当前位置: 首页>>代码示例>>C++>>正文


C++ FixMul函数代码示例

本文整理汇总了C++中FixMul函数的典型用法代码示例。如果您正苦于以下问题:C++ FixMul函数的具体用法?C++ FixMul怎么用?C++ FixMul使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了FixMul函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FlashFrame

//cycle the flashing light for when mine destroyed
void FlashFrame (void)
{
	static fixang flash_ang = 0;

if (!(gameData.reactor.bDestroyed || gameStates.gameplay.seismic.nMagnitude)) {
	gameStates.render.nFlashScale = I2X (1);
	return;
	}
if (gameStates.app.bEndLevelSequence)
	return;
if (paletteManager.BlueEffect () > 10)		//whiting out
	return;
//	flash_ang += FixMul(FLASH_CYCLE_RATE, gameData.time.xFrame);
if (gameStates.gameplay.seismic.nMagnitude) {
	fix xAddedFlash = abs(gameStates.gameplay.seismic.nMagnitude);
	if (xAddedFlash < I2X (1))
		xAddedFlash *= 16;
	flash_ang += (fixang) FixMul (gameStates.render.nFlashRate, FixMul(gameData.time.xFrame, xAddedFlash+I2X (1)));
	FixFastSinCos (flash_ang, &gameStates.render.nFlashScale, NULL);
	gameStates.render.nFlashScale = (gameStates.render.nFlashScale + I2X (3))/4;	//	gets in range 0.5 to 1.0
	}
else {
	flash_ang += (fixang) FixMul (gameStates.render.nFlashRate, gameData.time.xFrame);
	FixFastSinCos (flash_ang, &gameStates.render.nFlashScale, NULL);
	gameStates.render.nFlashScale = (gameStates.render.nFlashScale + I2X (1))/2;
	if (gameStates.app.nDifficultyLevel == 0)
		gameStates.render.nFlashScale = (gameStates.render.nFlashScale+I2X (3))/4;
	}
}
开发者ID:paud,项目名称:d2x-xl,代码行数:30,代码来源:rendermine.cpp

示例2: SeismicDisturbanceFrame

void SeismicDisturbanceFrame (void)
{
if (gameStates.gameplay.seismic.nShakeFrequency) {
	if (((gameStates.gameplay.seismic.nStartTime < gameData.time.xGame) && 
		  (gameStates.gameplay.seismic.nEndTime > gameData.time.xGame)) || StartSeismicDisturbance()) {
		fix	deltaTime = gameData.time.xGame - gameStates.gameplay.seismic.nStartTime;
		int	fc, rx, rz;
		fix	h;

		fc = abs(deltaTime - (gameStates.gameplay.seismic.nEndTime - gameStates.gameplay.seismic.nStartTime) / 2);
		fc /= F1_0 / 16;
		if (fc > 16)
			fc = 16;
		else if (fc == 0)
			fc = 1;
		gameStates.gameplay.seismic.nVolume += fc;
		h = 3 * F1_0 / 16 + (F1_0 * (16 - fc)) / 32;
		rx = FixMul(d_rand() - 16384, h);
		rz = FixMul(d_rand() - 16384, h);
		gameData.objs.console->mType.physInfo.rotVel.p.x += rx;
		gameData.objs.console->mType.physInfo.rotVel.p.z += rz;
		//	Shake the buddy!
		if (gameData.escort.nObjNum != -1) {
			gameData.objs.objects[gameData.escort.nObjNum].mType.physInfo.rotVel.p.x += rx*4;
			gameData.objs.objects[gameData.escort.nObjNum].mType.physInfo.rotVel.p.z += rz*4;
			}
		//	Shake a guided missile!
		gameStates.gameplay.seismic.nMagnitude += rx;
		}
	}
}
开发者ID:paud,项目名称:d2x-xl,代码行数:31,代码来源:seismic.cpp

示例3: ScaleMatrix

//------------------------------------------------------------------------------
//performs aspect scaling on global view matrix
void ScaleMatrix (int bOglScale)
{
	viewInfo.view [1] = viewInfo.view [0];		//so we can use unscaled if we want
	viewInfo.viewf [1] = viewInfo.viewf [0];		//so we can use unscaled if we want

viewInfo.scale = viewInfo.windowScale;
if (viewInfo.zoom <= f1_0) 		//xZoom in by scaling z
	viewInfo.scale[Z] = FixMul (viewInfo.scale[Z], viewInfo.zoom);
else {			//xZoom out by scaling x&y
	fix s = FixDiv (f1_0, viewInfo.zoom);

	viewInfo.scale[X] = FixMul (viewInfo.scale[X], s);
	viewInfo.scale[Y] = FixMul (viewInfo.scale[Y], s);
	}
viewInfo.scalef = viewInfo.scale.ToFloat();
//viewInfo.scale[X] = viewInfo.scale[Y] = viewInfo.scale[Z] = F1_0;
//now scale matrix elements
if (bOglScale) {
	//glScalef (X2F (viewInfo.scale[X]), X2F (viewInfo.scale[Y]), -X2F (viewInfo.scale[Z]));
	glScalef (1, 1, -1);
	}
else {
	//VmVecScale (&viewInfo.view [0].rVec, viewInfo.scale[X]);
	//VmVecScale (&viewInfo.view [0].uVec, viewInfo.scale[Y]);
	//viewInfo.scale[X] = viewInfo.scale[Y] = viewInfo.scale[Z] = F1_0;
	viewInfo.view [0][FVEC] *= (-viewInfo.scale[Z]);
	glScalef (1, 1, 1);
	}
viewInfo.viewf[0] = viewInfo.view[0].ToFloat();
}
开发者ID:paud,项目名称:d2x-xl,代码行数:32,代码来源:matrix.cpp

示例4: ComputeHeadlightLightOnObject

fix ComputeHeadlightLightOnObject (tObject *objP)
{
	int	i;
	fix	light;
	//	Let's just illuminate players and robots for speed reasons, ok?
	if ((objP->nType != OBJ_ROBOT) && (objP->nType	!= OBJ_PLAYER))
		return 0;
	light = 0;
	for (i = 0; i < nHeadLights; i++) {
		fix			dot, dist;
		vmsVector	vecToObj;
		tObject		*lightObjP;
		lightObjP = Headlights [i];
		VmVecSub (&vecToObj, &objP->position.vPos, &lightObjP->position.vPos);
		dist = VmVecNormalize (&vecToObj);
		if (dist > 0) {
			dot = VmVecDot (&lightObjP->position.mOrient.fVec, &vecToObj);
			if (dot < F1_0/2)
				light += FixDiv (HEADLIGHT_SCALE, FixMul (HEADLIGHT_SCALE, dist));	//	Do the normal thing, but darken around headlight.
			else
				light += FixMul (FixMul (dot, dot), HEADLIGHT_SCALE)/8;
		}
	}
	return light;
}
开发者ID:paud,项目名称:d2x-xl,代码行数:25,代码来源:headlight.cpp

示例5: ScaleMatrix

//------------------------------------------------------------------------------
//performs aspect scaling on global view matrix
void ScaleMatrix (int bOglScale)
{
	viewInfo.view [1] = viewInfo.view [0];		//so we can use unscaled if we want
	viewInfo.viewf [1] = viewInfo.viewf [0];		//so we can use unscaled if we want

viewInfo.scale = viewInfo.windowScale;
if (viewInfo.zoom <= f1_0) 		//xZoom in by scaling z
	viewInfo.scale.p.z = FixMul (viewInfo.scale.p.z, viewInfo.zoom);
else {			//xZoom out by scaling x&y
	fix s = FixDiv (f1_0, viewInfo.zoom);

	viewInfo.scale.p.x = FixMul (viewInfo.scale.p.x, s);
	viewInfo.scale.p.y = FixMul (viewInfo.scale.p.y, s);
	}
//viewInfo.scale.p.x = viewInfo.scale.p.y = viewInfo.scale.p.z = F1_0;
//now scale matrix elements
if (bOglScale)
	//glScalef (f2fl (viewInfo.scale.p.x), f2fl (viewInfo.scale.p.y), -f2fl (viewInfo.scale.p.z));
	glScalef (1, 1, -1);
else {
	//VmVecScale (&viewInfo.view [0].rVec, viewInfo.scale.p.x);
	//VmVecScale (&viewInfo.view [0].uVec, viewInfo.scale.p.y);
	//viewInfo.scale.p.x = viewInfo.scale.p.y = viewInfo.scale.p.z = F1_0;
	VmVecScale (&viewInfo.view [0].fVec, -viewInfo.scale.p.z);
	glScalef (1, 1, 1);
	}
VmsMatToFloat (viewInfo.viewf, viewInfo.view);
}
开发者ID:paud,项目名称:d2x-xl,代码行数:30,代码来源:matrix.cpp

示例6: WiggleObject

void WiggleObject (CObject *objP)
{
	fix		xWiggle;
	int		nParent;
	CObject	*pParent;

if (gameStates.render.nShadowPass == 2)
	return;
if (gameOpts->app.bEpilepticFriendly)
	return;
if (!gameStates.app.bNostalgia && (!EGI_FLAG (nDrag, 0, 0, 0) || !EGI_FLAG (bWiggle, 1, 0, 1)))
	return;
nParent = gameData.objs.parentObjs [objP->Index ()];
pParent = (nParent < 0) ? NULL : OBJECTS + nParent;
FixFastSinCos (fix (gameData.time.xGame / gameStates.gameplay.slowmo [1].fSpeed), &xWiggle, NULL);
if (gameData.time.xFrame < I2X (1))// Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
	xWiggle = FixMul (xWiggle * 20, gameData.time.xFrame); //make wiggle fps-independent (based on pre-scaled amount of wiggle at 20 FPS)
if (SPECTATOR (objP))
	OBJPOS (objP)->vPos += (OBJPOS (objP)->mOrient.UVec () * FixMul (xWiggle, gameData.pig.ship.player->wiggle)) * (I2X (1) / 20);
else if ((objP->info.nType == OBJ_PLAYER) || !pParent)
	objP->mType.physInfo.velocity += objP->info.position.mOrient.UVec () * FixMul (xWiggle, gameData.pig.ship.player->wiggle);
else {
	objP->mType.physInfo.velocity += pParent->info.position.mOrient.UVec () * FixMul (xWiggle, gameData.pig.ship.player->wiggle);
	objP->info.position.vPos += objP->mType.physInfo.velocity * gameData.time.xFrame;
	}
}
开发者ID:stephengeorgewest,项目名称:diiscent,代码行数:26,代码来源:controls.cpp

示例7: FixDiv

void CShrapnel::Move (void)
{
	fix			xSpeed = FixDiv (m_info.xSpeed, I2X (25) / 1000);
	CFixVector	vOffs;
	time_t		nTicks;

if ((nTicks = gameStates.app.nSDLTicks - m_info.tUpdate) < 25)
	return;
xSpeed = (fix) (xSpeed / gameStates.gameplay.slowmo [0].fSpeed);
for (; nTicks >= 25; nTicks -= 25) {
	if (--(m_info.nTurn))
		vOffs = m_info.vOffs;
	else {
		m_info.nTurn = ((m_info.xTTL > I2X (1) / 2) ? 2 : 4) + d_rand () % 4;
		vOffs = m_info.vDir;
		vOffs [X] = FixMul (vOffs [X], 2 * d_rand ());
		vOffs [Y] = FixMul (vOffs [Y], 2 * d_rand ());
		vOffs [Z] = FixMul (vOffs [Z], 2 * d_rand ());
		CFixVector::Normalize (vOffs);
		m_info.vOffs = vOffs;
		}
	vOffs *= xSpeed;
	m_info.vPos += vOffs;
	}
if (m_info.nSmoke >= 0)
	particleManager.SetPos (m_info.nSmoke, &m_info.vPos, NULL, -1);
m_info.tUpdate = gameStates.app.nSDLTicks - nTicks;
}
开发者ID:paud,项目名称:d2x-xl,代码行数:28,代码来源:shrapnel.cpp

示例8: MixSoundSlot

static void MixSoundSlot (struct sound_slot *sl, Uint8 *sldata, Uint8 *stream, int len)
{
    Uint8 *streamend = stream + len;
    Uint8 *slend = sldata - sl->position + sl->length;
    Uint8 *sp = stream, s;
    signed char v;
    fix vl, vr;
    int x;

    if ((x = sl->pan) & 0x8000) {
        vl = 0x20000 - x * 2;
        vr = 0x10000;
    }
    else {
        vl = 0x10000;
        vr = x * 2;
    }
    vl = FixMul (vl, (x = sl->volume));
    vr = FixMul (vr, x);
    while (sp < streamend) {
        if (sldata == slend) {
            if (!sl->looped) {
                sl->playing = 0;
                break;
            }
            sldata = sl->samples;
        }
        v = *(sldata++) - 0x80;
        s = *sp;
        *(sp++) = mix8 [s + FixMul (v, vl) + 0x80];
        s = *sp;
        *(sp++) = mix8 [s + FixMul (v, vr) + 0x80];
    }
    sl->position = (int) (sldata - sl->samples);
}
开发者ID:paud,项目名称:d2x-xl,代码行数:35,代码来源:digi.c

示例9: Blend

int Blend (int i1, int i2) 
{
	Fixed	smallFix, bigFix, tempFix;

	smallFix = ONE * i1;
	bigFix = ONE * i2;
	tempFix = FixMul (fract, bigFix) +FixMul (ONE-fract, smallFix);
	return (FixRound (tempFix));
}
开发者ID:MaddTheSane,项目名称:tntbasic,代码行数:9,代码来源:Zooms.c

示例10: AIFrameAnimation

//	------------------------------------------------------------------------------------------
//	Move all sub-gameData.objs.objects in an tObject towards their goals.
//	Current orientation of tObject is at:	polyObjInfo.animAngles
//	Goal orientation of tObject is at:		aiInfo.goalAngles
//	Delta orientation of tObject is at:		aiInfo.deltaAngles
void AIFrameAnimation (tObject *objP)
{
	int	nObject = OBJ_IDX (objP);
	int	joint;
	int	nJoints = gameData.models.polyModels [objP->rType.polyObjInfo.nModel].nModels;

	for (joint=1; joint<nJoints; joint++) {
		fix			delta_to_goal;
		fix			scaled_delta_angle;
		vmsAngVec	*curangp = &objP->rType.polyObjInfo.animAngles [joint];
		vmsAngVec	*goalangp = &gameData.ai.localInfo [nObject].goalAngles [joint];
		vmsAngVec	*deltaangp = &gameData.ai.localInfo [nObject].deltaAngles [joint];

		Assert (nObject >= 0);
		delta_to_goal = goalangp->p - curangp->p;
		if (delta_to_goal > 32767)
			delta_to_goal = delta_to_goal - 65536;
		else if (delta_to_goal < -32767)
			delta_to_goal = 65536 + delta_to_goal;

		if (delta_to_goal) {
			scaled_delta_angle = FixMul (deltaangp->p, gameData.time.xFrame) * DELTA_ANG_SCALE;
			curangp->p += (fixang) scaled_delta_angle;
			if (abs (delta_to_goal) < abs (scaled_delta_angle))
				curangp->p = goalangp->p;
		}

		delta_to_goal = goalangp->b - curangp->b;
		if (delta_to_goal > 32767)
			delta_to_goal = delta_to_goal - 65536;
		else if (delta_to_goal < -32767)
			delta_to_goal = 65536 + delta_to_goal;

		if (delta_to_goal) {
			scaled_delta_angle = FixMul (deltaangp->b, gameData.time.xFrame) * DELTA_ANG_SCALE;
			curangp->b += (fixang) scaled_delta_angle;
			if (abs (delta_to_goal) < abs (scaled_delta_angle))
				curangp->b = goalangp->b;
		}

		delta_to_goal = goalangp->h - curangp->h;
		if (delta_to_goal > 32767)
			delta_to_goal = delta_to_goal - 65536;
		else if (delta_to_goal < -32767)
			delta_to_goal = 65536 + delta_to_goal;

		if (delta_to_goal) {
			scaled_delta_angle = FixMul (deltaangp->h, gameData.time.xFrame) * DELTA_ANG_SCALE;
			curangp->h += (fixang) scaled_delta_angle;
			if (abs (delta_to_goal) < abs (scaled_delta_angle))
				curangp->h = goalangp->h;
		}

	}

}
开发者ID:paud,项目名称:d2x-xl,代码行数:61,代码来源:aianimate.cpp

示例11: OmegaEnergy

fix OmegaEnergy (fix xDeltaCharge)
{
	fix xEnergyUsed;

if (xDeltaCharge < 0)
	return -1;
xEnergyUsed = FixMul (OMEGA_ENERGY_RATE, xDeltaCharge);
if (gameStates.app.nDifficultyLevel < 2)
	xEnergyUsed = FixMul (xEnergyUsed, i2f (gameStates.app.nDifficultyLevel + 2) / 4);
return xEnergyUsed;
}
开发者ID:paud,项目名称:d2x-xl,代码行数:11,代码来源:omega.c

示例12: I2X

void CObject::RandomBump (fix xScale, fix xForce, bool bSound)
{
	fix angle;

angle = (d_rand () - I2X (1) / 4);
mType.physInfo.rotVel [X] += FixMul (angle, xScale);
angle = (d_rand () - I2X (1) / 4);
mType.physInfo.rotVel [Z] += FixMul (angle, xScale);
CFixVector vRand = CFixVector::Random ();
Bump (vRand, xForce);
if (bSound)
	audio.CreateObjectSound (SOUND_PLAYER_HIT_WALL, SOUNDCLASS_GENERIC, Index ());
}
开发者ID:paud,项目名称:d2x-xl,代码行数:13,代码来源:object.cpp

示例13: G3DrawBitMap

bool G3DrawBitMap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
{
	vms_vector pv,v1;
	int i;
	r_bitmapc++;
	v1.z=0;

glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
OglBindBmTex(bm);
OglTexWrap(bm->glTexture,GL_CLAMP);

glBegin(GL_QUADS);
glColor3d(1.0,1.0,1.0);
width = FixMul(width,viewInfo.scale.x);
height = FixMul(height,viewInfo.scale.y);
for (i = 0; i < 4; i++) {
	VmVecSub(&v1,pos,&viewInfo.position);
	VmVecRotate(&pv,&v1,&viewInfo.view);
	switch (i) {
		case 0:
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
			pv.x+=-width;
			pv.y+=height;
			break;
		case 1:
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, bm->glTexture->u, 0.0);
			pv.x+=width;
			pv.y+=height;
			break;
		case 2:
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, bm->glTexture->u, bm->glTexture->v);
			pv.x+=width;
			pv.y+=-height;
			break;
		case 3:
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.0, bm->glTexture->v);
			pv.x+=-width;
			pv.y+=-height;
			break;
		}
	glVertex3d (f2glf(pv.x), f2glf(pv.y), -f2glf(pv.z));
	}
glEnd();

//These next lines are important for later leave these here - Lehm 4/26/05
//glActiveTextureARB(GL_TEXTURE0_ARB);
//glBindTexture(GL_TEXTURE_2D,0);
//glDisable(GL_TEXTURE_2D);
return 0;
} 
开发者ID:paud,项目名称:d2x-xl,代码行数:51,代码来源:ogl_new.c

示例14: AudioMixCallback

//changed on 980905 by adb to cleanup, add pan support and optimize mixer
static void _CDECL_ AudioMixCallback(void *userdata, Uint8 *stream, int len)
{
    Uint8 *streamend = stream + len;
    struct sound_slot *sl;

    if (!gameStates.sound.digi.bInitialized)
        return;

    memset(stream, 0x80, len); // fix "static" sound bug on Mac OS X

    for (sl = SoundSlots; sl < SoundSlots + MAX_SOUND_SLOTS; sl++) {
        if (sl->playing && sl->samples && sl->length) {
#if 0
            MixSoundSlot (sl, sl->samples + sl->position, stream, len);
#else
            Uint8 *sldata = sl->samples + sl->position, *slend = sl->samples + sl->length;
            Uint8 *sp = stream, s;
            signed char v;
            fix vl, vr;
            int x;

            if ((x = sl->pan) & 0x8000) {
                vl = 0x20000 - x * 2;
                vr = 0x10000;
            }
            else {
                vl = 0x10000;
                vr = x * 2;
            }
            vl = FixMul (vl, (x = sl->volume));
            vr = FixMul (vr, x);
            while (sp < streamend) {
                if (sldata == slend) {
                    if (!sl->looped) {
                        sl->playing = 0;
                        break;
                    }
                    sldata = sl->samples;
                }
                v = *(sldata++) - 0x80;
                s = *sp;
                *(sp++) = mix8 [s + FixMul (v, vl) + 0x80];
                s = *sp;
                *(sp++) = mix8 [s + FixMul (v, vr) + 0x80];
            }
            sl->position = (int) (sldata - sl->samples);
#endif
        }
    }
}
开发者ID:paud,项目名称:d2x-xl,代码行数:51,代码来源:digi.c

示例15: Assert

//------------------------------------------------------------------------------
//process a continuously-spinning CObject
void CObject::Spin (void)
{
	CAngleVector rotangs;
	CFixMatrix rotmat, new_pm;

Assert (info.movementType == MT_SPINNING);
rotangs = CAngleVector::Create((fixang) FixMul (mType.spinRate [X], gameData.time.xFrame),
										 (fixang) FixMul (mType.spinRate [Y], gameData.time.xFrame),
										 (fixang) FixMul (mType.spinRate [Z], gameData.time.xFrame));
rotmat = CFixMatrix::Create (rotangs);
new_pm = info.position.mOrient * rotmat;
info.position.mOrient = new_pm;
info.position.mOrient.CheckAndFix();
}
开发者ID:paud,项目名称:d2x-xl,代码行数:16,代码来源:updateobject.cpp


注:本文中的FixMul函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。