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📄 pertcloud.cpp

📁 机甲指挥官2源代码
💻 CPP
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	Specification *spec = GetSpecification();
	Check_Object(spec);
	Particle *particle = GetParticle(index);
	Check_Object(particle);

	//
	//----------------------------------------
	// Now we compute the geometry of the pert
	//----------------------------------------
	//
	Verify(spec->m_vertices > 4);
	Stuff::Scalar angle_between = Stuff::Two_Pi/(spec->m_vertices-2);
	Stuff::Scalar radius = spec->m_size.ComputeValue(m_age, particle->m_seed);
	int even = 1;
	particle->m_vertices[0] = Stuff::Point3D::Identity;
	Stuff::Scalar bound = 0.0f;
	for (int j=1; j<spec->m_vertices-1; j++)
	{
		Stuff::Scalar perturbance =
			even * spec->m_perturbation.ComputeValue(m_age, particle->m_seed);
		Stuff::Scalar temp = perturbance + radius;
		particle->m_vertices[j] =
			Stuff::Point3D(
				Stuff::Sin(j*angle_between)*temp,
				Stuff::Cos(j*angle_between)*temp,
				perturbance
			);
		perturbance = temp*temp + perturbance*perturbance;
		if (perturbance > bound)
			bound = perturbance;
		even = -even;
	}
	particle->m_radius = Stuff::Sqrt(bound);
	particle->m_vertices[j] = particle->m_vertices[1];
}

//------------------------------------------------------------------------------
//
void gosFX::PertCloud::DestroyParticle(unsigned index)
{
	SpinningCloud::DestroyParticle(index);
	m_cloudImplementation->TurnOff(index);
	Verify(!m_cloudImplementation->IsOn(index));
}

//------------------------------------------------------------------------------
//
void gosFX::PertCloud::Draw(DrawInfo *info)
{
	Check_Object(this);
	Check_Object(info);

	//
	//---------------------------------------------------------
	// If we have active particles, set up the draw information
	//---------------------------------------------------------
	//
	if (m_activeParticleCount)
	{
		MidLevelRenderer::DrawEffectInformation dInfo;
		dInfo.effect = m_cloudImplementation;
		Specification *spec = GetSpecification();
		Check_Object(spec);
		dInfo.state.Combine(info->m_state, spec->m_state);
		dInfo.clippingFlags = info->m_clippingFlags;
		Stuff::LinearMatrix4D local_to_world;
		local_to_world.Multiply(m_localToParent, *info->m_parentToWorld);
		dInfo.effectToWorld = &local_to_world;

		//
		//--------------------------------------------------------------
		// Check the orientation mode.  The first case is XY orientation
		//--------------------------------------------------------------
		//
		unsigned i;
		unsigned vert=0;
		if (spec->m_alignZUsingX)
		{
			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 pert_to_cloud;
						pert_to_cloud.BuildRotation(particle->m_localRotation);
						pert_to_cloud.AlignLocalAxisToWorldVector(
							direction_in_cloud,
							Stuff::Z_Axis,
							Stuff::Y_Axis,
							Stuff::X_Axis
						);
						pert_to_cloud.BuildTranslation(particle->m_localTranslation);

						//
						//----------------------------------------------------
						// Figure out the scale, then transform all the points
						//----------------------------------------------------
						//
						Stuff::Scalar scale = particle->m_scale;
						for (unsigned v=0; v<spec->m_vertices; ++v)
						{
							Stuff::Point3D scaled;
							scaled.Multiply(particle->m_vertices[v], scale);
							m_P_vertices[vert++].Multiply(scaled, pert_to_cloud);
						}
					}
					else
						vert += spec->m_vertices;
				}
			}

			//
			//-----------------------
			// 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 pert_to_cloud;
						pert_to_cloud.BuildRotation(particle->m_localRotation);
						pert_to_cloud.AlignLocalAxisToWorldVector(
							direction_in_cloud,
							Stuff::Z_Axis,
							Stuff::X_Axis,
							-1
						);
						pert_to_cloud.BuildTranslation(particle->m_localTranslation);

						//
						//----------------------------------------------------
						// Figure out the scale, then transform all the points
						//----------------------------------------------------
						//
						Stuff::Scalar scale = particle->m_scale;
						for (unsigned v=0; v<spec->m_vertices; ++v)
						{
							Stuff::Point3D scaled;
							scaled.Multiply(particle->m_vertices[v], scale);
							m_P_vertices[vert++].Multiply(scaled, pert_to_cloud);
						}
					}
					else
						vert += spec->m_vertices;
				}
			}
		}

		//
		//-------------------------------------------------------
		// 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 pert_to_cloud;
					pert_to_cloud.BuildRotation(particle->m_localRotation);
					pert_to_cloud.AlignLocalAxisToWorldVector(
						direction_in_cloud,
						Stuff::Z_Axis,
						Stuff::Y_Axis,
						-1
					);
					pert_to_cloud.BuildTranslation(particle->m_localTranslation);

					//
					//----------------------------------------------------
					// Figure out the scale, then transform all the points
					//----------------------------------------------------
					//
					Stuff::Scalar scale = particle->m_scale;
					for (unsigned v=0; v<spec->m_vertices; ++v)
					{
						Stuff::Point3D scaled;
						scaled.Multiply(particle->m_vertices[v], scale);
						m_P_vertices[vert++].Multiply(scaled, pert_to_cloud);
					}
				}
				else
					vert += spec->m_vertices;
			}
		}

		//
		//---------------------------------------------------------------
		// 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 pert_to_cloud;
					pert_to_cloud.BuildRotation(particle->m_localRotation);
					pert_to_cloud.BuildTranslation(particle->m_localTranslation);

					//
					//----------------------------------------------------
					// Figure out the scale, then transform all the points
					//----------------------------------------------------
					//
					Stuff::Scalar scale = particle->m_scale;
					for (unsigned v=0; v<spec->m_vertices; ++v)
					{
						Stuff::Point3D scaled;
						scaled.Multiply(particle->m_vertices[v], scale);
						m_P_vertices[vert++].Multiply(scaled, pert_to_cloud);
					}
				}
				else
					vert += spec->m_vertices;
			}
		}

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

	SpinningCloud::Draw(info);
}

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

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