);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -3,12 +3,9 @@
|
|||
|
||||
GraphicsDruid *GraphicsDruid::instance = 0;
|
||||
|
||||
GraphicsDruid::GraphicsDruid(void){
|
||||
this->reserved = 0;
|
||||
}
|
||||
GraphicsDruid::GraphicsDruid(void) { this->reserved = 0; }
|
||||
|
||||
GraphicsDruid::~GraphicsDruid(void){
|
||||
}
|
||||
GraphicsDruid::~GraphicsDruid(void) {}
|
||||
|
||||
void GraphicsDruid::init(void) {
|
||||
instance->textureCount = 0;
|
||||
|
@ -51,14 +48,16 @@ int GraphicsDruid::loadTexture(SDL_Surface *texture, int id, int format){
|
|||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//_MIPMAP_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR); //_MIPMAP_NEAREST);
|
||||
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
|
||||
// printf("w: %i, h: %i, format: %i, RGBA: %i, pixels: %p\n",
|
||||
// texture->w, texture->h, format, GL_RGBA, texture->pixels);
|
||||
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
|
||||
// printf("Pitch: %i, Bpp: %i\n", texture->pitch,
|
||||
// texture->format->BytesPerPixel);
|
||||
|
||||
/*gluBuild2DMipmaps(GL_TEXTURE_2D,
|
||||
4,
|
||||
|
@ -82,11 +81,14 @@ int GraphicsDruid::loadTexture(SDL_Surface *texture, int id, int format){
|
|||
}
|
||||
h = 1;
|
||||
for (;i > 1; i--) h <<= 1;*/
|
||||
//glTexImage2D(GL_TEXTURE_2D, 0, texture->format->BytesPerPixel, w, h, 0, format, GL_UNSIGNED_BYTE, texture->pixels);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, texture->format->BytesPerPixel, w, h, 0,
|
||||
// format, GL_UNSIGNED_BYTE, texture->pixels);
|
||||
if (texture->format->BytesPerPixel == 3) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
texture->pixels);
|
||||
} else if (texture->format->BytesPerPixel == 4) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
texture->pixels);
|
||||
}
|
||||
// SDL_FreeSurface(texture);
|
||||
// SDL_FreeSurface(alphaSurface);
|
||||
|
@ -106,7 +108,6 @@ int GraphicsDruid::loadTexture(char* path, int id){
|
|||
}
|
||||
int textureID = getNewTextureID(id);
|
||||
|
||||
|
||||
// register texture in OpenGL
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
||||
|
@ -114,7 +115,8 @@ int GraphicsDruid::loadTexture(char* path, int id){
|
|||
|
||||
// NOTE : Making some assumptions about texture parameters
|
||||
// glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
//glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
||||
// glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
||||
// GL_LINEAR_MIPMAP_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
|
@ -124,7 +126,8 @@ int GraphicsDruid::loadTexture(char* path, int id){
|
|||
|
||||
// printf("w: %i, h: %i, RGBA: %i, pixels: %p\n",
|
||||
// texture->w, texture->h, GL_RGBA, texture->pixels);
|
||||
//printf("Pitch: %i, Bpp: %i\n", texture->pitch, texture->format->BytesPerPixel);
|
||||
// printf("Pitch: %i, Bpp: %i\n", texture->pitch,
|
||||
// texture->format->BytesPerPixel);
|
||||
|
||||
if (texture->format->BytesPerPixel == 3) {
|
||||
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
|
||||
|
@ -132,15 +135,16 @@ int GraphicsDruid::loadTexture(char* path, int id){
|
|||
texture->h,
|
||||
GL_RGB, GL_UNSIGNED_BYTE,
|
||||
texture->pixels);*/
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
|
||||
}
|
||||
else if (texture->format->BytesPerPixel == 4){
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->w, texture->h, 0, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, texture->pixels);
|
||||
} else if (texture->format->BytesPerPixel == 4) {
|
||||
/*gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,
|
||||
texture->w,
|
||||
texture->h,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
texture->pixels);*/
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 4, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 4, texture->w, texture->h, 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, texture->pixels);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -169,11 +173,9 @@ int GraphicsDruid::loadTranspTexture(char* path, float* transpColor, int id){
|
|||
return -1;
|
||||
}
|
||||
|
||||
|
||||
Uint32 colorKey = SDL_MapRGB(texture->format,
|
||||
(Uint8)(transpColor[0] * 255),
|
||||
(Uint8)(transpColor[1] * 255),
|
||||
(Uint8)(transpColor[2] * 255));
|
||||
Uint32 colorKey =
|
||||
SDL_MapRGB(texture->format, (Uint8)(transpColor[0] * 255),
|
||||
(Uint8)(transpColor[1] * 255), (Uint8)(transpColor[2] * 255));
|
||||
// SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
|
||||
|
||||
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
|
||||
|
@ -200,8 +202,7 @@ int GraphicsDruid::getNewTextureID(int id){
|
|||
|
||||
if (id == -1) {
|
||||
glGenTextures(1, &newId);
|
||||
}
|
||||
else
|
||||
} else
|
||||
newId = id;
|
||||
|
||||
int index = 0;
|
||||
|
@ -211,17 +212,17 @@ int GraphicsDruid::getNewTextureID(int id){
|
|||
|
||||
// out of space, make more
|
||||
if (index >= instance->reserved) {
|
||||
instance->idArray = (int*) realloc(instance->idArray, (instance->reserved + ID_ARRAY_GROW)*sizeof(int));
|
||||
instance->idArray = (int *)realloc(
|
||||
instance->idArray, (instance->reserved + ID_ARRAY_GROW) * sizeof(int));
|
||||
|
||||
for (int i = instance->reserved + 1; i < instance->reserved + ID_ARRAY_GROW; i++)
|
||||
for (int i = instance->reserved + 1; i < instance->reserved + ID_ARRAY_GROW;
|
||||
i++)
|
||||
instance->idArray[i] = -1;
|
||||
|
||||
instance->reserved += ID_ARRAY_GROW;
|
||||
}
|
||||
else
|
||||
} else
|
||||
instance->idArray[index] = newId;
|
||||
|
||||
|
||||
instance->textureCount++;
|
||||
return newId;
|
||||
}
|
||||
|
@ -233,4 +234,3 @@ void GraphicsDruid::freeTexture(int id){
|
|||
glDeleteTextures(1, &helpInt);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -21,12 +21,9 @@ typedef struct jpeg_pixel{
|
|||
Uint8 blue;
|
||||
} jpeg_pixel;
|
||||
|
||||
|
||||
|
||||
class GraphicsDruid {
|
||||
|
||||
private:
|
||||
|
||||
static GraphicsDruid *instance;
|
||||
int *idArray;
|
||||
int textureCount;
|
||||
|
@ -39,7 +36,6 @@ private:
|
|||
static void destroy(void);
|
||||
|
||||
public:
|
||||
|
||||
static GraphicsDruid &getInstance(void);
|
||||
int loadTexture(SDL_Surface *texture, int id = -1, int format = GL_RGB);
|
||||
int loadTexture(char *path, int id = -1);
|
||||
|
@ -47,8 +43,6 @@ public:
|
|||
void freeTexture(int id);
|
||||
void freeAll(void);
|
||||
int getNewTextureID(int id);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -9,7 +9,10 @@
|
|||
#include "vector.h"
|
||||
#include "glapi.h"
|
||||
|
||||
BasicBlock::BasicBlock(int width, int height, int depth) : MeshObject(createBox(-width/2.0, width/2.0, -height/2.0*BLOCKHEIGHT, BLOCKHEIGHT*height/2.0, -depth/2.0, depth/2.0)){
|
||||
BasicBlock::BasicBlock(int width, int height, int depth)
|
||||
: MeshObject(
|
||||
createBox(-width / 2.0, width / 2.0, -height / 2.0 * BLOCKHEIGHT,
|
||||
BLOCKHEIGHT * height / 2.0, -depth / 2.0, depth / 2.0)) {
|
||||
appearance = new BasicBlockAppearance(width, height, depth);
|
||||
// geometry = new MeshShape(this);
|
||||
}
|
||||
|
@ -18,8 +21,6 @@ void BasicBlock::setColor(float red, float green, float blue){
|
|||
appearance->getMaterial()->setColor(red, green, blue, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
BasicBlockAppearance::BasicBlockAppearance(int width, int height, int depth) {
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
|
@ -32,11 +33,11 @@ BasicBlockAppearance::BasicBlockAppearance(int width, int height, int depth){
|
|||
void BasicBlockAppearance::prepare() {
|
||||
glNewList(gllist, GL_COMPILE);
|
||||
|
||||
|
||||
float width = this->width;
|
||||
float height = this->height * BLOCKHEIGHT;
|
||||
|
||||
if (usematerial) material.enable();
|
||||
if (usematerial)
|
||||
material.enable();
|
||||
{ // Block
|
||||
// Front Face
|
||||
glPushMatrix();
|
||||
|
@ -94,7 +95,8 @@ void BasicBlockAppearance::prepare(){
|
|||
}
|
||||
glPopMatrix();
|
||||
|
||||
if (usematerial) material.disable();
|
||||
if (usematerial)
|
||||
material.disable();
|
||||
glEndList();
|
||||
}
|
||||
|
||||
|
@ -106,7 +108,6 @@ void BasicBlockAppearance::draw(){
|
|||
// prepare();
|
||||
}
|
||||
|
||||
|
||||
#define BLOCKDETAILGRID 1
|
||||
|
||||
void drawDetailRectangle(float width, float height) {
|
||||
|
@ -116,10 +117,12 @@ void drawDetailRectangle(float width, float height){
|
|||
|
||||
for (y = 0; y < height; y += BLOCKDETAILGRID) {
|
||||
y2 = y + BLOCKDETAILGRID;
|
||||
if (y2 > height) y2 = height;
|
||||
if (y2 > height)
|
||||
y2 = height;
|
||||
for (x = 0; x < width; x += BLOCKDETAILGRID) {
|
||||
x2 = x + BLOCKDETAILGRID;
|
||||
if (x2 > width) x2 = width;
|
||||
if (x2 > width)
|
||||
x2 = width;
|
||||
|
||||
glTexCoord2f(x / width, y / height);
|
||||
glVertex3f(x, y, 0);
|
||||
|
@ -182,16 +185,10 @@ void createKnob(int knobsegments){
|
|||
glCallList(knobgllist);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float knobroundness = 0.05;
|
||||
float pillarroundness = 0.03;
|
||||
|
||||
HeadAppearance::HeadAppearance(void){
|
||||
gllist = glGenLists(1);
|
||||
}
|
||||
HeadAppearance::HeadAppearance(void) { gllist = glGenLists(1); }
|
||||
|
||||
void HeadAppearance::prepare(void) {
|
||||
glNewList(gllist, GL_COMPILE);
|
||||
|
@ -202,25 +199,39 @@ void HeadAppearance::prepare(void){
|
|||
|
||||
point2d headpoints[14];
|
||||
|
||||
headpoints[0].x=0.0; headpoints[0].y=BLOCKHEIGHT*(0);
|
||||
headpoints[1].x=0.4; headpoints[1].y=BLOCKHEIGHT*(0);
|
||||
headpoints[2].x=0.45; headpoints[2].y=BLOCKHEIGHT*(0.35);
|
||||
headpoints[3].x=0.55; headpoints[3].y=BLOCKHEIGHT*(0.5);
|
||||
headpoints[4].x=0.62*1.0; headpoints[4].y=BLOCKHEIGHT*(0.65);
|
||||
headpoints[5].x=0.65*1.0; headpoints[5].y=BLOCKHEIGHT*(1);
|
||||
headpoints[6].x=0.65*1.0; headpoints[6].y=BLOCKHEIGHT*(1.75);
|
||||
headpoints[7].x=0.65*1.0; headpoints[7].y=BLOCKHEIGHT*(2.35);
|
||||
headpoints[8].x=0.62*1.0; headpoints[8].y=BLOCKHEIGHT*(2.60);
|
||||
headpoints[9].x=0.55*1.0; headpoints[9].y=BLOCKHEIGHT*(2.80);
|
||||
headpoints[10].x=0.4; headpoints[10].y=BLOCKHEIGHT*(2.95);
|
||||
headpoints[11].x=0.3; headpoints[11].y=BLOCKHEIGHT*3.5-pillarroundness;
|
||||
headpoints[12].x=0.3-pillarroundness; headpoints[12].y=BLOCKHEIGHT*3.5;
|
||||
headpoints[13].x=0; headpoints[13].y=BLOCKHEIGHT*3.5;
|
||||
headpoints[11].x=0; headpoints[11].y=BLOCKHEIGHT*3.0;
|
||||
headpoints[0].x = 0.0;
|
||||
headpoints[0].y = BLOCKHEIGHT * (0);
|
||||
headpoints[1].x = 0.4;
|
||||
headpoints[1].y = BLOCKHEIGHT * (0);
|
||||
headpoints[2].x = 0.45;
|
||||
headpoints[2].y = BLOCKHEIGHT * (0.35);
|
||||
headpoints[3].x = 0.55;
|
||||
headpoints[3].y = BLOCKHEIGHT * (0.5);
|
||||
headpoints[4].x = 0.62 * 1.0;
|
||||
headpoints[4].y = BLOCKHEIGHT * (0.65);
|
||||
headpoints[5].x = 0.65 * 1.0;
|
||||
headpoints[5].y = BLOCKHEIGHT * (1);
|
||||
headpoints[6].x = 0.65 * 1.0;
|
||||
headpoints[6].y = BLOCKHEIGHT * (1.75);
|
||||
headpoints[7].x = 0.65 * 1.0;
|
||||
headpoints[7].y = BLOCKHEIGHT * (2.35);
|
||||
headpoints[8].x = 0.62 * 1.0;
|
||||
headpoints[8].y = BLOCKHEIGHT * (2.60);
|
||||
headpoints[9].x = 0.55 * 1.0;
|
||||
headpoints[9].y = BLOCKHEIGHT * (2.80);
|
||||
headpoints[10].x = 0.4;
|
||||
headpoints[10].y = BLOCKHEIGHT * (2.95);
|
||||
headpoints[11].x = 0.3;
|
||||
headpoints[11].y = BLOCKHEIGHT * 3.5 - pillarroundness;
|
||||
headpoints[12].x = 0.3 - pillarroundness;
|
||||
headpoints[12].y = BLOCKHEIGHT * 3.5;
|
||||
headpoints[13].x = 0;
|
||||
headpoints[13].y = BLOCKHEIGHT * 3.5;
|
||||
headpoints[11].x = 0;
|
||||
headpoints[11].y = BLOCKHEIGHT * 3.0;
|
||||
|
||||
glColor4f(0.8, 0.8, 0.0, 1.0);
|
||||
|
||||
|
||||
faceTexture->enable();
|
||||
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
|
||||
createLathedSurface(headpoints, NULL, 12, 16, 24);
|
||||
|
@ -235,13 +246,7 @@ void HeadAppearance::prepare(void){
|
|||
glEndList();
|
||||
}
|
||||
|
||||
void HeadAppearance::draw(void){
|
||||
glCallList(gllist);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void HeadAppearance::draw(void) { glCallList(gllist); }
|
||||
|
||||
FlowerAppearance::FlowerAppearance(int color1, int color2, int color3) {
|
||||
gllist = glGenLists(1);
|
||||
|
@ -255,30 +260,45 @@ void FlowerAppearance::prepare(void){
|
|||
|
||||
glPushMatrix();
|
||||
|
||||
|
||||
int colors[] = {color1, color2, color3};
|
||||
|
||||
glColor3f(0.0, 0.6, 0.0);
|
||||
|
||||
point2d basepoints[8];
|
||||
basepoints[0].x=0.4; basepoints[0].y=0;
|
||||
basepoints[1].x=0.4; basepoints[1].y=BLOCKHEIGHT*1.5-pillarroundness;
|
||||
basepoints[2].x=0.4-pillarroundness; basepoints[2].y=BLOCKHEIGHT*1.5;
|
||||
basepoints[3].x=0.3+pillarroundness; basepoints[3].y=BLOCKHEIGHT*1.5;
|
||||
basepoints[4].x=0.3; basepoints[4].y=BLOCKHEIGHT*1.5+pillarroundness;
|
||||
basepoints[5].x=0.3; basepoints[5].y=BLOCKHEIGHT*2.0-pillarroundness;
|
||||
basepoints[6].x=0.3-pillarroundness; basepoints[6].y=BLOCKHEIGHT*2.0;
|
||||
basepoints[7].x=0; basepoints[7].y=BLOCKHEIGHT*2.0;
|
||||
basepoints[0].x = 0.4;
|
||||
basepoints[0].y = 0;
|
||||
basepoints[1].x = 0.4;
|
||||
basepoints[1].y = BLOCKHEIGHT * 1.5 - pillarroundness;
|
||||
basepoints[2].x = 0.4 - pillarroundness;
|
||||
basepoints[2].y = BLOCKHEIGHT * 1.5;
|
||||
basepoints[3].x = 0.3 + pillarroundness;
|
||||
basepoints[3].y = BLOCKHEIGHT * 1.5;
|
||||
basepoints[4].x = 0.3;
|
||||
basepoints[4].y = BLOCKHEIGHT * 1.5 + pillarroundness;
|
||||
basepoints[5].x = 0.3;
|
||||
basepoints[5].y = BLOCKHEIGHT * 2.0 - pillarroundness;
|
||||
basepoints[6].x = 0.3 - pillarroundness;
|
||||
basepoints[6].y = BLOCKHEIGHT * 2.0;
|
||||
basepoints[7].x = 0;
|
||||
basepoints[7].y = BLOCKHEIGHT * 2.0;
|
||||
|
||||
point2d basederivates[8];
|
||||
basederivates[0].x=0; basederivates[0].y=basepoints[1].y-basepoints[0].y;
|
||||
basederivates[1].x=0; basederivates[1].y=basepoints[2].y-basepoints[1].y;
|
||||
basederivates[2].x=basepoints[2].x-basepoints[1].x; basederivates[2].y=0;
|
||||
basederivates[3].x=basepoints[4].x-basepoints[3].x; basederivates[3].y=0;
|
||||
basederivates[4].x=0; basederivates[4].y=basepoints[4].y-basepoints[3].y;
|
||||
basederivates[5].x=0; basederivates[5].y=basepoints[6].y-basepoints[5].y;
|
||||
basederivates[6].x=basepoints[6].x-basepoints[5].x; basederivates[6].y=0;
|
||||
basederivates[7].x=basepoints[7].x-basepoints[6].x; basederivates[7].y=0;
|
||||
basederivates[0].x = 0;
|
||||
basederivates[0].y = basepoints[1].y - basepoints[0].y;
|
||||
basederivates[1].x = 0;
|
||||
basederivates[1].y = basepoints[2].y - basepoints[1].y;
|
||||
basederivates[2].x = basepoints[2].x - basepoints[1].x;
|
||||
basederivates[2].y = 0;
|
||||
basederivates[3].x = basepoints[4].x - basepoints[3].x;
|
||||
basederivates[3].y = 0;
|
||||
basederivates[4].x = 0;
|
||||
basederivates[4].y = basepoints[4].y - basepoints[3].y;
|
||||
basederivates[5].x = 0;
|
||||
basederivates[5].y = basepoints[6].y - basepoints[5].y;
|
||||
basederivates[6].x = basepoints[6].x - basepoints[5].x;
|
||||
basederivates[6].y = 0;
|
||||
basederivates[7].x = basepoints[7].x - basepoints[6].x;
|
||||
basederivates[7].y = 0;
|
||||
|
||||
createLathedSurface(basepoints, basederivates, 8, 8, 8);
|
||||
|
||||
|
@ -295,13 +315,19 @@ void FlowerAppearance::prepare(void){
|
|||
float r, g, b;
|
||||
switch (colors[i]) {
|
||||
case FLOWER_RED:
|
||||
r=1.0; g=0.0; b=0.0;
|
||||
r = 1.0;
|
||||
g = 0.0;
|
||||
b = 0.0;
|
||||
break;
|
||||
case FLOWER_YELLOW:
|
||||
r=1.0; g=1.0; b=0.0;
|
||||
r = 1.0;
|
||||
g = 1.0;
|
||||
b = 0.0;
|
||||
break;
|
||||
case FLOWER_WHITE:
|
||||
r=1.0; g=1.0; b=1.0;
|
||||
r = 1.0;
|
||||
g = 1.0;
|
||||
b = 1.0;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -342,17 +368,9 @@ void FlowerAppearance::prepare(void){
|
|||
glEndList();
|
||||
}
|
||||
|
||||
void FlowerAppearance::draw(void){
|
||||
glCallList(gllist);
|
||||
}
|
||||
void FlowerAppearance::draw(void) { glCallList(gllist); }
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
LampAppearance::LampAppearance(void){
|
||||
gllist = glGenLists(1);
|
||||
}
|
||||
LampAppearance::LampAppearance(void) { gllist = glGenLists(1); }
|
||||
|
||||
void LampAppearance::prepare(void) {
|
||||
glNewList(gllist, GL_COMPILE);
|
||||
|
@ -366,17 +384,28 @@ void LampAppearance::prepare(void){
|
|||
glDisable(GL_LIGHTING);
|
||||
|
||||
point2d lightpoints[11];
|
||||
lightpoints[0].x=0.4; lightpoints[0].y=BLOCKHEIGHT*(0);
|
||||
lightpoints[1].x=0.55; lightpoints[1].y=BLOCKHEIGHT*(0);
|
||||
lightpoints[2].x=0.62; lightpoints[2].y=BLOCKHEIGHT*(0+0.15);
|
||||
lightpoints[3].x=0.65; lightpoints[3].y=BLOCKHEIGHT*(0+0.5);
|
||||
lightpoints[4].x=0.68; lightpoints[4].y=BLOCKHEIGHT*(0+1.25);
|
||||
lightpoints[5].x=0.65; lightpoints[5].y=BLOCKHEIGHT*(0+2);
|
||||
lightpoints[6].x=0.62; lightpoints[6].y=BLOCKHEIGHT*(0+2.35);
|
||||
lightpoints[7].x=0.55; lightpoints[7].y=BLOCKHEIGHT*(0+2.5);
|
||||
lightpoints[8].x=0.4; lightpoints[8].y=BLOCKHEIGHT*(0+2.5);
|
||||
lightpoints[9].x=0.4; lightpoints[9].y=BLOCKHEIGHT*(0+3);
|
||||
lightpoints[10].x=0.0; lightpoints[10].y=BLOCKHEIGHT*(0+3);
|
||||
lightpoints[0].x = 0.4;
|
||||
lightpoints[0].y = BLOCKHEIGHT * (0);
|
||||
lightpoints[1].x = 0.55;
|
||||
lightpoints[1].y = BLOCKHEIGHT * (0);
|
||||
lightpoints[2].x = 0.62;
|
||||
lightpoints[2].y = BLOCKHEIGHT * (0 + 0.15);
|
||||
lightpoints[3].x = 0.65;
|
||||
lightpoints[3].y = BLOCKHEIGHT * (0 + 0.5);
|
||||
lightpoints[4].x = 0.68;
|
||||
lightpoints[4].y = BLOCKHEIGHT * (0 + 1.25);
|
||||
lightpoints[5].x = 0.65;
|
||||
lightpoints[5].y = BLOCKHEIGHT * (0 + 2);
|
||||
lightpoints[6].x = 0.62;
|
||||
lightpoints[6].y = BLOCKHEIGHT * (0 + 2.35);
|
||||
lightpoints[7].x = 0.55;
|
||||
lightpoints[7].y = BLOCKHEIGHT * (0 + 2.5);
|
||||
lightpoints[8].x = 0.4;
|
||||
lightpoints[8].y = BLOCKHEIGHT * (0 + 2.5);
|
||||
lightpoints[9].x = 0.4;
|
||||
lightpoints[9].y = BLOCKHEIGHT * (0 + 3);
|
||||
lightpoints[10].x = 0.0;
|
||||
lightpoints[10].y = BLOCKHEIGHT * (0 + 3);
|
||||
glColor4f(0.8, 0.8, 0.8, 0.5);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
@ -392,7 +421,6 @@ void LampAppearance::prepare(void){
|
|||
glVertex3f(0, -100, 0);
|
||||
glEnd();*/
|
||||
|
||||
|
||||
/*float screencoords[3]
|
||||
getPointCoordinates(0,lighty,0);
|
||||
|
||||
|
@ -438,13 +466,9 @@ void LampAppearance::prepare(void){
|
|||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();*/
|
||||
|
||||
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glEndList();
|
||||
}
|
||||
|
||||
void LampAppearance::draw(void){
|
||||
glCallList(gllist);
|
||||
}
|
||||
void LampAppearance::draw(void) { glCallList(gllist); }
|
||||
|
|
|
@ -18,7 +18,6 @@ public:
|
|||
void setColor(float red, float green, float blue);
|
||||
};
|
||||
|
||||
|
||||
class BasicBlockAppearance : public Appearance {
|
||||
private:
|
||||
int width, height, depth;
|
||||
|
@ -43,8 +42,6 @@ extern int knobdetail;
|
|||
void initKnob(void);
|
||||
void createKnob(int knobsegments = -1);
|
||||
|
||||
|
||||
|
||||
class HeadAppearance : public Appearance {
|
||||
private:
|
||||
int gllist;
|
||||
|
@ -56,8 +53,6 @@ public:
|
|||
void draw(void);
|
||||
};
|
||||
|
||||
|
||||
|
||||
#define FLOWER_RED 1
|
||||
#define FLOWER_YELLOW 2
|
||||
#define FLOWER_WHITE 3
|
||||
|
@ -74,8 +69,6 @@ public:
|
|||
void draw(void);
|
||||
};
|
||||
|
||||
|
||||
|
||||
class LampAppearance : public Appearance {
|
||||
private:
|
||||
int gllist;
|
||||
|
@ -87,5 +80,4 @@ public:
|
|||
void draw(void);
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
|
306
src/legoman.cpp
306
src/legoman.cpp
|
@ -15,9 +15,6 @@
|
|||
#include "fight.h"
|
||||
#include "glapi.h"
|
||||
|
||||
|
||||
|
||||
|
||||
BodyPart::BodyPart(Legoman *parent, float strength) {
|
||||
this->parent = parent;
|
||||
this->strength = strength;
|
||||
|
@ -35,7 +32,8 @@ void BodyPart::reset(void){
|
|||
}
|
||||
|
||||
void BodyPart::move(void) {
|
||||
if (immortal > 0) immortal--;
|
||||
if (immortal > 0)
|
||||
immortal--;
|
||||
Object::move();
|
||||
}
|
||||
|
||||
|
@ -46,7 +44,8 @@ void BodyPart::hitForce(float speed, float *speed2, Object *source){
|
|||
Sound *sound;
|
||||
sound = hitsound1;
|
||||
float volume = (speed - tolerance) * 0.4;
|
||||
if (volume > 1) volume = 1;
|
||||
if (volume > 1)
|
||||
volume = 1;
|
||||
volume = 1;
|
||||
sound->setVolume(volume);
|
||||
sound->play(30 + random(120));
|
||||
|
@ -70,22 +69,25 @@ void BodyPart::hitForce(float speed, float *speed2, Object *source){
|
|||
}
|
||||
|
||||
void BodyPart::makeDamage(float amount) {
|
||||
if (strength == 0) return;
|
||||
if (energy == 0) return;
|
||||
if (!parent->opponent->isAlive()) return;
|
||||
if (immortal > 0) return;
|
||||
if (strength == 0)
|
||||
return;
|
||||
if (energy == 0)
|
||||
return;
|
||||
if (!parent->opponent->isAlive())
|
||||
return;
|
||||
if (immortal > 0)
|
||||
return;
|
||||
|
||||
energy -= amount / strength;
|
||||
if (energy < 0) energy = 0;
|
||||
if (energy < 0)
|
||||
energy = 0;
|
||||
if (energy == 0) {
|
||||
parent->releasePart(this);
|
||||
}
|
||||
immortal = 30;
|
||||
}
|
||||
|
||||
|
||||
Sensor::Sensor(){
|
||||
}
|
||||
Sensor::Sensor() {}
|
||||
|
||||
void Sensor::attach(Object *object, float *relativeposition) {
|
||||
vectorCopy(this->relativeposition, relativeposition);
|
||||
|
@ -113,13 +115,9 @@ void Sensor::update(void){
|
|||
// printf("V: %f, %f, %f\n", velocity[0], velocity[1], velocity[2]);
|
||||
}
|
||||
|
||||
void Sensor::getPosition(float *target){
|
||||
vectorCopy(target, position);
|
||||
}
|
||||
void Sensor::getPosition(float *target) { vectorCopy(target, position); }
|
||||
|
||||
void Sensor::getVelocity(float *target){
|
||||
vectorCopy(target, velocity);
|
||||
}
|
||||
void Sensor::getVelocity(float *target) { vectorCopy(target, velocity); }
|
||||
|
||||
void Sensor::getAcceleration(float *target) {
|
||||
vectorCopy(target, acceleration);
|
||||
|
@ -161,18 +159,21 @@ Legoman::Legoman(int side){
|
|||
}
|
||||
|
||||
// Legs
|
||||
Mesh* geomLegMesh = createBox(-0.45, 0.45, -BLOCKHEIGHT*LEGHEIGHT/2.0, BLOCKHEIGHT*LEGHEIGHT/2.0, -0.5, 0.5);
|
||||
Mesh *geomLegMesh = createBox(-0.45, 0.45, -BLOCKHEIGHT * LEGHEIGHT / 2.0,
|
||||
BLOCKHEIGHT * LEGHEIGHT / 2.0, -0.5, 0.5);
|
||||
float tmpScale = 1.0;
|
||||
|
||||
// Left leg
|
||||
{
|
||||
leftleg = new BodyPart(this, 8);
|
||||
Mesh* leftLegMesh = loadAscModel((char*)LEFTLEGASC, MODELSCALE, leftLegOffset);
|
||||
Mesh *leftLegMesh =
|
||||
loadAscModel((char *)LEFTLEGASC, MODELSCALE, leftLegOffset);
|
||||
MeshShape *leftLegGeom = new MeshShape(leftleg, geomLegMesh);
|
||||
leftleg->geometry = leftLegGeom;
|
||||
leftleg->appearance = new MeshAppearance(leftLegMesh);
|
||||
// leftleg->appearance = new MeshAppearance(geomLegMesh);
|
||||
leftleg->appearance->material.setColor(legcolor[0], legcolor[1], legcolor[2], 1);
|
||||
leftleg->appearance->material.setColor(legcolor[0], legcolor[1],
|
||||
legcolor[2], 1);
|
||||
vectorSet(leftleg->position, -0.6, BLOCKHEIGHT * (LEGHEIGHT / 2.0), 0);
|
||||
leftleg->setGravity(true);
|
||||
leftleg->setMass(LEGHEIGHT / 3.0);
|
||||
|
@ -182,19 +183,20 @@ Legoman::Legoman(int side){
|
|||
// Right leg
|
||||
{
|
||||
rightleg = new BodyPart(this, 8);
|
||||
Mesh* rightLegMesh = loadAscModel((char*)RIGHTLEGASC, MODELSCALE, rightLegOffset);
|
||||
Mesh *rightLegMesh =
|
||||
loadAscModel((char *)RIGHTLEGASC, MODELSCALE, rightLegOffset);
|
||||
MeshShape *rightLegGeom = new MeshShape(rightleg, geomLegMesh);
|
||||
rightleg->geometry = rightLegGeom;
|
||||
rightleg->appearance = new MeshAppearance(rightLegMesh);
|
||||
// rightleg->appearance = new MeshAppearance(geomLegMesh);
|
||||
rightleg->appearance->material.setColor(legcolor[0], legcolor[1], legcolor[2], 1);
|
||||
rightleg->appearance->material.setColor(legcolor[0], legcolor[1],
|
||||
legcolor[2], 1);
|
||||
vectorSet(rightleg->position, 0.6, BLOCKHEIGHT * (LEGHEIGHT / 2.0), 0);
|
||||
rightleg->setGravity(true);
|
||||
rightleg->setMass(LEGHEIGHT / 3.0);
|
||||
rightleg->setCollisionGroup(collisiongroup);
|
||||
}
|
||||
|
||||
|
||||
// Waist
|
||||
{
|
||||
waist = new BodyPart(this, 0);
|
||||
|
@ -202,49 +204,56 @@ Legoman::Legoman(int side){
|
|||
MeshAppearance *waistappearance = new MeshAppearance(waistMesh);
|
||||
waistappearance->material.setColor(0, 1, 0, 1);
|
||||
|
||||
Mesh *waistGeomMesh = createBox(-1 + 0.1, 1 - 0.1, 0, BLOCKHEIGHT*WAISTHEIGHT/2.0, 0.1, 0.4);
|
||||
Mesh *waistGeomMesh = createBox(-1 + 0.1, 1 - 0.1, 0,
|
||||
BLOCKHEIGHT * WAISTHEIGHT / 2.0, 0.1, 0.4);
|
||||
MeshShape *waistgeometry = new MeshShape(waist, waistGeomMesh);
|
||||
waist->geometry = waistgeometry;
|
||||
waist->appearance = waistappearance;
|
||||
// waist->appearance = new MeshAppearance(waistGeomMesh);
|
||||
vectorSet(waist->position, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT/2.0), 0);
|
||||
vectorSet(waist->position, 0, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT / 2.0),
|
||||
0);
|
||||
waist->setGravity(true);
|
||||
waist->setMass(2 * WAISTHEIGHT / 3.0);
|
||||
waist->setCollisionGroup(collisiongroup);
|
||||
}
|
||||
|
||||
|
||||
// Torso
|
||||
{
|
||||
torso = new BodyPart(this, 4);
|
||||
Mesh *torsoMesh = loadAscModel((char *)TORSOASC, TORSOSCALE);
|
||||
// int i;
|
||||
//for (i = 0; i < torsoMesh->polygoncount; i++) torsoMesh->polygons[i].smooth = false;
|
||||
// for (i = 0; i < torsoMesh->polygoncount; i++)
|
||||
// torsoMesh->polygons[i].smooth = false;
|
||||
MeshAppearance *torsoAppearance = new MeshAppearance(torsoMesh);
|
||||
torsoAppearance->material.setColor(torsocolor[0], torsocolor[1], torsocolor[2], 1);
|
||||
Mesh *torsoGeomMesh = createBox(-1, 1, -BLOCKHEIGHT*TORSOHEIGHT/2.0, BLOCKHEIGHT*TORSOHEIGHT/2.0, -0.5, 0.5);
|
||||
torsoAppearance->material.setColor(torsocolor[0], torsocolor[1],
|
||||
torsocolor[2], 1);
|
||||
Mesh *torsoGeomMesh = createBox(-1, 1, -BLOCKHEIGHT * TORSOHEIGHT / 2.0,
|
||||
BLOCKHEIGHT * TORSOHEIGHT / 2.0, -0.5, 0.5);
|
||||
MeshShape *torsogeometry = new MeshShape(torso, torsoGeomMesh);
|
||||
torso->geometry = torsogeometry;
|
||||
torso->appearance = torsoAppearance;
|
||||
// torso->appearance = new MeshAppearance(torsoGeomMesh);
|
||||
vectorSet(torso->position, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT/2.0), 0);
|
||||
vectorSet(torso->position, 0,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT / 2.0), 0);
|
||||
torso->setGravity(true);
|
||||
torso->setMass(2 * TORSOHEIGHT / 3.0);
|
||||
torso->setCollisionGroup(collisiongroup);
|
||||
}
|
||||
|
||||
|
||||
// Hands
|
||||
//Mesh *handMeshGeom = createBox(-0.4, 0.4, -BLOCKHEIGHT*HANDHEIGHT/2.0, BLOCKHEIGHT*HANDHEIGHT/2.0, -0.5, 0.5);
|
||||
Mesh *handMeshGeom = createBox(-0.2, 0.2, -BLOCKHEIGHT*HANDHEIGHT/2.0, BLOCKHEIGHT*HANDHEIGHT/2.0, -0.5, 0.5);
|
||||
|
||||
// Mesh *handMeshGeom = createBox(-0.4, 0.4, -BLOCKHEIGHT*HANDHEIGHT/2.0,
|
||||
// BLOCKHEIGHT*HANDHEIGHT/2.0, -0.5, 0.5);
|
||||
Mesh *handMeshGeom = createBox(-0.2, 0.2, -BLOCKHEIGHT * HANDHEIGHT / 2.0,
|
||||
BLOCKHEIGHT * HANDHEIGHT / 2.0, -0.5, 0.5);
|
||||
|
||||
// Left hand
|
||||
{
|
||||
lefthand = new BodyPart(this, 5);
|
||||
|
||||
Mesh* leftHandMesh = loadAscModel((char*)LEFTARMASC, MODELSCALE, leftHandOffset);
|
||||
Mesh* leftPalmMesh = loadAscModel((char*)LEFTPALMASC, MODELSCALE, leftPalmOffset);
|
||||
Mesh *leftHandMesh =
|
||||
loadAscModel((char *)LEFTARMASC, MODELSCALE, leftHandOffset);
|
||||
Mesh *leftPalmMesh =
|
||||
loadAscModel((char *)LEFTPALMASC, MODELSCALE, leftPalmOffset);
|
||||
MultiAppearance *a = new MultiAppearance();
|
||||
Appearance *arm = new MeshAppearance(leftHandMesh);
|
||||
Appearance *palm = new MeshAppearance(leftPalmMesh);
|
||||
|
@ -257,7 +266,10 @@ Legoman::Legoman(int side){
|
|||
lefthand->appearance = a; // new MeshAppearance(leftHandMesh);
|
||||
// lefthand->appearance = new MeshAppearance(handMeshGeom);
|
||||
// lefthand->appearance->material.setColor(1, 0, 0, 1);
|
||||
vectorSet(lefthand->position, -1.3, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT/2.0), 0);
|
||||
vectorSet(lefthand->position, -1.3,
|
||||
BLOCKHEIGHT *
|
||||
(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT / 2.0),
|
||||
0);
|
||||
lefthand->setGravity(true);
|
||||
lefthand->setMass(HANDHEIGHT / 3.0);
|
||||
lefthand->setCollisionGroup(collisiongrouphand);
|
||||
|
@ -266,8 +278,10 @@ Legoman::Legoman(int side){
|
|||
// Right hand
|
||||
{
|
||||
righthand = new BodyPart(this, 5);
|
||||
Mesh* rightHandMesh = loadAscModel((char*)RIGHTARMASC, MODELSCALE, rightHandOffset);
|
||||
Mesh* rightPalmMesh = loadAscModel((char*)RIGHTPALMASC, MODELSCALE, rightPalmOffset);
|
||||
Mesh *rightHandMesh =
|
||||
loadAscModel((char *)RIGHTARMASC, MODELSCALE, rightHandOffset);
|
||||
Mesh *rightPalmMesh =
|
||||
loadAscModel((char *)RIGHTPALMASC, MODELSCALE, rightPalmOffset);
|
||||
MultiAppearance *a = new MultiAppearance();
|
||||
Appearance *arm = new MeshAppearance(rightHandMesh);
|
||||
arm->material.setColor(torsocolor[0], torsocolor[1], torsocolor[2], 1);
|
||||
|
@ -279,13 +293,15 @@ Legoman::Legoman(int side){
|
|||
righthand->geometry = righthandgeometry;
|
||||
righthand->appearance = a;
|
||||
// righthand->appearance = new MeshAppearance(handMeshGeom);
|
||||
vectorSet(righthand->position, 1.3, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT/2.0), 0);
|
||||
vectorSet(righthand->position, 1.3,
|
||||
BLOCKHEIGHT *
|
||||
(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT / 2.0),
|
||||
0);
|
||||
righthand->setGravity(true);
|
||||
righthand->setMass(HANDHEIGHT / 3.0);
|
||||
righthand->setCollisionGroup(collisiongrouphand);
|
||||
}
|
||||
|
||||
|
||||
// Head
|
||||
{
|
||||
head = new BodyPart(this, 2);
|
||||
|
@ -298,40 +314,34 @@ Legoman::Legoman(int side){
|
|||
headgeometry->setRadius(r);
|
||||
head->geometry = headgeometry;
|
||||
head->appearance = headappearance;
|
||||
vectorSet(head->position, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT + HEADHEIGHT/2 + 0.5), 0);
|
||||
vectorSet(head->position, 0,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT +
|
||||
HEADHEIGHT / 2 + 0.5),
|
||||
0);
|
||||
head->setGravity(true);
|
||||
head->setMass(4.0 / 3 * PI * r * r * r);
|
||||
head->setCollisionGroup(collisiongroup);
|
||||
}
|
||||
|
||||
|
||||
headsensor = new Sensor();
|
||||
torsosensor = new Sensor();
|
||||
|
||||
headvisual = new DamageVisual(head, damageHead, false, -0.5, -2, 0.5, -1);
|
||||
|
||||
torsovisual = new DamageVisual(torso, damageTorso, false, -0.5, -1, 0.5, 0);
|
||||
|
||||
headvisual = new DamageVisual(head, damageHead, false,
|
||||
-0.5, -2, 0.5, -1);
|
||||
lefthandvisual =
|
||||
new DamageVisual(lefthand, damageHand, true, 0.4, -1, 0.9, 0);
|
||||
|
||||
torsovisual = new DamageVisual(torso, damageTorso, false,
|
||||
-0.5, -1, 0.5, 0);
|
||||
righthandvisual =
|
||||
new DamageVisual(righthand, damageHand, true, -0.4, -1, -0.9, 0);
|
||||
|
||||
lefthandvisual = new DamageVisual(lefthand, damageHand, true,
|
||||
0.4, -1, 0.9, 0);
|
||||
|
||||
righthandvisual = new DamageVisual(righthand, damageHand, true,
|
||||
-0.4, -1, -0.9, 0);
|
||||
|
||||
leftlegvisual = new DamageVisual(leftleg, damageLeg, true,
|
||||
0, 0, 0.5, 1);
|
||||
|
||||
rightlegvisual = new DamageVisual(rightleg, damageLeg, true,
|
||||
-0, 0, -0.5, 1);
|
||||
leftlegvisual = new DamageVisual(leftleg, damageLeg, true, 0, 0, 0.5, 1);
|
||||
|
||||
rightlegvisual = new DamageVisual(rightleg, damageLeg, true, -0, 0, -0.5, 1);
|
||||
|
||||
harmfulobjects = NULL;
|
||||
|
||||
|
||||
walkphase = 0;
|
||||
jumpphase = 0;
|
||||
hitside = 0;
|
||||
|
@ -342,7 +352,6 @@ Legoman::Legoman(int side){
|
|||
void Legoman::insertToWorld(World *world) {
|
||||
this->world = world;
|
||||
|
||||
|
||||
world->addChild(rightleg);
|
||||
world->addChild(leftleg);
|
||||
world->addChild(waist);
|
||||
|
@ -352,36 +361,42 @@ void Legoman::insertToWorld(World *world){
|
|||
world->addChild(head);
|
||||
float linkpoint[3];
|
||||
|
||||
vectorSet(linkpoint, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT + HEADHEIGHT), 0);
|
||||
vectorSet(linkpoint, 0,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT + HEADHEIGHT),
|
||||
0);
|
||||
headlinks[0] = world->addLink(head, torso, linkpoint);
|
||||
|
||||
vectorSet(linkpoint, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT), 0);
|
||||
vectorSet(linkpoint, 0, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT),
|
||||
0);
|
||||
headlinks[1] = world->addLink(head, torso, linkpoint);
|
||||
|
||||
vectorSet(linkpoint, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT + HEADHEIGHT*0.5), 1);
|
||||
vectorSet(linkpoint, 0, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT +
|
||||
HEADHEIGHT * 0.5),
|
||||
1);
|
||||
headlinks[2] = world->addLink(head, torso, linkpoint);
|
||||
|
||||
head->attached = true;
|
||||
|
||||
|
||||
vectorSet(linkpoint, -1, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
vectorSet(linkpoint, -1,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
lefthandlinks[0] = world->addLink(torso, lefthand, linkpoint);
|
||||
|
||||
vectorSet(linkpoint, -2, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
vectorSet(linkpoint, -2,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
lefthandlinks[1] = world->addLink(torso, lefthand, linkpoint);
|
||||
|
||||
lefthand->attached = true;
|
||||
|
||||
|
||||
vectorSet(linkpoint, 1, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
vectorSet(linkpoint, 1,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
righthandlinks[0] = world->addLink(torso, righthand, linkpoint);
|
||||
|
||||
vectorSet(linkpoint, 2, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
vectorSet(linkpoint, 2,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT) - 0.5, 0);
|
||||
righthandlinks[1] = world->addLink(torso, righthand, linkpoint);
|
||||
|
||||
righthand->attached = true;
|
||||
|
||||
|
||||
vectorSet(linkpoint, -1, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT), -0.5);
|
||||
world->addLink(torso, waist, linkpoint);
|
||||
|
||||
|
@ -396,7 +411,6 @@ void Legoman::insertToWorld(World *world){
|
|||
|
||||
waist->attached = true;
|
||||
|
||||
|
||||
vectorSet(linkpoint, -1, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT) - 0.5, 0);
|
||||
leftleglinks[0] = world->addLink(waist, leftleg, linkpoint);
|
||||
|
||||
|
@ -407,7 +421,6 @@ void Legoman::insertToWorld(World *world){
|
|||
|
||||
leftleg->attached = true;
|
||||
|
||||
|
||||
vectorSet(linkpoint, 0, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT) - 0.5, 0);
|
||||
rightleglinks[0] = world->addLink(waist, rightleg, linkpoint);
|
||||
|
||||
|
@ -418,7 +431,6 @@ void Legoman::insertToWorld(World *world){
|
|||
|
||||
rightleg->attached = true;
|
||||
|
||||
|
||||
leftleglinks[2] = world->addLink(waist, leftleg, NULL);
|
||||
leftleglink = leftleglinks[2];
|
||||
leftleglink->enabled = false;
|
||||
|
@ -465,11 +477,22 @@ void Legoman::heal(void){
|
|||
head->reset();
|
||||
vectorSet(leftleg->position, -0.6, BLOCKHEIGHT * (LEGHEIGHT / 2.0), 0);
|
||||
vectorSet(rightleg->position, 0.6, BLOCKHEIGHT * (LEGHEIGHT / 2.0), 0);
|
||||
vectorSet(waist->position, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT/2.0), 0);
|
||||
vectorSet(torso->position, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT/2.0), 0);
|
||||
vectorSet(lefthand->position, -1.3, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT/2.0), 0);
|
||||
vectorSet(righthand->position, 1.3, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT/2.0), 0);
|
||||
vectorSet(head->position, 0, BLOCKHEIGHT*(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT + HEADHEIGHT/2 + 0.5), 0);
|
||||
vectorSet(waist->position, 0, BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT / 2.0),
|
||||
0);
|
||||
vectorSet(torso->position, 0,
|
||||
BLOCKHEIGHT * (LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT / 2.0), 0);
|
||||
vectorSet(lefthand->position, -1.3,
|
||||
BLOCKHEIGHT *
|
||||
(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT / 2.0),
|
||||
0);
|
||||
vectorSet(righthand->position, 1.3,
|
||||
BLOCKHEIGHT *
|
||||
(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT - HANDHEIGHT / 2.0),
|
||||
0);
|
||||
vectorSet(head->position, 0,
|
||||
BLOCKHEIGHT *
|
||||
(LEGHEIGHT + WAISTHEIGHT + TORSOHEIGHT + HEADHEIGHT / 2 + 0.5),
|
||||
0);
|
||||
|
||||
headsensor->attach(head);
|
||||
torsosensor->attach(torso);
|
||||
|
@ -521,7 +544,8 @@ void Legoman::addHarmfulObject(Object *object){
|
|||
bool Legoman::isHarmfulObject(Object *object) {
|
||||
objectlist *node = harmfulobjects;
|
||||
while (node != NULL) {
|
||||
if (node->object == object) return true;
|
||||
if (node->object == object)
|
||||
return true;
|
||||
node = node->next;
|
||||
}
|
||||
return false;
|
||||
|
@ -529,11 +553,16 @@ bool Legoman::isHarmfulObject(Object *object){
|
|||
|
||||
float Legoman::getInvMass(void) {
|
||||
float mass = torso->getMass() + waist->getMass();
|
||||
if (head->attached) mass += head->getMass();
|
||||
if (lefthand->attached) mass += lefthand->getMass();
|
||||
if (righthand->attached) mass += righthand->getMass();
|
||||
if (leftleg->attached) mass += leftleg->getMass();
|
||||
if (rightleg->attached) mass += rightleg->getMass();
|
||||
if (head->attached)
|
||||
mass += head->getMass();
|
||||
if (lefthand->attached)
|
||||
mass += lefthand->getMass();
|
||||
if (righthand->attached)
|
||||
mass += righthand->getMass();
|
||||
if (leftleg->attached)
|
||||
mass += leftleg->getMass();
|
||||
if (rightleg->attached)
|
||||
mass += rightleg->getMass();
|
||||
return 1.0 / mass;
|
||||
}
|
||||
|
||||
|
@ -576,7 +605,8 @@ void Legoman::move(float *movement){
|
|||
#define BALANCEANGLE (PI / 12)
|
||||
|
||||
void Legoman::balance(void) {
|
||||
if (!alive || !head->attached) return;
|
||||
if (!alive || !head->attached)
|
||||
return;
|
||||
|
||||
float headpos[3], torsopos[3];
|
||||
headsensor->getPosition(headpos);
|
||||
|
@ -631,10 +661,12 @@ void Legoman::update(void){
|
|||
}*/
|
||||
if (torso->momentum[1] < 0 && isOnGround()) {
|
||||
jumpphase--;
|
||||
if (jumpphase == 0) jumpenabled = true;
|
||||
if (jumpphase == 0)
|
||||
jumpenabled = true;
|
||||
}
|
||||
|
||||
if (hitside < 10) hitside += 2;
|
||||
if (hitside < 10)
|
||||
hitside += 2;
|
||||
// hitside = -hitside;
|
||||
/*if (hitside > 0){
|
||||
hitside = -hitside;
|
||||
|
@ -662,16 +694,20 @@ void Legoman::updateLegs(void){
|
|||
|
||||
// Left leg
|
||||
angle = sfmod(walkphase * LEGSPEED, PI);
|
||||
if (angle > PI/4) angle = PI/2 - angle;
|
||||
if (angle < -PI/4) angle = -PI/2 - angle;
|
||||
if (angle > PI / 4)
|
||||
angle = PI / 2 - angle;
|
||||
if (angle < -PI / 4)
|
||||
angle = -PI / 2 - angle;
|
||||
vectorSet(temp, 0, -cos(angle), -sin(angle));
|
||||
vectorAdd(temp, lll->point1);
|
||||
vectorCopy(leftleglink->point1, temp);
|
||||
|
||||
// Right leg
|
||||
angle = sfmod(walkphase * LEGSPEED + PI / 2, PI);
|
||||
if (angle > PI/4) angle = PI/2 - angle;
|
||||
if (angle < -PI/4) angle = -PI/2 - angle;
|
||||
if (angle > PI / 4)
|
||||
angle = PI / 2 - angle;
|
||||
if (angle < -PI / 4)
|
||||
angle = -PI / 2 - angle;
|
||||
vectorSet(temp, 0, -cos(angle), -sin(angle));
|
||||
vectorAdd(temp, rll->point1);
|
||||
vectorCopy(rightleglink->point1, temp);
|
||||
|
@ -681,14 +717,17 @@ void Legoman::walk(float amount){
|
|||
walkdelay = 20;
|
||||
|
||||
float sign;
|
||||
if (amount > 0) sign = 1;
|
||||
else sign = -1;
|
||||
if (amount > 0)
|
||||
sign = 1;
|
||||
else
|
||||
sign = -1;
|
||||
|
||||
walkphase += sign;
|
||||
|
||||
updateLegs();
|
||||
|
||||
if (!isStanding()) return;
|
||||
if (!isStanding())
|
||||
return;
|
||||
|
||||
float movement[3];
|
||||
float xdir[3], ydir[3], zdir[3];
|
||||
|
@ -734,7 +773,6 @@ void Legoman::walk(float amount){
|
|||
vectorScale(movement, torso->invmass * waist->getMass());
|
||||
vectorCopy(waist->momentum, movement);
|
||||
|
||||
|
||||
/*float speed = vectorDot(oldmomentum, movement);
|
||||
float speedadd = 1;
|
||||
float maxspeed = 5;
|
||||
|
@ -823,7 +861,8 @@ void Legoman::turn(float amount){
|
|||
}
|
||||
|
||||
void Legoman::hit(void) {
|
||||
if (!lefthand->attached && !righthand->attached) return;
|
||||
if (!lefthand->attached && !righthand->attached)
|
||||
return;
|
||||
/*float leftdot = vectorDot(&lefthand->rotation[3], &torso->rotation[6]);
|
||||
float rightdot = vectorDot(&righthand->rotation[3], &torso->rotation[6]);
|
||||
if (leftdot < rightdot){
|
||||
|
@ -832,11 +871,15 @@ void Legoman::hit(void){
|
|||
hitside = RIGHTHAND;
|
||||
}*/
|
||||
|
||||
if (hitside >= 10) hitside -= 9;
|
||||
else hitside -= 2;
|
||||
if (hitside >= 10)
|
||||
hitside -= 9;
|
||||
else
|
||||
hitside -= 2;
|
||||
|
||||
if ((hitside & 1) && !lefthand->attached) hitside++;
|
||||
if (!(hitside & 1) && !righthand->attached) hitside++;
|
||||
if ((hitside & 1) && !lefthand->attached)
|
||||
hitside++;
|
||||
if (!(hitside & 1) && !righthand->attached)
|
||||
hitside++;
|
||||
|
||||
float axis[3];
|
||||
if (hitside & 1) {
|
||||
|
@ -849,11 +892,13 @@ void Legoman::hit(void){
|
|||
}
|
||||
|
||||
void Legoman::jump(void) {
|
||||
if (!leftleg->attached && !rightleg->attached) return;
|
||||
if (!leftleg->attached && !rightleg->attached)
|
||||
return;
|
||||
if (jumpenabled) { // == 0 && isOnGround()){
|
||||
float r = BLOCKHEIGHT * HEADHEIGHT / 2;
|
||||
float strength = (2*LEGHEIGHT + 2*WAISTHEIGHT + 2*TORSOHEIGHT
|
||||
+ 2*HANDHEIGHT + 4.0*PI*r*r*r)/3.0*getInvMass();
|
||||
float strength = (2 * LEGHEIGHT + 2 * WAISTHEIGHT + 2 * TORSOHEIGHT +
|
||||
2 * HANDHEIGHT + 4.0 * PI * r * r * r) /
|
||||
3.0 * getInvMass();
|
||||
float jumpvector[3] = {0, 100.0 / strength, 0};
|
||||
|
||||
// vectorCopy(torso->momentum, jumpvector);
|
||||
|
@ -875,15 +920,18 @@ void Legoman::jump(void){
|
|||
bool Legoman::isOnGround(void) {
|
||||
// if (!isStanding()) return false;
|
||||
float wh = waist->position[1];
|
||||
if (wh > WAISTHEIGHT + 1.5) return false;
|
||||
if (fabs(torso->momentum[1]) > 10) return false;
|
||||
if (wh > WAISTHEIGHT + 1.5)
|
||||
return false;
|
||||
if (fabs(torso->momentum[1]) > 10)
|
||||
return false;
|
||||
// if (fabs(head->momentum[1]) > 10) return false;
|
||||
// if (fabs(waist->momentum[1]) > 3) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Legoman::isStanding(void) {
|
||||
if (!leftleg->attached && !rightleg->attached) return false;
|
||||
if (!leftleg->attached && !rightleg->attached)
|
||||
return false;
|
||||
float headpos[3], torsopos[3];
|
||||
headsensor->getPosition(headpos);
|
||||
torsosensor->getPosition(torsopos);
|
||||
|
@ -892,14 +940,19 @@ bool Legoman::isStanding(void){
|
|||
float posdifflen = vectorLength(posdiff);
|
||||
float angle = acos(posdiff[1] / posdifflen);
|
||||
|
||||
if (angle < BALANCEANGLE) return true;
|
||||
else return false;
|
||||
if (angle < BALANCEANGLE)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
void Legoman::fallOff(void) {
|
||||
if (dead) return;
|
||||
if (rand()&1) fallsound1->play();
|
||||
else fallsound2->play();
|
||||
if (dead)
|
||||
return;
|
||||
if (rand() & 1)
|
||||
fallsound1->play();
|
||||
else
|
||||
fallsound2->play();
|
||||
die();
|
||||
head->energy = 0;
|
||||
torso->energy = 0;
|
||||
|
@ -911,7 +964,8 @@ void Legoman::fallOff(void){
|
|||
}
|
||||
|
||||
void Legoman::releasePart(BodyPart *part) {
|
||||
if (dead) return;
|
||||
if (dead)
|
||||
return;
|
||||
if (part == head) {
|
||||
headlinks[0]->enabled = false;
|
||||
headlinks[1]->enabled = false;
|
||||
|
@ -944,25 +998,23 @@ void Legoman::releasePart(BodyPart *part){
|
|||
} else if (part == torso) {
|
||||
die();
|
||||
}
|
||||
if (!lefthand->attached && !righthand->attached &&
|
||||
!leftleg->attached && !rightleg->attached) die();
|
||||
if (!lefthand->attached && !righthand->attached && !leftleg->attached &&
|
||||
!rightleg->attached)
|
||||
die();
|
||||
}
|
||||
|
||||
void Legoman::die(void) {
|
||||
if (dead) return;
|
||||
if (dead)
|
||||
return;
|
||||
alive = false;
|
||||
lll->enabled = false;
|
||||
rll->enabled = false;
|
||||
gameOver(this);
|
||||
}
|
||||
|
||||
bool Legoman::isAlive(void){
|
||||
return alive;
|
||||
}
|
||||
bool Legoman::isAlive(void) { return alive; }
|
||||
|
||||
Legoman *Legoman::getOpponent(void){
|
||||
return opponent;
|
||||
}
|
||||
Legoman *Legoman::getOpponent(void) { return opponent; }
|
||||
|
||||
void Legoman::drawVisuals(void) {
|
||||
headvisual->draw();
|
||||
|
@ -973,8 +1025,6 @@ void Legoman::drawVisuals(void){
|
|||
rightlegvisual->draw();
|
||||
}
|
||||
|
||||
|
||||
|
||||
DamageVisual::DamageVisual(BodyPart *object, Texture *texture, bool mirror,
|
||||
float x1, float y1, float x2, float y2) {
|
||||
this->object = object;
|
||||
|
@ -1003,8 +1053,10 @@ void DamageVisual::draw(void){
|
|||
texture->enable();
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
if (energy > 0) glColor3f(1-energy, energy, 0);
|
||||
else glColor3f(0.3, 0.3, 0.3);
|
||||
if (energy > 0)
|
||||
glColor3f(1 - energy, energy, 0);
|
||||
else
|
||||
glColor3f(0.3, 0.3, 0.3);
|
||||
|
||||
glTexCoord2f(tx1, ty1);
|
||||
glVertex2f(x1, y1);
|
||||
|
|
|
@ -23,7 +23,6 @@ class DamageVisual;
|
|||
#define LEFTHAND 4
|
||||
#define RIGHTHAND 8
|
||||
|
||||
|
||||
const char LEFTLEGASC[] = DATAPATH "blockolegscaled.asc";
|
||||
const char RIGHTLEGASC[] = DATAPATH "blockolegscaled.asc";
|
||||
const char WAISTASC[] = DATAPATH "blockowaistscaled.asc";
|
||||
|
@ -33,11 +32,9 @@ const char RIGHTARMASC[] = DATAPATH"rightarm.asc";
|
|||
const char LEFTPALMASC[] = DATAPATH "leftpalm.asc";
|
||||
const char RIGHTPALMASC[] = DATAPATH "rightpalm.asc";
|
||||
|
||||
|
||||
#define MODELSCALE 0.12
|
||||
#define TORSOSCALE 0.115
|
||||
|
||||
|
||||
class BodyPart : public Object {
|
||||
private:
|
||||
float energy;
|
||||
|
@ -171,14 +168,11 @@ public:
|
|||
friend void drawEnd(int framecount);
|
||||
};
|
||||
|
||||
|
||||
|
||||
extern Texture *damageHead;
|
||||
extern Texture *damageTorso;
|
||||
extern Texture *damageHand;
|
||||
extern Texture *damageLeg;
|
||||
|
||||
|
||||
class DamageVisual {
|
||||
private:
|
||||
BodyPart *object;
|
||||
|
@ -187,11 +181,10 @@ private:
|
|||
Texture *texture;
|
||||
|
||||
public:
|
||||
DamageVisual(BodyPart *object, Texture *texture, bool mirror,
|
||||
float x1, float y1, float x2, float y2);
|
||||
DamageVisual(BodyPart *object, Texture *texture, bool mirror, float x1,
|
||||
float y1, float x2, float y2);
|
||||
|
||||
void draw(void);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -61,17 +61,16 @@ void Light::setAttenuation(float constant, float linear, float quadratic){
|
|||
|
||||
void Light::setEnabled(bool enabled) {
|
||||
this->enabled = enabled;
|
||||
if (enabled) glEnable(glnum);
|
||||
else glDisable(glnum);
|
||||
if (enabled)
|
||||
glEnable(glnum);
|
||||
else
|
||||
glDisable(glnum);
|
||||
}
|
||||
|
||||
void Light::glUpdate(void){
|
||||
glLightfv(glnum, GL_POSITION, position);
|
||||
}
|
||||
void Light::glUpdate(void) { glLightfv(glnum, GL_POSITION, position); }
|
||||
|
||||
extern Camera camera;
|
||||
|
||||
|
||||
void Light::createFlare(void) {
|
||||
glPushMatrix();
|
||||
|
||||
|
@ -109,7 +108,6 @@ void Light::createFlare(void){
|
|||
float zd=(staticlightpositions[lightnumber].z-cameraposition.z)*cz;
|
||||
float distance=xd+yd+zd;*/
|
||||
|
||||
|
||||
float screencoords[3];
|
||||
/*GLint viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
|
@ -122,7 +120,8 @@ void Light::createFlare(void){
|
|||
glGetDoublev(GL_PROJECTION_MATRIX, projectionm);
|
||||
|
||||
GLdouble wx, wy, wz;
|
||||
if (gluProject(0, 0, 0, modelviewm, projectionm, viewport, &wx, &wy, &wz) == GL_FALSE){
|
||||
if (gluProject(0, 0, 0, modelviewm, projectionm, viewport, &wx, &wy, &wz) ==
|
||||
GL_FALSE) {
|
||||
printf("Failure\n");
|
||||
}
|
||||
|
||||
|
@ -130,7 +129,6 @@ void Light::createFlare(void){
|
|||
screencoords[1] = (float)(2 * wy - height) / height;
|
||||
screencoords[2] = wz;
|
||||
|
||||
|
||||
// getPointCoordinates(screencoords);
|
||||
// point3d screencoords = getPointCoordinates(0, 0, 0);
|
||||
|
||||
|
@ -147,7 +145,8 @@ void Light::createFlare(void){
|
|||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
float sizey = 6.0/distance * 1.0;//staticlightflarebrightnesses[lightnumber];
|
||||
float sizey =
|
||||
6.0 / distance * 1.0; // staticlightflarebrightnesses[lightnumber];
|
||||
float sizex = sizey * height / width;
|
||||
|
||||
if (distance > 0.5) {
|
||||
|
@ -177,7 +176,8 @@ void Light::createFlare(void){
|
|||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
if (lightingenabled) glEnable(GL_LIGHTING);
|
||||
if (lightingenabled)
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glPopMatrix();
|
||||
|
|
|
@ -27,4 +27,3 @@ public:
|
|||
void updateLights(void);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
25
src/main.cpp
25
src/main.cpp
|
@ -28,9 +28,11 @@ void exitProgram(int code){
|
|||
|
||||
void changeResolution(int width, int height, bool fullscreen) {
|
||||
int mode = SDL_OPENGL;
|
||||
if (fullscreen) mode |= SDL_FULLSCREEN;
|
||||
if (fullscreen)
|
||||
mode |= SDL_FULLSCREEN;
|
||||
if (!SDL_SetVideoMode(width, height, screenbpp, mode)) {
|
||||
fprintf(stderr,"Couldn't set %i*%i*%i opengl video mode: %s\n",screenwidth,screenheight,screenbpp,SDL_GetError());
|
||||
fprintf(stderr, "Couldn't set %i*%i*%i opengl video mode: %s\n",
|
||||
screenwidth, screenheight, screenbpp, SDL_GetError());
|
||||
exitProgram(-1);
|
||||
}
|
||||
|
||||
|
@ -39,23 +41,19 @@ void changeResolution(int width, int height, bool fullscreen){
|
|||
screenwidth = width;
|
||||
screenheight = height;
|
||||
|
||||
if (fullscreen) SDL_ShowCursor(SDL_DISABLE);
|
||||
else SDL_ShowCursor(SDL_ENABLE);
|
||||
if (fullscreen)
|
||||
SDL_ShowCursor(SDL_DISABLE);
|
||||
else
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
|
||||
initScenes();
|
||||
}
|
||||
|
||||
|
||||
bool keys[SDLK_LAST] = {false};
|
||||
|
||||
void handleKeydown(SDL_keysym *keysym){
|
||||
keys[keysym->sym] = true;
|
||||
}
|
||||
void handleKeydown(SDL_keysym *keysym) { keys[keysym->sym] = true; }
|
||||
|
||||
|
||||
void handleKeyup(SDL_keysym *keysym){
|
||||
keys[keysym->sym] = false;
|
||||
}
|
||||
void handleKeyup(SDL_keysym *keysym) { keys[keysym->sym] = false; }
|
||||
|
||||
void processEvents(void) {
|
||||
SDL_Event event;
|
||||
|
@ -107,7 +105,6 @@ int main(int argc, char *argv[]){
|
|||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
|
||||
atexit(SDL_Quit);
|
||||
|
||||
SDL_WM_SetCaption("BlockoFighter 2", NULL);
|
||||
|
@ -118,8 +115,6 @@ int main(int argc, char *argv[]){
|
|||
|
||||
// printf("SDL initialized.\n");
|
||||
|
||||
|
||||
|
||||
double calculatefps = 200.0;
|
||||
int framecounter, oldframecounter = 0;
|
||||
int currenttime;
|
||||
|
|
11
src/main.h
11
src/main.h
|
@ -1,10 +1,11 @@
|
|||
#ifndef __MAIN_H_INCLUDED__
|
||||
#define __MAIN_H_INCLUDED__
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
#pragma warning(disable:4244) //Disable: conversion from 'double' to 'double', possible loss of data
|
||||
#pragma warning(disable:4305) //Disable: truncation from 'const double' to 'double'
|
||||
#pragma warning(disable : 4244) // Disable: conversion from 'double' to
|
||||
// 'double', possible loss of data
|
||||
#pragma warning( \
|
||||
disable : 4305) // Disable: truncation from 'const double' to 'double'
|
||||
#endif
|
||||
|
||||
#include <SDL.h>
|
||||
|
@ -18,10 +19,10 @@ extern int screenwidth, screenheight;
|
|||
|
||||
extern int debugcounter;
|
||||
#ifdef DEBUG
|
||||
#define DP printf("%s: %i (Debug counter: %i)\n",__FILE__,__LINE__,debugcounter++);
|
||||
#define DP \
|
||||
printf("%s: %i (Debug counter: %i)\n", __FILE__, __LINE__, debugcounter++);
|
||||
#else
|
||||
#define DP
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -20,9 +20,7 @@ bool Material::loadTexture(char *path){
|
|||
return false;
|
||||
}
|
||||
|
||||
void Material::freeTexture(void){
|
||||
this->texture->~Texture();
|
||||
}
|
||||
void Material::freeTexture(void) { this->texture->~Texture(); }
|
||||
|
||||
void Material::setColor(float red, float green, float blue, float alpha) {
|
||||
color[0] = red;
|
||||
|
@ -31,9 +29,7 @@ void Material::setColor(float red, float green, float blue, float alpha){
|
|||
color[3] = alpha;
|
||||
}
|
||||
|
||||
const float* Material::getColor(void){
|
||||
return color;
|
||||
}
|
||||
const float *Material::getColor(void) { return color; }
|
||||
|
||||
void Material::enable(void) {
|
||||
enabled = true;
|
||||
|
@ -46,13 +42,9 @@ void Material::disable(void){
|
|||
this->texture->disable();
|
||||
}
|
||||
|
||||
bool Material::isEnabled(void){
|
||||
return enabled;
|
||||
}
|
||||
bool Material::isEnabled(void) { return enabled; }
|
||||
|
||||
Texture* Material::getTexture(void){
|
||||
return this->texture;
|
||||
}
|
||||
Texture *Material::getTexture(void) { return this->texture; }
|
||||
|
||||
void Material::setTexture(Texture *tex) {
|
||||
// this->texture->~Texture;
|
||||
|
|
|
@ -22,8 +22,6 @@ public:
|
|||
bool isEnabled(void);
|
||||
Texture *getTexture(void);
|
||||
void setTexture(Texture *tex);
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
221
src/menu.cpp
221
src/menu.cpp
|
@ -51,12 +51,12 @@ void initMenu(void){
|
|||
lamp->setPosition(-0.5, BLOCKHEIGHT * 15.5, 0.5);
|
||||
titleworld->addChild(lamp);
|
||||
|
||||
|
||||
// Floor
|
||||
BasicBlock *floorblock;
|
||||
|
||||
floorblock = new BasicBlock(33, 1, 5);
|
||||
floorblock->setPosition(-0.5, -BLOCKHEIGHT/2.0 + BLOCKHEIGHT*(4*3+1), 0.5-5);
|
||||
floorblock->setPosition(
|
||||
-0.5, -BLOCKHEIGHT / 2.0 + BLOCKHEIGHT * (4 * 3 + 1), 0.5 - 5);
|
||||
floorblock->setColor(0, 1, 0);
|
||||
titleworld->addChild(floorblock);
|
||||
|
||||
|
@ -75,9 +75,6 @@ void initMenu(void){
|
|||
floorblock->setColor(1, 0, 0);
|
||||
titleworld->addChild(floorblock);
|
||||
|
||||
|
||||
|
||||
|
||||
// Letters
|
||||
|
||||
// B
|
||||
|
@ -96,8 +93,7 @@ void initMenu(void){
|
|||
{4, 6, 1, 3}};*/
|
||||
int Bsize = 10;
|
||||
int Bwidth = 5;
|
||||
int Bletter[10][4] = {
|
||||
{0, 0, 4, 1},
|
||||
int Bletter[10][4] = {{0, 0, 4, 1},
|
||||
{0, 4, 4, 1},
|
||||
{0, 8, 4, 1},
|
||||
{0, 1, 1, 7},
|
||||
|
@ -111,28 +107,19 @@ void initMenu(void){
|
|||
// l
|
||||
int lsize = 2;
|
||||
int lwidth = 4;
|
||||
int lletter[2][4] = {
|
||||
{0, 0, 4, 1},
|
||||
{0, 1, 1, 4}};
|
||||
int lletter[2][4] = {{0, 0, 4, 1}, {0, 1, 1, 4}};
|
||||
|
||||
// o
|
||||
int osize = 4;
|
||||
int owidth = 4;
|
||||
int oletter[4][4] = {
|
||||
{0, 0, 4, 1},
|
||||
{0, 4, 4, 1},
|
||||
{0, 1, 1, 3},
|
||||
{3, 1, 1, 3}};
|
||||
{0, 0, 4, 1}, {0, 4, 4, 1}, {0, 1, 1, 3}, {3, 1, 1, 3}};
|
||||
|
||||
// c
|
||||
int csize = 5;
|
||||
int cwidth = 4;
|
||||
int cletter[5][4] = {
|
||||
{0, 0, 4, 1},
|
||||
{0, 4, 4, 1},
|
||||
{0, 1, 1, 3},
|
||||
{3, 1, 1, 1},
|
||||
{3, 3, 1, 1}};
|
||||
{0, 0, 4, 1}, {0, 4, 4, 1}, {0, 1, 1, 3}, {3, 1, 1, 1}, {3, 3, 1, 1}};
|
||||
/* {1, 0, 2, 1},
|
||||
{1, 4, 2, 1},
|
||||
{0, 1, 1, 3},
|
||||
|
@ -142,8 +129,7 @@ void initMenu(void){
|
|||
// k
|
||||
int ksize = 6;
|
||||
int kwidth = 4;
|
||||
int kletter[6][4] = {
|
||||
{0, 0, 1, 5},
|
||||
int kletter[6][4] = {{0, 0, 1, 5},
|
||||
{1, 2, 2, 1},
|
||||
{2, 1, 2, 1},
|
||||
{2, 3, 2, 1},
|
||||
|
@ -159,57 +145,39 @@ void initMenu(void){
|
|||
// F
|
||||
int Fsize = 3;
|
||||
int Fwidth = 3;
|
||||
int Fletter[3][4] = {
|
||||
{0, 0, 1, 7},
|
||||
{0, 4, 3, 1},
|
||||
{0, 7, 6, 1}};
|
||||
int Fletter[3][4] = {{0, 0, 1, 7}, {0, 4, 3, 1}, {0, 7, 6, 1}};
|
||||
|
||||
// i
|
||||
int isize = 1;
|
||||
int iwidth = 1;
|
||||
int iletter[1][4] = {
|
||||
{0, 0, 1, 4}};
|
||||
int iletter[1][4] = {{0, 0, 1, 4}};
|
||||
|
||||
// g
|
||||
int gsize = 5;
|
||||
int gwidth = 4;
|
||||
int gletter[5][4] = {
|
||||
{0, 0, 4, 1},
|
||||
{0, 4, 4, 1},
|
||||
{0, 1, 1, 3},
|
||||
{3, 1, 1, 1},
|
||||
{2, 2, 2, 1}};
|
||||
{0, 0, 4, 1}, {0, 4, 4, 1}, {0, 1, 1, 3}, {3, 1, 1, 1}, {2, 2, 2, 1}};
|
||||
|
||||
// h
|
||||
int hsize = 3;
|
||||
int hwidth = 1;
|
||||
int hletter[3][4] = {
|
||||
{0, 0, 1, 5},
|
||||
{3, 0, 1, 5},
|
||||
{0, 2, 4, 1}};
|
||||
int hletter[3][4] = {{0, 0, 1, 5}, {3, 0, 1, 5}, {0, 2, 4, 1}};
|
||||
|
||||
// t
|
||||
int tsize = 2;
|
||||
int twidth = 4;
|
||||
int tletter[2][4] = {
|
||||
{3, 0, 1, 6},
|
||||
{0, 6, 7, 1}};
|
||||
int tletter[2][4] = {{3, 0, 1, 6}, {0, 6, 7, 1}};
|
||||
|
||||
// e
|
||||
int esize = 5;
|
||||
int ewidth = 4;
|
||||
int eletter[5][4] = {
|
||||
{0, 0, 4, 1},
|
||||
{0, 4, 4, 1},
|
||||
{0, 2, 3, 1},
|
||||
{0, 1, 1, 1},
|
||||
{0, 3, 1, 1}};
|
||||
{0, 0, 4, 1}, {0, 4, 4, 1}, {0, 2, 3, 1}, {0, 1, 1, 1}, {0, 3, 1, 1}};
|
||||
|
||||
// r
|
||||
int rsize = 6;
|
||||
int rwidth = 4;
|
||||
int rletter[6][4] = {
|
||||
{0, 0, 1, 5},
|
||||
int rletter[6][4] = {{0, 0, 1, 5},
|
||||
{0, 2, 3, 1},
|
||||
{0, 4, 3, 1},
|
||||
{2, 1, 2, 1},
|
||||
|
@ -225,59 +193,21 @@ void initMenu(void){
|
|||
{3, 3, 1, 1}};*/
|
||||
|
||||
#define LETTERCOUNT 6
|
||||
int lettersizes[LETTERCOUNT] = {
|
||||
Bsize,
|
||||
lsize,
|
||||
osize,
|
||||
csize,
|
||||
ksize,
|
||||
osize
|
||||
};
|
||||
int letterwidths[LETTERCOUNT] = {
|
||||
Bwidth,
|
||||
lwidth,
|
||||
owidth,
|
||||
cwidth,
|
||||
kwidth,
|
||||
owidth
|
||||
};
|
||||
int *letters[LETTERCOUNT] = {
|
||||
&Bletter[0][0],
|
||||
&lletter[0][0],
|
||||
&oletter[0][0],
|
||||
&cletter[0][0],
|
||||
&kletter[0][0],
|
||||
&oletter[0][0]
|
||||
};
|
||||
int lettersizes[LETTERCOUNT] = {Bsize, lsize, osize, csize, ksize, osize};
|
||||
int letterwidths[LETTERCOUNT] = {Bwidth, lwidth, owidth,
|
||||
cwidth, kwidth, owidth};
|
||||
int *letters[LETTERCOUNT] = {&Bletter[0][0], &lletter[0][0],
|
||||
&oletter[0][0], &cletter[0][0],
|
||||
&kletter[0][0], &oletter[0][0]};
|
||||
|
||||
#define LETTERCOUNT2 7
|
||||
int lettersizes2[LETTERCOUNT2] = {
|
||||
Fsize,
|
||||
isize,
|
||||
gsize,
|
||||
hsize,
|
||||
tsize,
|
||||
esize,
|
||||
rsize
|
||||
};
|
||||
int letterwidths2[LETTERCOUNT2] = {
|
||||
Fwidth,
|
||||
iwidth,
|
||||
gwidth,
|
||||
hwidth,
|
||||
twidth,
|
||||
ewidth,
|
||||
rwidth
|
||||
};
|
||||
int lettersizes2[LETTERCOUNT2] = {Fsize, isize, gsize, hsize,
|
||||
tsize, esize, rsize};
|
||||
int letterwidths2[LETTERCOUNT2] = {Fwidth, iwidth, gwidth, hwidth,
|
||||
twidth, ewidth, rwidth};
|
||||
int *letters2[LETTERCOUNT2] = {
|
||||
&Fletter[0][0],
|
||||
&iletter[0][0],
|
||||
&gletter[0][0],
|
||||
&hletter[0][0],
|
||||
&tletter[0][0],
|
||||
&eletter[0][0],
|
||||
&rletter[0][0]
|
||||
};
|
||||
&Fletter[0][0], &iletter[0][0], &gletter[0][0], &hletter[0][0],
|
||||
&tletter[0][0], &eletter[0][0], &rletter[0][0]};
|
||||
BasicBlock *letterblock;
|
||||
|
||||
float z = 0.5;
|
||||
|
@ -294,7 +224,9 @@ void initMenu(void){
|
|||
int w = letters[i][j * 4 + 2];
|
||||
int h = letters[i][j * 4 + 3] * 3;
|
||||
letterblock = new BasicBlock(w, h, 1);
|
||||
letterblock->setPosition(dx+x+w/2.0, dy+BLOCKHEIGHT*(y+h/2.0), dz+z + randomf(0.1));
|
||||
letterblock->setPosition(dx + x + w / 2.0,
|
||||
dy + BLOCKHEIGHT * (y + h / 2.0),
|
||||
dz + z + randomf(0.1));
|
||||
letterblock->setColor(1, 0.5, 1);
|
||||
titleworld->addChild(letterblock);
|
||||
}
|
||||
|
@ -312,7 +244,9 @@ void initMenu(void){
|
|||
int w = letters2[i][j * 4 + 2];
|
||||
int h = letters2[i][j * 4 + 3] * 3;
|
||||
letterblock = new BasicBlock(w, h, 1);
|
||||
letterblock->setPosition(dx+x+w/2.0, dy+BLOCKHEIGHT*(y+h/2.0), dz+z + randomf(0.1));
|
||||
letterblock->setPosition(dx + x + w / 2.0,
|
||||
dy + BLOCKHEIGHT * (y + h / 2.0),
|
||||
dz + z + randomf(0.1));
|
||||
// float rotate[3] = {0, randomf(0.1), 0};
|
||||
// matrixCreateRotation(letterblock->rotation, rotate);
|
||||
letterblock->setColor(1, 0.5, 1);
|
||||
|
@ -321,27 +255,26 @@ void initMenu(void){
|
|||
dx += width + 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Object *flower;
|
||||
|
||||
flower = new Object();
|
||||
flower->appearance = new FlowerAppearance(FLOWER_RED, FLOWER_WHITE, FLOWER_YELLOW);
|
||||
flower->appearance =
|
||||
new FlowerAppearance(FLOWER_RED, FLOWER_WHITE, FLOWER_YELLOW);
|
||||
flower->setPosition(-7.5, 0, 1.5);
|
||||
titleworld->addChild(flower);
|
||||
|
||||
flower = new Object();
|
||||
flower->appearance = new FlowerAppearance(FLOWER_YELLOW, FLOWER_RED, FLOWER_YELLOW);
|
||||
flower->appearance =
|
||||
new FlowerAppearance(FLOWER_YELLOW, FLOWER_RED, FLOWER_YELLOW);
|
||||
flower->setPosition(-11.5, 0, -2.5);
|
||||
titleworld->addChild(flower);
|
||||
|
||||
flower = new Object();
|
||||
flower->appearance = new FlowerAppearance(FLOWER_WHITE, FLOWER_WHITE, FLOWER_RED);
|
||||
flower->appearance =
|
||||
new FlowerAppearance(FLOWER_WHITE, FLOWER_WHITE, FLOWER_RED);
|
||||
flower->setPosition(-14.5, 0, 0.5);
|
||||
titleworld->addChild(flower);
|
||||
|
||||
|
||||
|
||||
changesound = new Sound(DATAPATH "menuchange.wav");
|
||||
selectsound = new Sound(DATAPATH "menuselect.wav");
|
||||
menumusic = new Sound(DATAPATH "menu.mp3", true);
|
||||
|
@ -381,23 +314,19 @@ int olddetail;
|
|||
int detail = 2;
|
||||
|
||||
#define RESOLUTIONCOUNT 6
|
||||
int resolutions[RESOLUTIONCOUNT][2] = {
|
||||
{640, 480},
|
||||
int resolutions[RESOLUTIONCOUNT][2] = {{640, 480},
|
||||
{800, 600},
|
||||
{1024, 768},
|
||||
{1280, 960},
|
||||
{1280, 1024},
|
||||
{1600, 1200}
|
||||
};
|
||||
{1600, 1200}};
|
||||
|
||||
#define DETAILCOUNT 4
|
||||
char *details[DETAILCOUNT] = {"Off", "Low", "Medium", "High"};
|
||||
|
||||
int menurestartcounter = -1;
|
||||
|
||||
void menuRestart(void){
|
||||
menurestartcounter = 0;
|
||||
}
|
||||
void menuRestart(void) { menurestartcounter = 0; }
|
||||
|
||||
void menuMain(void) {
|
||||
interpolator = 0.0;
|
||||
|
@ -449,15 +378,14 @@ void menuEscPressed(void){
|
|||
quitcounter = 0;
|
||||
}
|
||||
|
||||
void menuQuit(void){
|
||||
exitProgram(0);
|
||||
}
|
||||
|
||||
void menuQuit(void) { exitProgram(0); }
|
||||
|
||||
void menuResolution(int dir) {
|
||||
resolution += dir;
|
||||
if (resolution < 0) resolution = 0;
|
||||
if (resolution >= RESOLUTIONCOUNT) resolution = RESOLUTIONCOUNT-1;
|
||||
if (resolution < 0)
|
||||
resolution = 0;
|
||||
if (resolution >= RESOLUTIONCOUNT)
|
||||
resolution = RESOLUTIONCOUNT - 1;
|
||||
// resolution = (resolution + RESOLUTIONCOUNT) % RESOLUTIONCOUNT;
|
||||
}
|
||||
|
||||
|
@ -476,7 +404,6 @@ void calculateMenu(int framecount){
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
menufade = -1;
|
||||
|
||||
titlelight.setEnabled(true);
|
||||
|
@ -498,11 +425,14 @@ void calculateMenu(int framecount){
|
|||
if (quitcounter != -1) {
|
||||
menufade = quitcounter / 200.0;
|
||||
quitcounter++;
|
||||
if (quitcounter == 200) menuQuit();
|
||||
if (quitcounter == 200)
|
||||
menuQuit();
|
||||
}
|
||||
|
||||
float cameratarget[3] = {0, 0, 0};
|
||||
titlecamera.setPosition(sin(framecount*0.001)*2-8, sin(framecount*0.0033)*2+15, cos(framecount*0.001)*2+25);
|
||||
titlecamera.setPosition(sin(framecount * 0.001) * 2 - 8,
|
||||
sin(framecount * 0.0033) * 2 + 15,
|
||||
cos(framecount * 0.001) * 2 + 25);
|
||||
titlecamera.setTarget(cameratarget);
|
||||
|
||||
titleworld->move();
|
||||
|
@ -564,7 +494,8 @@ void calculateMenu(int framecount){
|
|||
menuResolution(-1);
|
||||
break;
|
||||
case OPTIONSDETAIL:
|
||||
if (detail > 0) detail--;
|
||||
if (detail > 0)
|
||||
detail--;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
@ -581,7 +512,8 @@ void calculateMenu(int framecount){
|
|||
menuResolution(1);
|
||||
break;
|
||||
case OPTIONSDETAIL:
|
||||
if (detail < DETAILCOUNT-1) detail++;
|
||||
if (detail < DETAILCOUNT - 1)
|
||||
detail++;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
@ -596,8 +528,8 @@ void calculateMenu(int framecount){
|
|||
if (menuoption != MAINQUIT) {
|
||||
menuoption = MAINQUIT;
|
||||
changesound->play();
|
||||
}
|
||||
else menuEscPressed();
|
||||
} else
|
||||
menuEscPressed();
|
||||
break;
|
||||
case MODEOPTIONS:
|
||||
selectsound->play();
|
||||
|
@ -627,7 +559,8 @@ void calculateMenu(int framecount){
|
|||
case MODEOPTIONS:
|
||||
switch (menuoption) {
|
||||
case OPTIONSRESOLUTION:
|
||||
if (resolution != oldresolution) changeResolution(xres, yres, fullscreen);
|
||||
if (resolution != oldresolution)
|
||||
changeResolution(xres, yres, fullscreen);
|
||||
oldresolution = resolution;
|
||||
break;
|
||||
case OPTIONSFULLSCREEN:
|
||||
|
@ -655,7 +588,8 @@ void calculateMenu(int framecount){
|
|||
selectsound->play();
|
||||
pressed = true;
|
||||
}
|
||||
} else pressed = false;
|
||||
} else
|
||||
pressed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -668,16 +602,12 @@ void drawMenu(int framecount){
|
|||
|
||||
updateLights();
|
||||
|
||||
|
||||
|
||||
titleworld->draw();
|
||||
|
||||
|
||||
flaretexture->enable();
|
||||
titlelight.createFlare();
|
||||
flaretexture->disable();
|
||||
|
||||
|
||||
/*//2D-view
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
@ -692,18 +622,17 @@ void drawMenu(int framecount){
|
|||
enable2D();
|
||||
|
||||
glColor3f(1, 1, 1);
|
||||
print(0.73, 0.55,
|
||||
"Programming:\n" \
|
||||
" Miika Sell\n" \
|
||||
" Juha Kaarlas\n" \
|
||||
"\n" \
|
||||
"Graphics:\n" \
|
||||
" Miika Sell\n" \
|
||||
" Juha Kaarlas\n" \
|
||||
"\n" \
|
||||
"Musics:\n" \
|
||||
" Osmand"
|
||||
, 0.03);
|
||||
print(0.73, 0.55, "Programming:\n"
|
||||
" Miika Sell\n"
|
||||
" Juha Kaarlas\n"
|
||||
"\n"
|
||||
"Graphics:\n"
|
||||
" Miika Sell\n"
|
||||
" Juha Kaarlas\n"
|
||||
"\n"
|
||||
"Musics:\n"
|
||||
" Osmand",
|
||||
0.03);
|
||||
|
||||
print(0.35, 0.965, "http://blockofighter.kicks-ass.net/", 0.02);
|
||||
|
||||
|
@ -736,7 +665,6 @@ void drawMenu(int framecount){
|
|||
glColor3f(1, 1, 1);
|
||||
print(0.88, 0.12, "supported", 0.02);
|
||||
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor4f(0, 0, 0, 0.5);
|
||||
|
@ -813,7 +741,9 @@ void drawMenu(int framecount){
|
|||
|
||||
glLineWidth(2);
|
||||
|
||||
glColor4f(sin(framecount*0.04)*0.4+0.6, sin(framecount*0.04)*0.4+0.6, sin(framecount*0.04)*0.4+0.6, 0.5);
|
||||
glColor4f(sin(framecount * 0.04) * 0.4 + 0.6,
|
||||
sin(framecount * 0.04) * 0.4 + 0.6,
|
||||
sin(framecount * 0.04) * 0.4 + 0.6, 0.5);
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glVertex2f(x1, y1);
|
||||
glVertex2f(x2, y1);
|
||||
|
@ -822,7 +752,6 @@ void drawMenu(int framecount){
|
|||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
if (menufade != -1) {
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor4f(0, 0, 0, menufade);
|
||||
|
|
|
@ -16,4 +16,3 @@ void drawMenu(int framecount);
|
|||
void menuRestart(void);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
42
src/mesh.cpp
42
src/mesh.cpp
|
@ -38,8 +38,6 @@ Polygon::Polygon(void){
|
|||
realsmooth = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Mesh::Mesh(void) {
|
||||
vertexcount = 0;
|
||||
polygoncount = 0;
|
||||
|
@ -64,7 +62,8 @@ void Mesh::createPlanes(void){
|
|||
vectorCross(polygon->planenormal, v1, v2);
|
||||
vectorNormalize(polygon->planenormal);
|
||||
|
||||
polygon->planedistance = -vectorDot(polygon->vertices[0]->position, polygon->planenormal);
|
||||
polygon->planedistance =
|
||||
-vectorDot(polygon->vertices[0]->position, polygon->planenormal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -95,7 +94,8 @@ void Mesh::createVertexnormals(void){
|
|||
}
|
||||
for (j = 0; j < polygoncount; j++) {
|
||||
class Polygon *polygon = &polygons[j];
|
||||
if (!polygon->realsmooth) polygon->smooth = true;
|
||||
if (!polygon->realsmooth)
|
||||
polygon->smooth = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -155,7 +155,6 @@ void Mesh::createEdges(void){
|
|||
delete[] edges;
|
||||
}
|
||||
|
||||
|
||||
float Mesh::calculateScale(float targetLength, int axis) {
|
||||
|
||||
float min = 0.0;
|
||||
|
@ -195,13 +194,7 @@ MeshObject::MeshObject(Mesh *mesh){
|
|||
this->geometry = new MeshShape(this);
|
||||
}
|
||||
|
||||
|
||||
|
||||
MeshAppearance::MeshAppearance(Mesh *mesh){
|
||||
this->mesh = mesh;
|
||||
}
|
||||
|
||||
|
||||
MeshAppearance::MeshAppearance(Mesh *mesh) { this->mesh = mesh; }
|
||||
|
||||
void MeshAppearance::draw(void) {
|
||||
// glDisable(GL_CULL_FACE);
|
||||
|
@ -215,21 +208,20 @@ void MeshAppearance::draw(void){
|
|||
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
|
||||
if (!polygon->smooth) glNormal3fv(polygon->planenormal);
|
||||
if (!polygon->smooth)
|
||||
glNormal3fv(polygon->planenormal);
|
||||
|
||||
for (j = 0; j < polygon->vertexcount; j++) {
|
||||
Vertex *vertex = polygon->vertices[j];
|
||||
|
||||
if (polygon->smooth) glNormal3fv(vertex->normal);
|
||||
if (polygon->smooth)
|
||||
glNormal3fv(vertex->normal);
|
||||
glVertex3fv(vertex->position);
|
||||
|
||||
}
|
||||
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
glDisable(GL_DEPTH);
|
||||
glDisable(GL_LIGHTING);
|
||||
glLineWidth(5.0);
|
||||
|
@ -244,16 +236,10 @@ void MeshAppearance::draw(void){
|
|||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH);
|
||||
|
||||
|
||||
this->material.disable();
|
||||
// glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
MeshShape::MeshShape(MeshObject *object) : Shape(object) {
|
||||
mesh = object->mesh;
|
||||
}
|
||||
|
@ -267,7 +253,8 @@ bool MeshShape::checkCollision(Object *target){
|
|||
}
|
||||
|
||||
float MeshShape::calculateMomentOfInertia(float *rotationvector) {
|
||||
if (vectorDot(rotationvector, rotationvector) < EPSILON) return 0;
|
||||
if (vectorDot(rotationvector, rotationvector) < EPSILON)
|
||||
return 0;
|
||||
int i;
|
||||
float j = 0;
|
||||
for (i = 0; i < mesh->vertexcount; i++) {
|
||||
|
@ -325,7 +312,8 @@ bool MeshShape::checkCollisionPeer(MeshShape *target){
|
|||
object->transformPoint(vertexposition, vertex->position);
|
||||
target->object->unTransformPoint(vertexposition, vertexposition);
|
||||
|
||||
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
|
||||
if (checkPointMeshCollision(vertexposition, targetmesh, normal,
|
||||
contactpoint)) {
|
||||
target->object->transformVector(normal, normal);
|
||||
target->object->transformPoint(contactpoint, contactpoint);
|
||||
|
||||
|
@ -345,7 +333,8 @@ bool MeshShape::checkCollisionPeer(MeshShape *target){
|
|||
target->object->transformPoint(vertexposition, vertex->position);
|
||||
object->unTransformPoint(vertexposition, vertexposition);
|
||||
|
||||
if (checkPointMeshCollision(vertexposition, targetmesh, normal, contactpoint)){
|
||||
if (checkPointMeshCollision(vertexposition, targetmesh, normal,
|
||||
contactpoint)) {
|
||||
object->transformVector(normal, normal);
|
||||
object->transformPoint(contactpoint, contactpoint);
|
||||
|
||||
|
@ -376,4 +365,3 @@ bool MeshShape::checkCollisionPeer(MeshShape *target){
|
|||
|
||||
return collided;
|
||||
}
|
||||
|
||||
|
|
15
src/mesh.h
15
src/mesh.h
|
@ -3,12 +3,10 @@
|
|||
|
||||
#include "object.h"
|
||||
|
||||
|
||||
#define X_AXIS 0
|
||||
#define Y_AXIS 1
|
||||
#define Z_AXIS 2
|
||||
|
||||
|
||||
class Vertex {
|
||||
public:
|
||||
float position[3];
|
||||
|
@ -23,7 +21,6 @@ public:
|
|||
void setTexCoords(float u, float v);
|
||||
};
|
||||
|
||||
|
||||
class Edge;
|
||||
|
||||
class Polygon {
|
||||
|
@ -41,16 +38,12 @@ public:
|
|||
Polygon(void);
|
||||
};
|
||||
|
||||
|
||||
|
||||
class Edge {
|
||||
public:
|
||||
Vertex *v1, *v2;
|
||||
class Polygon *p1, *p2;
|
||||
};
|
||||
|
||||
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
int vertexcount;
|
||||
|
@ -62,7 +55,6 @@ public:
|
|||
Edge *edges;
|
||||
int edgecount;
|
||||
|
||||
|
||||
Mesh(void);
|
||||
~Mesh(void);
|
||||
|
||||
|
@ -74,8 +66,6 @@ public:
|
|||
void scale(float scale);
|
||||
};
|
||||
|
||||
|
||||
|
||||
class MeshObject : public Object {
|
||||
public:
|
||||
Mesh *mesh;
|
||||
|
@ -83,8 +73,6 @@ public:
|
|||
MeshObject(Mesh *mesh);
|
||||
};
|
||||
|
||||
|
||||
|
||||
class MeshAppearance : public Appearance {
|
||||
private:
|
||||
Mesh *mesh;
|
||||
|
@ -95,8 +83,6 @@ public:
|
|||
void draw(void);
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Geometry of sphere
|
||||
|
||||
class MeshShape : public Shape {
|
||||
|
@ -118,4 +104,3 @@ public:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -25,24 +25,24 @@ Object::Object(void){
|
|||
}
|
||||
|
||||
void Object::prepare(void) {
|
||||
if (appearance != NULL) appearance->prepare();
|
||||
if (appearance != NULL)
|
||||
appearance->prepare();
|
||||
}
|
||||
|
||||
#define DT 0.01
|
||||
|
||||
void Object::move(void){
|
||||
moveStep(DT);
|
||||
}
|
||||
void Object::move(void) { moveStep(DT); }
|
||||
|
||||
void Object::moveStep(float dt) {
|
||||
if (invmass == 0) return;
|
||||
if (invmass == 0)
|
||||
return;
|
||||
|
||||
|
||||
if (vectorDot(momentum, momentum) > 1.0e+5) vectorSet(momentum, 0, 0, 0);
|
||||
if (vectorDot(angularmomentum, angularmomentum) > 1.0e+5) vectorSet(angularmomentum, 0, 0, 0);
|
||||
if (vectorDot(momentum, momentum) > 1.0e+5)
|
||||
vectorSet(momentum, 0, 0, 0);
|
||||
if (vectorDot(angularmomentum, angularmomentum) > 1.0e+5)
|
||||
vectorSet(angularmomentum, 0, 0, 0);
|
||||
calculateStateVariables();
|
||||
|
||||
|
||||
float velocitydt[3];
|
||||
vectorScale(velocitydt, velocity, dt);
|
||||
vectorAdd(position, velocitydt);
|
||||
|
@ -66,7 +66,8 @@ void Object::calculateStateVariables(void){
|
|||
if (vectorIsZero(angularmomentum)) {
|
||||
invmomentofinertia = 0;
|
||||
} else {
|
||||
invmomentofinertia = invmass * 1.0 / geometry->calculateMomentOfInertia(angularmomentum);
|
||||
invmomentofinertia =
|
||||
invmass * 1.0 / geometry->calculateMomentOfInertia(angularmomentum);
|
||||
}
|
||||
|
||||
vectorScale(angularvelocity, angularmomentum, invmomentofinertia);
|
||||
|
@ -112,25 +113,25 @@ void Object::getMomentum(float *momentum){
|
|||
}
|
||||
|
||||
void Object::setMass(float mass) {
|
||||
if (mass == 0) this->invmass = 0;
|
||||
else this->invmass = 1.0 / mass;
|
||||
if (mass == 0)
|
||||
this->invmass = 0;
|
||||
else
|
||||
this->invmass = 1.0 / mass;
|
||||
}
|
||||
|
||||
float Object::getMass(void) {
|
||||
if (invmass == 0) return 0;
|
||||
if (invmass == 0)
|
||||
return 0;
|
||||
return 1.0 / invmass;
|
||||
}
|
||||
|
||||
void Object::setCollisionGroup(int group){
|
||||
this->collisiongroup = group;
|
||||
}
|
||||
void Object::setCollisionGroup(int group) { this->collisiongroup = group; }
|
||||
|
||||
int Object::getCollisionGroup(void){
|
||||
return collisiongroup;
|
||||
}
|
||||
int Object::getCollisionGroup(void) { return collisiongroup; }
|
||||
|
||||
void Object::addImpulse(float *impulse, float *contactpoint) {
|
||||
if (invmass == 0) return;
|
||||
if (invmass == 0)
|
||||
return;
|
||||
float angularimpulse[3];
|
||||
vectorCross(angularimpulse, contactpoint, impulse);
|
||||
vectorAdd(angularmomentum, angularimpulse);
|
||||
|
@ -175,39 +176,36 @@ void Object::unTransformVector(float *newvector, float *oldvector){
|
|||
vectorMatrixMultiply(newvector, oldvector, rotmat);
|
||||
}
|
||||
|
||||
|
||||
void Object::hitForce(float speed, float *speed2, Object *source) {
|
||||
float tolerance = 1.0;
|
||||
if (speed > tolerance) {
|
||||
Sound *sound;
|
||||
if (rand()&1) sound = softhitsound1;
|
||||
else sound = softhitsound2;
|
||||
if (rand() & 1)
|
||||
sound = softhitsound1;
|
||||
else
|
||||
sound = softhitsound2;
|
||||
float volume = (speed - tolerance) * 2;
|
||||
if (volume > 1) volume = 1;
|
||||
if (volume > 1)
|
||||
volume = 1;
|
||||
sound->setVolume(volume);
|
||||
sound->play(30 + random(70));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void Object::setGravity(bool enabled){
|
||||
gravity = enabled;
|
||||
}
|
||||
void Object::setGravity(bool enabled) { gravity = enabled; }
|
||||
|
||||
void Object::draw(void) {
|
||||
glPushMatrix();
|
||||
glTranslatef(position[0], position[1], position[2]);
|
||||
|
||||
GLfloat glmatrix[16] = {
|
||||
rotation[0], rotation[1], rotation[2], 0,
|
||||
GLfloat glmatrix[16] = {rotation[0], rotation[1], rotation[2], 0,
|
||||
rotation[3], rotation[4], rotation[5], 0,
|
||||
rotation[6], rotation[7], rotation[8], 0,
|
||||
0, 0, 0, 1};
|
||||
glMultMatrixf(glmatrix);
|
||||
|
||||
if (appearance != NULL) appearance->draw();
|
||||
if (appearance != NULL)
|
||||
appearance->draw();
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
|
22
src/object.h
22
src/object.h
|
@ -40,7 +40,6 @@ public:
|
|||
// float force[3]; //Temporary properties
|
||||
// float externalforce[3];
|
||||
|
||||
|
||||
/* Angular movement:
|
||||
* rotation <-> orientaatio (R)
|
||||
* angular velocity <-> kulmanopeus (w)
|
||||
|
@ -66,7 +65,6 @@ public:
|
|||
|
||||
// float torque[3]; //Temporary property
|
||||
|
||||
|
||||
void moveStep(float dt);
|
||||
// void applyForces(float dt);
|
||||
|
||||
|
@ -81,8 +79,6 @@ public:
|
|||
|
||||
bool gravity;
|
||||
|
||||
|
||||
|
||||
Object(void);
|
||||
|
||||
virtual void prepare(void);
|
||||
|
@ -117,30 +113,16 @@ public:
|
|||
|
||||
void setGravity(bool enabled);
|
||||
|
||||
|
||||
|
||||
virtual void hitForce(float speed, float *speed2, Object *source);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
friend class ObjectLink;
|
||||
//friend void collide(Object *source, Object *target, float *normal, float *contactpoint);
|
||||
// friend void collide(Object *source, Object *target, float *normal, float
|
||||
// *contactpoint);
|
||||
friend bool checkCollisions(Object *object, float *contactnormal);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Temporary state variables
|
||||
float velocity[3];
|
||||
float angularvelocity[3];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -12,7 +12,6 @@
|
|||
#include "objectfactory.h"
|
||||
#include "glapi.h"
|
||||
|
||||
|
||||
MeshObject *createPyramid(float width, float height) {
|
||||
Mesh *mesh = new Mesh();
|
||||
mesh->vertexcount = 5;
|
||||
|
@ -89,7 +88,8 @@ MeshObject *createSpherePool(float width, float height){
|
|||
|
||||
// float py = randomf(1);
|
||||
float l = sqrt(pz * pz + px * px) * 1;
|
||||
if (l > width) l = width;
|
||||
if (l > width)
|
||||
l = width;
|
||||
l = l / width;
|
||||
// l = l*l;
|
||||
float py = height * (sin(PI * (1.5 + l * 2)) + 1) / 2;
|
||||
|
@ -114,7 +114,6 @@ MeshObject *createSpherePool(float width, float height){
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
mesh->createPlanes();
|
||||
mesh->createVertexnormals();
|
||||
|
||||
|
@ -193,14 +192,15 @@ Mesh *createBox(float x1, float x2, float y1, float y2, float z1, float z2){
|
|||
return mesh;
|
||||
}
|
||||
|
||||
|
||||
float getValueFromString(char *data) {
|
||||
while(*data==' ') data++;
|
||||
while (*data == ' ')
|
||||
data++;
|
||||
char *enddata = data;
|
||||
// char oldchar;
|
||||
do {
|
||||
enddata++;
|
||||
if ((*enddata<'0' || *enddata>'9') && (*enddata!='.')) *enddata=0;
|
||||
if ((*enddata < '0' || *enddata > '9') && (*enddata != '.'))
|
||||
*enddata = 0;
|
||||
} while (*enddata != 0);
|
||||
float ret = atof(data);
|
||||
*enddata = ' ';
|
||||
|
@ -220,7 +220,6 @@ Mesh* loadAscModel(char *filename, float scale, float* offset){
|
|||
|
||||
Mesh *target = new Mesh();
|
||||
|
||||
|
||||
FILE *file;
|
||||
float x, y, z;
|
||||
|
||||
|
@ -241,7 +240,6 @@ Mesh* loadAscModel(char *filename, float scale, float* offset){
|
|||
target->vertices = new Vertex[target->vertexcount];
|
||||
target->polygons = new class Polygon[target->polygoncount];
|
||||
|
||||
|
||||
int i;
|
||||
|
||||
vert = findStringEnd(data, "Vertex list:");
|
||||
|
@ -254,7 +252,8 @@ Mesh* loadAscModel(char *filename, float scale, float* offset){
|
|||
y = getValueFromString(vert) * scale;
|
||||
vert = findStringEnd(vert, "Z:");
|
||||
z = getValueFromString(vert) * scale;
|
||||
vectorSet(target->vertices[i].position, x + offset[0], y + offset[1] , z + offset[2]);
|
||||
vectorSet(target->vertices[i].position, x + offset[0], y + offset[1],
|
||||
z + offset[2]);
|
||||
// recycle variables for texture coordinates
|
||||
vert = findStringEnd(vert, "U:");
|
||||
x = getValueFromString(vert);
|
||||
|
@ -265,7 +264,6 @@ Mesh* loadAscModel(char *filename, float scale, float* offset){
|
|||
int vnum;
|
||||
face = findStringEnd(data, "Face list:");
|
||||
|
||||
|
||||
for (i = 0; i < target->polygoncount; i++) {
|
||||
face = findStringEnd(face, "Face");
|
||||
face = findStringEnd(face, "A:");
|
||||
|
@ -273,21 +271,25 @@ Mesh* loadAscModel(char *filename, float scale, float* offset){
|
|||
target->polygons[i].vertexcount = 3;
|
||||
target->polygons[i].vertices = new Vertex *[3];
|
||||
target->polygons[i].vertices[0] = &(target->vertices[vnum]);
|
||||
target->polygons[i].vertices[0]->setTexCoords(target->vertices[vnum].texcoords[0],
|
||||
target->polygons[i].vertices[0]->setTexCoords(
|
||||
target->vertices[vnum].texcoords[0],
|
||||
target->vertices[vnum].texcoords[1]);
|
||||
face = findStringEnd(face, "B:");
|
||||
vnum = getValueFromString(face);
|
||||
target->polygons[i].vertices[1] = &(target->vertices[vnum]);
|
||||
target->polygons[i].vertices[1]->setTexCoords(target->vertices[vnum].texcoords[0],
|
||||
target->polygons[i].vertices[1]->setTexCoords(
|
||||
target->vertices[vnum].texcoords[0],
|
||||
target->vertices[vnum].texcoords[1]);
|
||||
face = findStringEnd(face, "C:");
|
||||
vnum = getValueFromString(face);
|
||||
target->polygons[i].vertices[2] = &(target->vertices[vnum]);
|
||||
target->polygons[i].vertices[2]->setTexCoords(target->vertices[vnum].texcoords[0],
|
||||
target->polygons[i].vertices[2]->setTexCoords(
|
||||
target->vertices[vnum].texcoords[0],
|
||||
target->vertices[vnum].texcoords[1]);
|
||||
char *face2 = findStringEnd(face, "Nosmooth");
|
||||
char *face3 = findStringEnd(face, "Smoothing");
|
||||
if (face2 > face && face2 < face3) target->polygons[i].realsmooth = true;
|
||||
if (face2 > face && face2 < face3)
|
||||
target->polygons[i].realsmooth = true;
|
||||
}
|
||||
free(data);
|
||||
data = NULL;
|
||||
|
@ -305,20 +307,48 @@ void drawTrophy(void){
|
|||
|
||||
int i = 0;
|
||||
|
||||
points[i].x = 0.0; points[i].y = 0.0; i++;
|
||||
points[i].x = width; points[i].y = 0.0; i++;
|
||||
points[i].x = width-2; points[i].y = 2.0; i++;
|
||||
points[i].x = width-2; points[i].y = 3.0; i++;
|
||||
points[i].x = width-1; points[i].y = 4.0; i++;
|
||||
points[i].x = width-2; points[i].y = 5.0; i++;
|
||||
points[i].x = width-2; points[i].y = 6.0; i++;
|
||||
points[i].x = width-1; points[i].y = 8.0; i++;
|
||||
points[i].x = width; points[i].y = 9.0; i++;
|
||||
points[i].x = width+1; points[i].y = 11.0; i++;
|
||||
points[i].x = width+2; points[i].y = 15.0; i++;
|
||||
points[i].x = width+3; points[i].y = 21.0; i++;
|
||||
points[i].x = width+2; points[i].y = 21.0; i++;
|
||||
points[i].x = 0.0; points[i].y = 8.0; i++;
|
||||
points[i].x = 0.0;
|
||||
points[i].y = 0.0;
|
||||
i++;
|
||||
points[i].x = width;
|
||||
points[i].y = 0.0;
|
||||
i++;
|
||||
points[i].x = width - 2;
|
||||
points[i].y = 2.0;
|
||||
i++;
|
||||
points[i].x = width - 2;
|
||||
points[i].y = 3.0;
|
||||
i++;
|
||||
points[i].x = width - 1;
|
||||
points[i].y = 4.0;
|
||||
i++;
|
||||
points[i].x = width - 2;
|
||||
points[i].y = 5.0;
|
||||
i++;
|
||||
points[i].x = width - 2;
|
||||
points[i].y = 6.0;
|
||||
i++;
|
||||
points[i].x = width - 1;
|
||||
points[i].y = 8.0;
|
||||
i++;
|
||||
points[i].x = width;
|
||||
points[i].y = 9.0;
|
||||
i++;
|
||||
points[i].x = width + 1;
|
||||
points[i].y = 11.0;
|
||||
i++;
|
||||
points[i].x = width + 2;
|
||||
points[i].y = 15.0;
|
||||
i++;
|
||||
points[i].x = width + 3;
|
||||
points[i].y = 21.0;
|
||||
i++;
|
||||
points[i].x = width + 2;
|
||||
points[i].y = 21.0;
|
||||
i++;
|
||||
points[i].x = 0.0;
|
||||
points[i].y = 8.0;
|
||||
i++;
|
||||
|
||||
createLathedSurface(points, NULL, i, i * 5, i * 10);
|
||||
}
|
||||
|
|
|
@ -6,11 +6,9 @@
|
|||
MeshObject *createPyramid(float width, float height);
|
||||
MeshObject *createSpherePool(float width, float height);
|
||||
|
||||
|
||||
Mesh *createBox(float x1, float x2, float y1, float y2, float z1, float z2);
|
||||
Mesh *loadAscModel(char *filename, float scale, float *offset);
|
||||
Mesh *loadAscModel(char *filename, float scale);
|
||||
void drawTrophy(void);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -10,7 +10,6 @@
|
|||
#include "collision.h"
|
||||
#include "glapi.h"
|
||||
|
||||
|
||||
Particle::Particle(World *world, Mesh *mesh) : MeshObject(mesh) {
|
||||
this->world = world;
|
||||
}
|
||||
|
@ -62,7 +61,8 @@ void Particle::move(void){
|
|||
lifetime++;
|
||||
Object::move();
|
||||
|
||||
if (lifetime > 300) removeBlood(id);
|
||||
if (lifetime > 300)
|
||||
removeBlood(id);
|
||||
}
|
||||
|
||||
void Particle::hitForce(float speed, Object *source) {
|
||||
|
@ -82,14 +82,12 @@ void Particle::create(float *position, float *velocity){
|
|||
world->addParticle(this);
|
||||
}
|
||||
|
||||
void Particle::destroy(void){
|
||||
world->removeParticle(this);
|
||||
}
|
||||
|
||||
void Particle::destroy(void) { world->removeParticle(this); }
|
||||
|
||||
Particle **bloodparticles;
|
||||
|
||||
BloodAppearance::BloodAppearance(int *lifetime) : BasicBlockAppearance(1, 1, 1){
|
||||
BloodAppearance::BloodAppearance(int *lifetime)
|
||||
: BasicBlockAppearance(1, 1, 1) {
|
||||
this->lifetime = lifetime;
|
||||
usematerial = false;
|
||||
}
|
||||
|
@ -101,7 +99,8 @@ void BloodAppearance::draw(void){
|
|||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
float alpha = 1 - *lifetime * 0.003;
|
||||
if (alpha < 0) alpha = 0;
|
||||
if (alpha < 0)
|
||||
alpha = 0;
|
||||
|
||||
glColor4f(1, 0, 0, alpha); // 1.0/(1+*lifetime*0.004));
|
||||
|
||||
|
@ -119,10 +118,12 @@ void initBloods(World *world){
|
|||
bloodcount = 0;
|
||||
bloodparticles = new Particle *[MAXBLOOD];
|
||||
int i;
|
||||
Mesh *bloodmesh = createBox(-0.5, 0.5, -0.5*BLOCKHEIGHT, 0.5*BLOCKHEIGHT, -0.5, 0.5);
|
||||
Mesh *bloodmesh =
|
||||
createBox(-0.5, 0.5, -0.5 * BLOCKHEIGHT, 0.5 * BLOCKHEIGHT, -0.5, 0.5);
|
||||
for (i = 0; i < MAXBLOOD; i++) {
|
||||
bloodparticles[i] = new Particle(world, bloodmesh);
|
||||
bloodparticles[i]->appearance = new BloodAppearance(&(bloodparticles[i]->lifetime));
|
||||
bloodparticles[i]->appearance =
|
||||
new BloodAppearance(&(bloodparticles[i]->lifetime));
|
||||
bloodparticles[i]->setMass(1);
|
||||
bloodparticles[i]->prepare();
|
||||
// bloodparticles[i]->setGravity(true);
|
||||
|
|
|
@ -27,17 +27,12 @@ public:
|
|||
|
||||
void hitForce(float speed, Object *source);
|
||||
|
||||
|
||||
void create(float *position, float *velocity);
|
||||
void destroy(void);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#define MAXBLOOD 500
|
||||
|
||||
|
||||
class BloodAppearance : public BasicBlockAppearance {
|
||||
private:
|
||||
int *lifetime;
|
||||
|
@ -53,4 +48,3 @@ void createBlood(float *position, float *velocity);
|
|||
void removeBlood(int id);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
10
src/run.cpp
10
src/run.cpp
|
@ -25,7 +25,6 @@ void initScenes(void){
|
|||
knobgllist = glGenLists(1);
|
||||
setDetail(detail);
|
||||
|
||||
|
||||
// Simple loading-screen
|
||||
enable2D();
|
||||
|
||||
|
@ -40,8 +39,6 @@ void initScenes(void){
|
|||
|
||||
disable2D();
|
||||
|
||||
|
||||
|
||||
SKYBOX = -1;
|
||||
initTextures();
|
||||
initFight();
|
||||
|
@ -74,7 +71,8 @@ void calculateFrame(int framecount){
|
|||
}
|
||||
|
||||
void drawFrame(int framecount) {
|
||||
if (changed) calculateFrame(framecount);
|
||||
if (changed)
|
||||
calculateFrame(framecount);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
@ -150,7 +148,6 @@ void initTextures(void){
|
|||
skybottomtexture = new Texture();
|
||||
skybottomtexture->loadImage(SKYBOTTOM);
|
||||
|
||||
|
||||
float something[3] = {1, 0, 0.5};
|
||||
damageHead = new Texture();
|
||||
damageHead->loadImage(DAMAGEHEAD, something);
|
||||
|
@ -168,7 +165,6 @@ void initTextures(void){
|
|||
flaretexture = new Texture();
|
||||
flaretexture->loadImage(DATAPATH "flare.png", zeros);
|
||||
|
||||
|
||||
float pink[3] = {1, 0, 1};
|
||||
tuxtexture = new Texture();
|
||||
tuxtexture->loadImage(DATAPATH "tux.png", pink);
|
||||
|
@ -209,5 +205,3 @@ void setDetail(int detail){
|
|||
}
|
||||
initKnob();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -13,4 +13,3 @@ void initTextures(void);
|
|||
void setDetail(int detail);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -1,18 +1,8 @@
|
|||
#include "shape.h"
|
||||
|
||||
Shape::Shape(Object *object){
|
||||
this->object = object;
|
||||
}
|
||||
Shape::Shape(Object *object) { this->object = object; }
|
||||
|
||||
bool Shape::checkCollision(Object *target){
|
||||
return false;
|
||||
}
|
||||
bool Shape::checkCollisionPeer(Shape *target){
|
||||
return false;
|
||||
}
|
||||
bool Shape::checkCollisionPeer(SphereShape *target){
|
||||
return false;
|
||||
}
|
||||
bool Shape::checkCollisionPeer(MeshShape *target){
|
||||
return false;
|
||||
}
|
||||
bool Shape::checkCollision(Object *target) { return false; }
|
||||
bool Shape::checkCollisionPeer(Shape *target) { return false; }
|
||||
bool Shape::checkCollisionPeer(SphereShape *target) { return false; }
|
||||
bool Shape::checkCollisionPeer(MeshShape *target) { return false; }
|
||||
|
|
|
@ -17,7 +17,6 @@ protected:
|
|||
public:
|
||||
Shape(Object *object);
|
||||
|
||||
|
||||
virtual float calculateMomentOfInertia(float *rotationvector) = 0;
|
||||
|
||||
virtual bool checkCollision(Object *target);
|
||||
|
@ -28,4 +27,3 @@ public:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -10,7 +10,6 @@
|
|||
#include "collision.h"
|
||||
#include "glapi.h"
|
||||
|
||||
|
||||
Sphere::Sphere(void) {
|
||||
appearance = new SphereAppearance();
|
||||
Object::appearance = appearance;
|
||||
|
@ -19,18 +18,18 @@ Sphere::Sphere(void){
|
|||
}
|
||||
|
||||
void Sphere::setRadius(float r) {
|
||||
if (r < 0) r = -r;
|
||||
if (r < 0)
|
||||
r = -r;
|
||||
this->r = r;
|
||||
appearance->setRadius(r);
|
||||
geometry->setRadius(r);
|
||||
}
|
||||
|
||||
SphereAppearance::SphereAppearance(void){
|
||||
setRadius(1);
|
||||
}
|
||||
SphereAppearance::SphereAppearance(void) { setRadius(1); }
|
||||
|
||||
void SphereAppearance::setRadius(float r) {
|
||||
if (r < 0) r = -r;
|
||||
if (r < 0)
|
||||
r = -r;
|
||||
this->r = r;
|
||||
}
|
||||
|
||||
|
@ -43,20 +42,11 @@ void SphereAppearance::draw(void){
|
|||
createSphere(r);
|
||||
}
|
||||
|
||||
SphereShape::SphereShape(Object *sphere) : Shape(sphere) { setRadius(1); }
|
||||
|
||||
void SphereShape::setRadius(float r) { this->r = r; }
|
||||
|
||||
|
||||
SphereShape::SphereShape(Object *sphere) : Shape(sphere){
|
||||
setRadius(1);
|
||||
}
|
||||
|
||||
void SphereShape::setRadius(float r){
|
||||
this->r = r;
|
||||
}
|
||||
|
||||
float SphereShape::getRadius(void){
|
||||
return r;
|
||||
}
|
||||
float SphereShape::getRadius(void) { return r; }
|
||||
|
||||
bool SphereShape::checkCollision(Object *target) {
|
||||
return target->geometry->checkCollisionPeer(this);
|
||||
|
@ -122,7 +112,8 @@ bool SphereShape::checkCollisionPeer(SphereShape *target){
|
|||
}
|
||||
|
||||
bool between(float x, float x1, float x2) {
|
||||
if ((x >= x1 && x <=x2) || (x >= x2 && x <=x1)) return true;
|
||||
if ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -238,8 +229,6 @@ bool between(float x, float x1, float x2){
|
|||
return false;
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
bool SphereShape::checkCollisionPeer(MeshShape *target) {
|
||||
float position[3] = {0, 0, 0};
|
||||
object->transformPoint(position, position);
|
||||
|
|
|
@ -5,7 +5,6 @@
|
|||
#include "material.h"
|
||||
#include "mesh.h"
|
||||
|
||||
|
||||
class SphereAppearance;
|
||||
|
||||
// Object for sphere
|
||||
|
@ -23,8 +22,6 @@ public:
|
|||
void setColor(float red, float green, float blue);
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Appearance of sphere
|
||||
|
||||
class SphereAppearance : public Appearance {
|
||||
|
@ -38,8 +35,6 @@ public:
|
|||
void draw(void);
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Geometry of sphere
|
||||
|
||||
class SphereShape : public Shape {
|
||||
|
@ -64,4 +59,3 @@ public:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -18,8 +18,7 @@ Texture::Texture(int id){
|
|||
if (id > -1) {
|
||||
this->textureId = id;
|
||||
this->enabled = false;
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
this->textureId = -1;
|
||||
this->enabled = false;
|
||||
}
|
||||
|
@ -43,10 +42,9 @@ bool Texture::loadImage(char* path, float *trans){
|
|||
|
||||
texture = IMG_Load(path);
|
||||
|
||||
Uint32 colorKey = SDL_MapRGB(texture->format,
|
||||
(Uint8)(trans[0] * 255),
|
||||
(Uint8)(trans[1] * 255),
|
||||
(Uint8)(trans[2] * 255));
|
||||
Uint32 colorKey =
|
||||
SDL_MapRGB(texture->format, (Uint8)(trans[0] * 255),
|
||||
(Uint8)(trans[1] * 255), (Uint8)(trans[2] * 255));
|
||||
// SDL_SetAlpha(texture, 0, SDL_ALPHA_OPAQUE);
|
||||
|
||||
SDL_SetColorKey(texture, SDL_SRCCOLORKEY, colorKey);
|
||||
|
@ -77,13 +75,9 @@ void Texture::enable(void){
|
|||
}
|
||||
}
|
||||
|
||||
bool Texture::isEnabled(void){
|
||||
return this->enabled;
|
||||
}
|
||||
bool Texture::isEnabled(void) { return this->enabled; }
|
||||
|
||||
int Texture::getId(void){
|
||||
return this->textureId;
|
||||
}
|
||||
int Texture::getId(void) { return this->textureId; }
|
||||
|
||||
void Texture::setId(int id) {
|
||||
if (id > -1) {
|
||||
|
@ -92,6 +86,4 @@ void Texture::setId(int id){
|
|||
}
|
||||
}
|
||||
|
||||
bool Texture::isValidId(void){
|
||||
return (this->textureId > -1);
|
||||
}
|
||||
bool Texture::isValidId(void) { return (this->textureId > -1); }
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
class Texture {
|
||||
|
||||
public:
|
||||
|
||||
Texture(void);
|
||||
Texture(int id);
|
||||
~Texture(void);
|
||||
|
@ -25,7 +24,6 @@ public:
|
|||
// int* getModifiableOGLTexture(void);
|
||||
|
||||
private:
|
||||
|
||||
int textureId;
|
||||
// int* modTexture;
|
||||
bool enabled;
|
||||
|
@ -35,4 +33,3 @@ private:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -12,28 +12,26 @@ void swapFloat(float *a, float *b){
|
|||
*b = temp;
|
||||
}
|
||||
|
||||
int random(int x){
|
||||
return rand() * x / RAND_MAX;
|
||||
}
|
||||
int random(int x) { return rand() * x / RAND_MAX; }
|
||||
|
||||
float randomf(float x){
|
||||
return rand() * x / RAND_MAX;
|
||||
}
|
||||
float randomf(float x) { return rand() * x / RAND_MAX; }
|
||||
|
||||
int smod(int val, int mod) {
|
||||
if (val>=0) return val%mod;
|
||||
if (val >= 0)
|
||||
return val % mod;
|
||||
int temp = -val / mod + 1;
|
||||
return (val + temp * mod) % mod;
|
||||
}
|
||||
|
||||
double sdes(double val) {
|
||||
if (val>=0) return val-(int)(val);
|
||||
if (val >= 0)
|
||||
return val - (int)(val);
|
||||
return val - (int)(val) + 1;
|
||||
}
|
||||
|
||||
double sfmod(double val, double mod) {
|
||||
val -= (int)(val / mod) * mod;
|
||||
if (val<0) val+=mod;
|
||||
if (val < 0)
|
||||
val += mod;
|
||||
return val;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#ifndef __UTILS_H_INCLUDED__
|
||||
#define __UTILS_H_INCLUDED__
|
||||
|
||||
|
||||
#define PI 3.14159265358979323846
|
||||
|
||||
void swapInt(int *a, int *b);
|
||||
|
@ -13,4 +12,3 @@ double sdes(double val);
|
|||
double sfmod(double val, double mod);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -65,16 +65,16 @@ void vectorScale(float *target, float scale){
|
|||
}
|
||||
|
||||
float vectorDot(float *source1, float *source2) {
|
||||
return source1[0]*source2[0] + source1[1]*source2[1] + source1[2]*source2[2];
|
||||
return source1[0] * source2[0] + source1[1] * source2[1] +
|
||||
source1[2] * source2[2];
|
||||
}
|
||||
|
||||
float vectorNormalizedDot(float *source1, float *source2) {
|
||||
return vectorDot(source1, source2) / (vectorLength(source1) * vectorLength(source2));
|
||||
return vectorDot(source1, source2) /
|
||||
(vectorLength(source1) * vectorLength(source2));
|
||||
}
|
||||
|
||||
float vectorLength(float *source){
|
||||
return sqrtf(vectorDot(source, source));
|
||||
}
|
||||
float vectorLength(float *source) { return sqrtf(vectorDot(source, source)); }
|
||||
|
||||
void vectorCross(float *target, float *source1, float *source2) {
|
||||
target[0] = source1[1] * source2[2] - source1[2] * source2[1];
|
||||
|
@ -97,13 +97,16 @@ void vectorReflect(float *target, float *source, float *normal){
|
|||
}
|
||||
|
||||
void vectorProject(float *target, float *source1, float *source2) {
|
||||
vectorScale(target, source2, vectorDot(source1, source2) / vectorDot(source2, source2));
|
||||
vectorScale(target, source2,
|
||||
vectorDot(source1, source2) / vectorDot(source2, source2));
|
||||
}
|
||||
|
||||
bool vectorIsZero(float *vector) {
|
||||
if (vector[0] == 0 && vector[1] == 0 && vector[2] == 0) return true;
|
||||
if (vector[0] == 0 && vector[1] == 0 && vector[2] == 0)
|
||||
return true;
|
||||
// if (vectorDot(vector, vector) < 0.00001) return true;
|
||||
else return false;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
void vectorSaturate(float *target, float *source, float min, float max) {
|
||||
|
@ -113,7 +116,8 @@ void vectorSaturate(float *target, float *source, float min, float max){
|
|||
} else if (len > max) {
|
||||
len = max;
|
||||
} else {
|
||||
if (target != source) vectorCopy(target, source);
|
||||
if (target != source)
|
||||
vectorCopy(target, source);
|
||||
return;
|
||||
}
|
||||
vectorNormalize(target, source);
|
||||
|
@ -132,18 +136,13 @@ void vectorMatrixMultiply(float *target, float *source, float *matrix){
|
|||
}
|
||||
int x;
|
||||
for (x = 0; x < 3; x++) {
|
||||
target[x] = source[0]*matrix[0+x] +
|
||||
source[1]*matrix[3+x] +
|
||||
target[x] = source[0] * matrix[0 + x] + source[1] * matrix[3 + x] +
|
||||
source[2] * matrix[6 + x];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void matrixSet(float *matrix,
|
||||
float x1, float y1, float z1,
|
||||
float x2, float y2, float z2,
|
||||
float x3, float y3, float z3){
|
||||
void matrixSet(float *matrix, float x1, float y1, float z1, float x2, float y2,
|
||||
float z2, float x3, float y3, float z3) {
|
||||
matrix[0] = x1;
|
||||
matrix[1] = y1;
|
||||
matrix[2] = z1;
|
||||
|
@ -246,20 +245,23 @@ void matrixCreateRotation(float *matrix, float *vector){
|
|||
float y = n[1];
|
||||
float z = n[2];
|
||||
|
||||
matrixSet(matrix,
|
||||
t*x*x + c, t*y*x + s*z, t*z*x - s*y,
|
||||
matrixSet(matrix, t * x * x + c, t * y * x + s * z, t * z * x - s * y,
|
||||
t * x * y - s * z, t * y * y + c, t * z * y + s * x,
|
||||
t * x * z + s * y, t * y * z - s * x, t * z * z + c);
|
||||
|
||||
}
|
||||
|
||||
void matrixTranspose(float *target, float *source) {
|
||||
target[0] = source[0]; target[1] = source[3]; target[2] = source[6];
|
||||
target[3] = source[1]; target[4] = source[4]; target[5] = source[7];
|
||||
target[6] = source[2]; target[7] = source[5]; target[8] = source[8];
|
||||
target[0] = source[0];
|
||||
target[1] = source[3];
|
||||
target[2] = source[6];
|
||||
target[3] = source[1];
|
||||
target[4] = source[4];
|
||||
target[5] = source[7];
|
||||
target[6] = source[2];
|
||||
target[7] = source[5];
|
||||
target[8] = source[8];
|
||||
}
|
||||
|
||||
|
||||
/*void rotatePointAroundVector(float *target, float *point, float *vector){
|
||||
float angle = vectorLength(vector);
|
||||
float n[3];
|
||||
|
@ -271,4 +273,3 @@ void matrixTranspose(float *target, float *source){
|
|||
|
||||
//r' = r*c + n*(n . r)*t + (r x n)*s
|
||||
}*/
|
||||
|
||||
|
|
|
@ -29,12 +29,8 @@ void vectorProject(float *target, float *source1, float *source2);
|
|||
|
||||
void vectorMatrixMultiply(float *target, float *source, float *matrix);
|
||||
|
||||
|
||||
|
||||
void matrixSet(float *matrix,
|
||||
float x1, float y1, float z1,
|
||||
float x2, float y2, float z2,
|
||||
float x3, float y3, float z3);
|
||||
void matrixSet(float *matrix, float x1, float y1, float z1, float x2, float y2,
|
||||
float z2, float x3, float y3, float z3);
|
||||
void matrixSet(float *matrix, float *r1, float *r2, float *r3);
|
||||
void matrixCopy(float *target, float *source);
|
||||
void matrixIdentity(float *matrix);
|
||||
|
@ -47,4 +43,3 @@ void matrixCreateRotation(float *matrix, float *vector);
|
|||
void matrixTranspose(float *target, float *source);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -41,7 +41,6 @@ void World::prepare(void){
|
|||
void World::move(void) {
|
||||
int i, j;
|
||||
|
||||
|
||||
// Gravity
|
||||
float gravity[3];
|
||||
vectorSet(gravity, 0, 0, 0);
|
||||
|
@ -61,7 +60,6 @@ void World::move(void){
|
|||
}
|
||||
}*/
|
||||
|
||||
|
||||
// Collisions
|
||||
contactcount = 0;
|
||||
|
||||
|
@ -93,7 +91,6 @@ void World::move(void){
|
|||
|
||||
// printf("Contacts: %i\n", contactcount);
|
||||
|
||||
|
||||
bool contactresponse;
|
||||
|
||||
j = 0;
|
||||
|
@ -104,14 +101,16 @@ void World::move(void){
|
|||
objectlinklist *node = linklist;
|
||||
while (node != NULL) {
|
||||
ObjectLink *link = node->link;
|
||||
if (handleLink(link)) contactresponse = true;
|
||||
if (handleLink(link))
|
||||
contactresponse = true;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
// Collision contact
|
||||
for (i = 0; i < contactcount; i++) {
|
||||
Contact *contact = &contacts[i];
|
||||
if (handleCollision(contact)) contactresponse = true;
|
||||
if (handleCollision(contact))
|
||||
contactresponse = true;
|
||||
}
|
||||
|
||||
j++;
|
||||
|
@ -145,7 +144,6 @@ void World::move(void){
|
|||
j++;
|
||||
} while (contactresponse && j < 3);*/
|
||||
|
||||
|
||||
for (i = 0; i < childcount; i++) {
|
||||
childs[i]->move();
|
||||
}
|
||||
|
@ -156,8 +154,10 @@ void World::move(void){
|
|||
|
||||
void World::draw(void) {
|
||||
int i;
|
||||
for (i = 0; i < childcount; i++) childs[i]->draw();
|
||||
for (i = 0; i < particlecount; i++) particles[i]->draw();
|
||||
for (i = 0; i < childcount; i++)
|
||||
childs[i]->draw();
|
||||
for (i = 0; i < particlecount; i++)
|
||||
particles[i]->draw();
|
||||
}
|
||||
|
||||
void World::addChild(Object *child) {
|
||||
|
@ -207,5 +207,3 @@ void World::renewLink(ObjectLink *link, float *point){
|
|||
link->object2->unTransformPoint(link->point2, point);
|
||||
link->enabled = true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -28,13 +28,12 @@ private:
|
|||
int childcount;
|
||||
Object **childs;
|
||||
|
||||
|
||||
int particlecount;
|
||||
int maxparticles;
|
||||
Particle **particles;
|
||||
|
||||
|
||||
objectlinklist *linklist;
|
||||
|
||||
public:
|
||||
World(void);
|
||||
|
||||
|
@ -53,4 +52,3 @@ public:
|
|||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue