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📄 cl_newfx.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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/* * CL_newfx.java * Copyright (C) 2004 *  * $Id: CL_newfx.java,v 1.7 2005/01/17 21:50:42 cawe Exp $ *//* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.   See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. */// Created on 31.01.2004 by RST.package jake2.client;import jake2.Defines;import jake2.Globals;import jake2.util.Lib;import jake2.util.Math3D;/** * CL_newfx */public class CL_newfx {    static void Flashlight(int ent, float[] pos) {        CL_fx.cdlight_t dl;        dl = CL_fx.AllocDlight(ent);        Math3D.VectorCopy(pos, dl.origin);        dl.radius = 400;        dl.minlight = 250;        dl.die = Globals.cl.time + 100;        dl.color[0] = 1;        dl.color[1] = 1;        dl.color[2] = 1;    }    /*     * ====== CL_ColorFlash - flash of light ======     */    static void ColorFlash(float[] pos, int ent, int intensity, float r,            float g, float b) {        CL_fx.cdlight_t dl;        if ((Globals.vidref_val == Defines.VIDREF_SOFT)                && ((r < 0) || (g < 0) || (b < 0))) {            intensity = -intensity;            r = -r;            g = -g;            b = -b;        }        dl = CL_fx.AllocDlight(ent);        Math3D.VectorCopy(pos, dl.origin);        dl.radius = intensity;        dl.minlight = 250;        dl.die = Globals.cl.time + 100;        dl.color[0] = r;        dl.color[1] = g;        dl.color[2] = b;    }  	// stack variable  	private static final float[] move = {0, 0, 0};  	private static final float[] vec = {0, 0, 0};  	private static final float[] right = {0, 0, 0};  	private static final float[] up = {0, 0, 0};    /*     * ====== CL_DebugTrail ======     */    static void DebugTrail(float[] start, float[] end) {        float len;        //		int j;        cparticle_t p;        float dec;        //		int i;        //		float d, c, s;        //		float[] dir;        Math3D.VectorCopy(start, move);        Math3D.VectorSubtract(end, start, vec);        len = Math3D.VectorNormalize(vec);        Math3D.MakeNormalVectors(vec, right, up);        //		VectorScale(vec, RT2_SKIP, vec);        //		dec = 1.0;        //		dec = 0.75;        dec = 3;        Math3D.VectorScale(vec, dec, vec);        Math3D.VectorCopy(start, move);        while (len > 0) {            len -= dec;            if (CL_fx.free_particles == null)                return;            p = CL_fx.free_particles;            CL_fx.free_particles = p.next;            p.next = CL_fx.active_particles;            CL_fx.active_particles = p;            p.time = Globals.cl.time;            Math3D.VectorClear(p.accel);            Math3D.VectorClear(p.vel);            p.alpha = 1.0f;            p.alphavel = -0.1f;            //			p.alphavel = 0;            p.color = 0x74 + (Lib.rand() & 7);            Math3D.VectorCopy(move, p.org);            /*             * for (j=0 ; j <3 ; j++) { p.org[j] = move[j] + crand()*2; p.vel[j] =             * crand()*3; p.accel[j] = 0; }             */            Math3D.VectorAdd(move, vec, move);        }    }  	// stack variable    // move, vec    static void ForceWall(float[] start, float[] end, int color) {        float len;        int j;        cparticle_t p;        Math3D.VectorCopy(start, move);        Math3D.VectorSubtract(end, start, vec);        len = Math3D.VectorNormalize(vec);        Math3D.VectorScale(vec, 4, vec);        // FIXME: this is a really silly way to have a loop        while (len > 0) {            len -= 4;            if (CL_fx.free_particles == null)                return;            if (Globals.rnd.nextFloat() > 0.3) {                p = CL_fx.free_particles;                CL_fx.free_particles = p.next;                p.next = CL_fx.active_particles;                CL_fx.active_particles = p;                Math3D.VectorClear(p.accel);                p.time = Globals.cl.time;                p.alpha = 1.0f;                p.alphavel = -1.0f / (3.0f + Globals.rnd.nextFloat() * 0.5f);                p.color = color;                for (j = 0; j < 3; j++) {                    p.org[j] = move[j] + Lib.crand() * 3;                    p.accel[j] = 0;                }                p.vel[0] = 0;                p.vel[1] = 0;                p.vel[2] = -40 - (Lib.crand() * 10);            }            Math3D.VectorAdd(move, vec, move);        }    }  	// stack variable    // move, vec    /*     * =============== CL_BubbleTrail2 (lets you control the # of bubbles by     * setting the distance between the spawns)     *      * ===============     */    static void BubbleTrail2(float[] start, float[] end, int dist) {        float len;        int i, j;        cparticle_t p;        float dec;        Math3D.VectorCopy(start, move);        Math3D.VectorSubtract(end, start, vec);        len = Math3D.VectorNormalize(vec);        dec = dist;        Math3D.VectorScale(vec, dec, vec);        for (i = 0; i < len; i += dec) {            if (CL_fx.free_particles == null)                return;            p = CL_fx.free_particles;            CL_fx.free_particles = p.next;            p.next = CL_fx.active_particles;            CL_fx.active_particles = p;            Math3D.VectorClear(p.accel);            p.time = Globals.cl.time;            p.alpha = 1.0f;            p.alphavel = -1.0f / (1 + Globals.rnd.nextFloat() * 0.1f);            p.color = 4 + (Lib.rand() & 7);            for (j = 0; j < 3; j++) {                p.org[j] = move[j] + Lib.crand() * 2;                p.vel[j] = Lib.crand() * 10;            }            p.org[2] -= 4;            //			p.vel[2] += 6;            p.vel[2] += 20;            Math3D.VectorAdd(move, vec, move);        }    }  	// stack variable    // move, vec, right, up    private static final float[] dir = {0, 0, 0};    private static final float[] end = {0, 0, 0};        static void Heatbeam(float[] start, float[] forward) {        float len;        int j;        cparticle_t p;        int i;        float c, s;        float ltime;        float step = 32.0f, rstep;        float start_pt;        float rot;        float variance;        Math3D.VectorMA(start, 4096, forward, end);        Math3D.VectorCopy(start, move);        Math3D.VectorSubtract(end, start, vec);        len = Math3D.VectorNormalize(vec);        // FIXME - pmm - these might end up using old values?        //		MakeNormalVectors (vec, right, up);        Math3D.VectorCopy(Globals.cl.v_right, right);        Math3D.VectorCopy(Globals.cl.v_up, up);        if (Globals.vidref_val == Defines.VIDREF_GL) { // GL mode            Math3D.VectorMA(move, -0.5f, right, move);            Math3D.VectorMA(move, -0.5f, up, move);        }        // otherwise assume SOFT        ltime = (float) Globals.cl.time / 1000.0f;        start_pt = ltime * 96.0f % step;        Math3D.VectorMA(move, start_pt, vec, move);        Math3D.VectorScale(vec, step, vec);        //		Com_Printf ("%f\n", ltime);        rstep = (float) (Math.PI / 10.0);        float M_PI2 = (float) (Math.PI * 2.0);        for (i = (int) start_pt; i < len; i += step) {            if (i > step * 5) // don't bother after the 5th ring                break;            for (rot = 0; rot < M_PI2; rot += rstep) {                if (CL_fx.free_particles == null)                    return;                p = CL_fx.free_particles;                CL_fx.free_particles = p.next;                p.next = CL_fx.active_particles;                CL_fx.active_particles = p;                p.time = Globals.cl.time;                Math3D.VectorClear(p.accel);                //				rot+= fmod(ltime, 12.0)*M_PI;                //				c = cos(rot)/2.0;                //				s = sin(rot)/2.0;                //				variance = 0.4 + ((float)rand()/(float)RAND_MAX) *0.2;                variance = 0.5f;                c = (float) (Math.cos(rot) * variance);                s = (float) (Math.sin(rot) * variance);                // trim it so it looks like it's starting at the origin                if (i < 10) {                    Math3D.VectorScale(right, c * (i / 10.0f), dir);                    Math3D.VectorMA(dir, s * (i / 10.0f), up, dir);                } else {                    Math3D.VectorScale(right, c, dir);                    Math3D.VectorMA(dir, s, up, dir);                }                p.alpha = 0.5f;                //		p.alphavel = -1.0 / (1+frand()*0.2);                p.alphavel = -1000.0f;                //		p.color = 0x74 + (rand()&7);                p.color = 223 - (Lib.rand() & 7);                for (j = 0; j < 3; j++) {                    p.org[j] = move[j] + dir[j] * 3;                    //			p.vel[j] = dir[j]*6;                    p.vel[j] = 0;                }            }            Math3D.VectorAdd(move, vec, move);        }    }  	// stack variable    private static final float[] r = {0, 0, 0};    private static final float[] u = {0, 0, 0};    /*     * =============== CL_ParticleSteamEffect     *      * Puffs with velocity along direction, with some randomness thrown in     * ===============     */    static void ParticleSteamEffect(float[] org, float[] dir, int color,            int count, int magnitude) {        int i, j;        cparticle_t p;        float d;        //		vectoangles2 (dir, angle_dir);        //		AngleVectors (angle_dir, f, r, u);        Math3D.MakeNormalVectors(dir, r, u);        for (i = 0; i < count; i++) {            if (CL_fx.free_particles == null)                return;            p = CL_fx.free_particles;            CL_fx.free_particles = p.next;            p.next = CL_fx.active_particles;            CL_fx.active_particles = p;            p.time = Globals.cl.time;            p.color = color + (Lib.rand() & 7);            for (j = 0; j < 3; j++) {                p.org[j] = org[j] + magnitude * 0.1f * Lib.crand();                //				p.vel[j] = dir[j]*magnitude;            }            Math3D.VectorScale(dir, magnitude, p.vel);            d = Lib.crand() * magnitude / 3;            Math3D.VectorMA(p.vel, d, r, p.vel);            d = Lib.crand() * magnitude / 3;            Math3D.VectorMA(p.vel, d, u, p.vel);            p.accel[0] = p.accel[1] = 0;            p.accel[2] = -CL_fx.PARTICLE_GRAVITY / 2;            p.alpha = 1.0f;            p.alphavel = -1.0f / (0.5f + Globals.rnd.nextFloat() * 0.3f);        }    }  	// stack variable    // r, u, dir    static void ParticleSteamEffect2(cl_sustain_t self)    //	  float[] org, float[] dir, int color, int count, int magnitude)    {        int i, j;        cparticle_t p;        float d;        //		vectoangles2 (dir, angle_dir);        //		AngleVectors (angle_dir, f, r, u);        Math3D.VectorCopy(self.dir, dir);        Math3D.MakeNormalVectors(dir, r, u);        for (i = 0; i < self.count; i++) {            if (CL_fx.free_particles == null)                return;            p = CL_fx.free_particles;            CL_fx.free_particles = p.next;            p.next = CL_fx.active_particles;            CL_fx.active_particles = p;            p.time = Globals.cl.time;            p.color = self.color + (Lib.rand() & 7);            for (j = 0; j < 3; j++) {                p.org[j] = self.org[j] + self.magnitude * 0.1f * Lib.crand();                //				p.vel[j] = dir[j]*magnitude;            }            Math3D.VectorScale(dir, self.magnitude, p.vel);            d = Lib.crand() * self.magnitude / 3;            Math3D.VectorMA(p.vel, d, r, p.vel);            d = Lib.crand() * self.magnitude / 3;            Math3D.VectorMA(p.vel, d, u, p.vel);            p.accel[0] = p.accel[1] = 0;            p.accel[2] = -CL_fx.PARTICLE_GRAVITY / 2;            p.alpha = 1.0f;            p.alphavel = -1.0f / (0.5f + Globals.rnd.nextFloat() * 0.3f);        }        self.nextthink += self.thinkinterval;    }  	// stack variable    // move, vec, right, up     private static final float[] forward = {0, 0, 0};    private static final float[] angle_dir = {0, 0, 0};    /*     * =============== CL_TrackerTrail ===============     */

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