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📄 shardcloud.cpp

📁 机甲指挥官2源代码
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				//-----------------------------------------
				// Get the camera location into local space
				//-----------------------------------------
				//
				Stuff::Point3D
					camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
				Stuff::Point3D camera_in_cloud;
				camera_in_cloud.MultiplyByInverse(
					camera_in_world,
					local_to_world
				);

				//
				//--------------------------------------
				// Spin through all the active particles
				//--------------------------------------
				//
				for (i = 0; i < m_activeParticleCount; i++)
				{
					Particle *particle = GetParticle(i);
					Check_Object(particle);
					if (particle->m_age < 1.0f)
					{

						//
						//--------------------------------
						// Build the local to cloud matrix
						//--------------------------------
						//
						Stuff::Vector3D direction_in_cloud;
						direction_in_cloud.Subtract(
							camera_in_cloud,
							particle->m_localTranslation
						);
						Stuff::LinearMatrix4D shard_to_cloud;
						shard_to_cloud.BuildRotation(particle->m_localRotation);
						shard_to_cloud.AlignLocalAxisToWorldVector(
							direction_in_cloud,
							Stuff::Z_Axis,
							Stuff::Y_Axis,
							Stuff::X_Axis
						);
						shard_to_cloud.BuildTranslation(particle->m_localTranslation);

						//
						//--------------------------------------------------
						// Figure out the scale, then build the three points
						//--------------------------------------------------
						//
						Stuff::Scalar scale = particle->m_scale;
						m_P_vertices[vert++].Multiply(
							Stuff::Point3D(
								0.0f,
								-0.5f*scale*particle->m_radius,
								0.0f
							),
							shard_to_cloud
						);
						m_P_vertices[vert++].Multiply(
							Stuff::Point3D(
								scale*particle->m_angle*particle->m_radius,
								scale*particle->m_radius*0.5f,
								0.0f
							),
							shard_to_cloud
						);
						m_P_vertices[vert++].Multiply(
							Stuff::Point3D(
								-scale*particle->m_angle*particle->m_radius,
								scale*particle->m_radius*0.5f,
								0.0f
							),
							shard_to_cloud
						);
					}
					else
						vert += 3;
				}
			}

			//
			//-----------------------
			// Handle X-only rotation
			//-----------------------
			//
			else
			{
				//
				//-----------------------------------------
				// Get the camera location into local space
				//-----------------------------------------
				//
				Stuff::Point3D
					camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
				Stuff::Point3D camera_in_cloud;
				camera_in_cloud.MultiplyByInverse(
					camera_in_world,
					local_to_world
				);

				//
				//--------------------------------------
				// Spin through all the active particles
				//--------------------------------------
				//
				for (i = 0; i < m_activeParticleCount; i++)
				{
					Particle *particle = GetParticle(i);
					Check_Object(particle);
					if (particle->m_age < 1.0f)
					{

						//
						//--------------------------------
						// Build the local to cloud matrix
						//--------------------------------
						//
						Stuff::Vector3D direction_in_cloud;
						direction_in_cloud.Subtract(
							camera_in_cloud,
							particle->m_localTranslation
						);
						Stuff::LinearMatrix4D shard_to_cloud;
						shard_to_cloud.BuildRotation(particle->m_localRotation);
						shard_to_cloud.AlignLocalAxisToWorldVector(
							direction_in_cloud,
							Stuff::Z_Axis,
							Stuff::X_Axis,
							-1
						);
						shard_to_cloud.BuildTranslation(particle->m_localTranslation);

						//
						//--------------------------------------------------
						// Figure out the scale, then build the three points
						//--------------------------------------------------
						//
						Stuff::Scalar scale = particle->m_scale;
						m_P_vertices[vert++].Multiply(
							Stuff::Point3D(
								0.0f,
								-0.5f*scale*particle->m_radius,
								0.0f
							),
							shard_to_cloud
						);
						m_P_vertices[vert++].Multiply(
							Stuff::Point3D(
								scale*particle->m_angle*particle->m_radius,
								scale*particle->m_radius*0.5f,
								0.0f
							),
							shard_to_cloud
						);
						m_P_vertices[vert++].Multiply(
							Stuff::Point3D(
								-scale*particle->m_angle*particle->m_radius,
								scale*particle->m_radius*0.5f,
								0.0f
							),
							shard_to_cloud
						);
					}
					else
						vert += 3;
				}
			}
		}

		//
		//-------------------------------------------------------
		// Each matrix needs to be aligned to the camera around Y
		//-------------------------------------------------------
		//
		else if (spec->m_alignZUsingY)
		{
			//
			//-----------------------------------------
			// Get the camera location into local space
			//-----------------------------------------
			//
			Stuff::Point3D
				camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
			Stuff::Point3D camera_in_cloud;
			camera_in_cloud.MultiplyByInverse(
				camera_in_world,
				local_to_world
			);

			//
			//--------------------------------------
			// Spin through all the active particles
			//--------------------------------------
			//
			for (i = 0; i < m_activeParticleCount; i++)
			{
				Particle *particle = GetParticle(i);
				Check_Object(particle);
				if (particle->m_age < 1.0f)
				{

					//
					//--------------------------------
					// Build the local to cloud matrix
					//--------------------------------
					//
					Stuff::Vector3D direction_in_cloud;
					direction_in_cloud.Subtract(
						camera_in_cloud,
						particle->m_localTranslation
					);
					Stuff::LinearMatrix4D shard_to_cloud;
					shard_to_cloud.BuildRotation(particle->m_localRotation);
					shard_to_cloud.AlignLocalAxisToWorldVector(
						direction_in_cloud,
						Stuff::Z_Axis,
						Stuff::Y_Axis,
						-1
					);
					shard_to_cloud.BuildTranslation(particle->m_localTranslation);

					//
					//--------------------------------------------------
					// Figure out the scale, then build the three points
					//--------------------------------------------------
					//
					Stuff::Scalar scale = particle->m_scale;
					m_P_vertices[vert++].Multiply(
						Stuff::Point3D(
							0.0f,
							-0.5f*scale*particle->m_radius,
							0.0f
						),
						shard_to_cloud
					);
					m_P_vertices[vert++].Multiply(
						Stuff::Point3D(
							scale*particle->m_angle*particle->m_radius,
							scale*particle->m_radius*0.5f,
							0.0f
						),
						shard_to_cloud
					);
					m_P_vertices[vert++].Multiply(
						Stuff::Point3D(
							-scale*particle->m_angle*particle->m_radius,
							scale*particle->m_radius*0.5f,
							0.0f
						),
						shard_to_cloud
					);
				}
				else
					vert += 3;
			}
		}

		//
		//---------------------------------------------------------------
		// No alignment is necessary, so just multiply out all the active
		// particles
		//---------------------------------------------------------------
		//
		else
		{
			for (i = 0; i < m_activeParticleCount; i++)
			{
				Particle *particle = GetParticle(i);
				Check_Object(particle);
				if (particle->m_age < 1.0f)
				{

					//
					//--------------------------------
					// Build the local to cloud matrix
					//--------------------------------
					//
					Stuff::LinearMatrix4D shard_to_cloud;
					shard_to_cloud.BuildRotation(particle->m_localRotation);
					shard_to_cloud.BuildTranslation(particle->m_localTranslation);

					//
					//--------------------------------------------------
					// Figure out the scale, then build the three points
					//--------------------------------------------------
					//
					Stuff::Scalar scale = particle->m_scale;
					m_P_vertices[vert++].Multiply(
						Stuff::Point3D(
							0.0f,
							-0.5f*scale*particle->m_radius,
							0.0f
						),
						shard_to_cloud
					);
					m_P_vertices[vert++].Multiply(
						Stuff::Point3D(
							scale*particle->m_angle*particle->m_radius,
							scale*particle->m_radius*0.5f,
							0.0f
						),
						shard_to_cloud
					);
					m_P_vertices[vert++].Multiply(
						Stuff::Point3D(
							-scale*particle->m_angle*particle->m_radius,
							scale*particle->m_radius*0.5f,
							0.0f
						),
						shard_to_cloud
					);
				}
				else
					vert += 3;
			}
		}

		//
		//---------------------
		// Now just do the draw
		//---------------------
		//
	 	info->m_clipper->DrawEffect(&dInfo);
	}

	SpinningCloud::Draw(info);
}

//------------------------------------------------------------------------------
//
void
	gosFX::ShardCloud::TestInstance() const
{
	Verify(IsDerivedFrom(DefaultData));
}

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