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C++ ISpatial类代码示例

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


在下文中一共展示了ISpatial类的10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:

	void	Vision::feel_vision_query	(Fmatrix& mFull, Fvector& P)
	{
		CFrustum								Frustum		;
		Frustum.CreateFromMatrix				(mFull,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

		// Traverse object database
		r_spatial.clear_not_free				();
		g_SpatialSpace->q_frustum
			(
			r_spatial,
			0,
			STYPE_VISIBLEFORAI,
			Frustum
			);

		// Determine visibility for dynamic part of scene
		seen.clear_and_reserve					()	;
		for (u32 o_it=0; o_it<r_spatial.size(); o_it++)
		{
			ISpatial*	spatial								= r_spatial					[o_it];
			CObject*	object								= spatial->dcast_CObject	();
			if (object && feel_vision_isRelevant(object))	seen.push_back				(object);
		}
		if (seen.size()>1) 
		{
			std::sort							(seen.begin(),seen.end());
			xr_vector<CObject*>::iterator end	= std::unique	(seen.begin(),seen.end());
			if (end!=seen.end()) seen.erase		(end,seen.end());
		}
	}
开发者ID:2asoft,项目名称:xray,代码行数:30,代码来源:Feel_Vision.cpp

示例2: Fvector

void	CActor::Check_for_AutoPickUp()
{
	// mp only
	if (!psActorFlags.test(AF_AUTOPICKUP))		return;
	if (IsGameTypeSingle())						return;
	if (Level().CurrentControlEntity() != this) return;
	if (!g_Alive())								return;

	Fvector bc; 
	bc.add				(Position(), m_AutoPickUp_AABB_Offset);
	Fbox APU_Box;
	APU_Box.set			(Fvector().sub(bc, m_AutoPickUp_AABB), Fvector().add(bc, m_AutoPickUp_AABB));

	xr_vector<ISpatial*>	ISpatialResult;
	g_SpatialSpace->q_box   (ISpatialResult, 0, STYPE_COLLIDEABLE, bc, m_AutoPickUp_AABB);

	// Determine visibility for dynamic part of scene
	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		CInventoryItem*	pIItem	= smart_cast<CInventoryItem*> (spatial->dcast_CObject());

		if (0 == pIItem)														continue;
		if (!pIItem->CanTake())													continue;
		if (Level().m_feel_deny.is_object_denied(spatial->dcast_CObject()) )	continue;


		CGrenade*	pGrenade	= smart_cast<CGrenade*> (pIItem);
		if (pGrenade) continue;

		if (APU_Box.Pick(pIItem->object().Position(), pIItem->object().Position()))
		{
			if (GameID() == eGameIDDeathmatch || GameID() == eGameIDTeamDeathmatch)
			{
				if (pIItem->BaseSlot() == INV_SLOT_2 || pIItem->BaseSlot() == INV_SLOT_3 )
				{
					if (inventory().ItemFromSlot(pIItem->BaseSlot()))
						continue;
				}
			}			
			
			Game().SendPickUpEvent(ID(), pIItem->object().ID());
		}		
	}
}
开发者ID:zcaliptium,项目名称:xray-16,代码行数:45,代码来源:Actor_Feel.cpp

示例3:

BOOL CObjectSpace::_RayPick	( const Fvector &start, const Fvector &dir, float range, rq_target tgt, rq_result& R, CObject* ignore_object)
{
	r_temp.r_clear			();
	R.O		= 0; R.range = range; R.element = -1;
	// static test
	if (tgt&rqtStatic){ 
		xrc.ray_options		(CDB::OPT_ONLYNEAREST | CDB::OPT_CULL);
		xrc.ray_query		(&Static,start,dir,range);
		if (xrc.r_count())  R.set_if_less(xrc.r_begin());
	}
	// dynamic test
	if (tgt&rqtDyn){ 
		collide::ray_defs Q		(start,dir,R.range,CDB::OPT_ONLYNEAREST|CDB::OPT_CULL,tgt);
		// traverse object database
		u32			d_flags =	STYPE_COLLIDEABLE|((tgt&rqtObstacle)?STYPE_OBSTACLE:0)|((tgt&rqtShape)?STYPE_SHAPE:0);
		g_SpatialSpace->q_ray	(r_spatial,0,d_flags,start,dir,range);
		// Determine visibility for dynamic part of scene
		for (u32 o_it=0; o_it<r_spatial.size(); o_it++){
			ISpatial*	spatial			= r_spatial[o_it];
			CObject*	collidable		= spatial->dcast_CObject();
			if			(0==collidable)				continue;
			if			(collidable==ignore_object)	continue;
			ECollisionFormType tp		= collidable->collidable.model->Type();
			if (((tgt&(rqtObject|rqtObstacle))&&(tp==cftObject))||((tgt&rqtShape)&&(tp==cftShape))){
				u32		C	= D3DCOLOR_XRGB	(64,64,64);
				Q.range		= R.range;
				if (collidable->collidable.model->_RayQuery(Q,r_temp)){
					C				= D3DCOLOR_XRGB(128,128,196);
					R.set_if_less	(r_temp.r_begin());
				}
#ifdef DEBUG
				if (bDebug){
					Fsphere	S;		S.P = spatial->spatial.sphere.P; S.R = spatial->spatial.sphere.R;
					m_pRender->dbgAddSphere(S,C);
					//dbg_S.push_back	(mk_pair(S,C));
				}
#endif
			}
		}
	}
	return (R.element>=0);
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:42,代码来源:xr_area_raypick.cpp

示例4:

void CLightProjector::set_object	(IRenderable* O)
{
	if ((0==O) || (receivers.size()>=P_o_count))	current		= 0;
	else
	{
		if (!O->renderable_ShadowReceive() || RImplementation.val_bInvisible || ((CROS_impl*)O->renderable_ROS())->shadow_recv_frame==Device.dwFrame)	
		{
			current		= 0;
			return;
		}

		const vis_data &vis = O->renderable.visual->getVisData();
		Fvector		C;	O->renderable.xform.transform_tiny		(C,vis.sphere.P);
		float		R	= vis.sphere.R;
		float		D	= C.distance_to	(Device.vCameraPosition)+R;

		if (D < clipD(R))	current	= O;
		else				current = 0;
		
		if (current)				{
			ISpatial*	spatial		= dynamic_cast<ISpatial*>	(O);
			if	(0==spatial) current= 0;
			else					{
				spatial->spatial_updatesector	();
				if (0==spatial->spatial.sector)	{
					CObject*		obj = dynamic_cast<CObject*>(O);
					if (obj)		Msg	("! Invalid object '%s' position. Outside of sector structure.",obj->cName().c_str());
					current			= 0;
				}
			}
		}
		if (current)				{
			CROS_impl*	LT			= (CROS_impl*)current->renderable_ROS	();
			LT->shadow_recv_frame	= Device.dwFrame;
			receivers.push_back		(current);
		}
	}
}
开发者ID:2asoft,项目名称:xray-16,代码行数:38,代码来源:LightProjector.cpp

示例5: inactive

// sub-space rendering - main procedure
void	R_dsgraph_structure::r_dsgraph_render_subspace	(IRender_Sector* _sector, CFrustum* _frustum, Fmatrix& mCombined, Fvector& _cop, BOOL _dynamic, BOOL _precise_portals)
{
	VERIFY							(_sector);
	RImplementation.marker			++;			// !!! critical here

	// Save and build new frustum, disable HOM
	CFrustum	ViewSave			= ViewBase;
	ViewBase						= *_frustum;
	View							= &ViewBase;

	if (_precise_portals && RImplementation.rmPortals)		{
		// Check if camera is too near to some portal - if so force DualRender
		Fvector box_radius;		box_radius.set	(EPS_L*20,EPS_L*20,EPS_L*20);
		RImplementation.Sectors_xrc.box_options	(CDB::OPT_FULL_TEST);
		RImplementation.Sectors_xrc.box_query	(RImplementation.rmPortals,_cop,box_radius);
		for (int K=0; K<RImplementation.Sectors_xrc.r_count(); K++)
		{
			CPortal*	pPortal		= (CPortal*) RImplementation.Portals[RImplementation.rmPortals->get_tris()[RImplementation.Sectors_xrc.r_begin()[K].id].dummy];
			pPortal->bDualRender	= TRUE;
		}
	}

	// Traverse sector/portal structure
	PortalTraverser.traverse		( _sector, ViewBase, _cop, mCombined, 0 );

	// Determine visibility for static geometry hierrarhy
	for (u32 s_it=0; s_it<PortalTraverser.r_sectors.size(); s_it++)
	{
		CSector*	sector		= (CSector*)PortalTraverser.r_sectors[s_it];
		IRender_Visual*	root	= sector->root();
		for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)	{
			set_Frustum			(&(sector->r_frustums[v_it]));
			add_Geometry		(root);
		}
	}

	if (_dynamic)
	{
		set_Object						(0);

		// Traverse object database
		g_SpatialSpace->q_frustum
			(
			lstRenderables,
			ISpatial_DB::O_ORDERED,
			STYPE_RENDERABLE,
			ViewBase
			);

		// Determine visibility for dynamic part of scene
		for (u32 o_it=0; o_it<lstRenderables.size(); o_it++)
		{
			ISpatial*	spatial		= lstRenderables[o_it];
			CSector*	sector		= (CSector*)spatial->spatial.sector;
			if	(0==sector)										continue;	// disassociated from S/P structure
			if	(PortalTraverser.i_marker != sector->r_marker)	continue;	// inactive (untouched) sector
			for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)
			{
				set_Frustum			(&(sector->r_frustums[v_it]));
				if (!View->testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R))	continue;

				// renderable
				IRenderable*	renderable		= spatial->dcast_Renderable	();
				if (0==renderable)				continue;					// unknown, but renderable object (r1_glow???)

				renderable->renderable_Render	();
			}
		}
	}

	// Restore
	ViewBase						= ViewSave;
	View							= 0;
}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:75,代码来源:r__dsgraph_render.cpp

示例6: CurrentGameUI

void	CActor::PickupModeUpdate_COD	()
{
	if (Level().CurrentViewEntity() != this || !g_b_COD_PickUpMode) return;
		
	if (!g_Alive() || eacFirstEye != cam_active) 
	{
		CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(NULL);
		return;
	};
	
	CFrustum						frustum;
	frustum.CreateFromMatrix		(Device.mFullTransform, FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

	ISpatialResult.clear_not_free	();
	g_SpatialSpace->q_frustum		(ISpatialResult, 0, STYPE_COLLIDEABLE, frustum);

	float maxlen					= 1000.0f;
	CInventoryItem* pNearestItem	= NULL;

	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		CInventoryItem*	pIItem	= smart_cast<CInventoryItem*> (spatial->dcast_CObject        ());

		if (0 == pIItem)											continue;
		if (pIItem->object().H_Parent() != NULL)					continue;
		if (!pIItem->CanTake())										continue;
		if ( smart_cast<CExplosiveRocket*>( &pIItem->object() ) )	continue;

		CGrenade*	pGrenade	= smart_cast<CGrenade*> (spatial->dcast_CObject        ());
		if (pGrenade && !pGrenade->Useful())						continue;

		CMissile*	pMissile	= smart_cast<CMissile*> (spatial->dcast_CObject        ());
		if (pMissile && !pMissile->Useful())						continue;
		
		Fvector A, B, tmp; 
		pIItem->object().Center			(A);
		if (A.distance_to_sqr(Position())>4)						continue;

		tmp.sub(A, cam_Active()->vPosition);
		B.mad(cam_Active()->vPosition, cam_Active()->vDirection, tmp.dotproduct(cam_Active()->vDirection));
		float len = B.distance_to_sqr(A);
		if (len > 1)												continue;

		if (maxlen>len && !pIItem->object().getDestroy())
		{
			maxlen = len;
			pNearestItem = pIItem;
		};
	}

	if(pNearestItem)
	{
		CFrustum					frustum;
		frustum.CreateFromMatrix	(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
		if (!CanPickItem(frustum, Device.vCameraPosition, &pNearestItem->object()))
			pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if (Level().m_feel_deny.is_object_denied(pNearestItem->cast_game_object()))
				pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if(!pNearestItem->cast_game_object()->getVisible())
				pNearestItem = NULL;
	}

	CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(pNearestItem);

	if (pNearestItem && m_bPickupMode)
	{
		CUsableScriptObject*	pUsableObject = smart_cast<CUsableScriptObject*>(pNearestItem);
		if(pUsableObject && (!m_pUsableObject))
			pUsableObject->use(this);

		//подбирание объекта
		Game().SendPickUpEvent(ID(), pNearestItem->object().ID());
	}
};
开发者ID:zcaliptium,项目名称:xray-16,代码行数:81,代码来源:Actor_Feel.cpp

示例7: TAL_SCOPED_TASK_NAMED

void CRender::Calculate				()
{
	#ifdef _GPA_ENABLED	
		TAL_SCOPED_TASK_NAMED( "CRender::Calculate()" );
	#endif // _GPA_ENABLED

	Device.Statistic->RenderCALC.Begin();

	// Transfer to global space to avoid deep pointer access
	IRender_Target* T				=	getTarget	();
	float	fov_factor				=	_sqr		(90.f / Device.fFOV);
	g_fSCREEN						=	float(T->get_width()*T->get_height())*fov_factor*(EPS_S+ps_r__LOD);
	r_ssaDISCARD					=	_sqr(ps_r__ssaDISCARD)		/g_fSCREEN;
	r_ssaDONTSORT					=	_sqr(ps_r__ssaDONTSORT/3)	/g_fSCREEN;
	r_ssaLOD_A						=	_sqr(ps_r1_ssaLOD_A/3)		/g_fSCREEN;
	r_ssaLOD_B						=	_sqr(ps_r1_ssaLOD_B/3)		/g_fSCREEN;
	r_ssaGLOD_start					=	_sqr(ps_r__GLOD_ssa_start/3)/g_fSCREEN;
	r_ssaGLOD_end					=	_sqr(ps_r__GLOD_ssa_end/3)	/g_fSCREEN;
	r_ssaHZBvsTEX					=	_sqr(ps_r__ssaHZBvsTEX/3)	/g_fSCREEN;

	// Frustum & HOM rendering
	ViewBase.CreateFromMatrix		(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
	View							= 0;
	HOM.Enable						();
	HOM.Render						(ViewBase);
	gm_SetNearer					(FALSE);
	phase							= PHASE_NORMAL;

	// Detect camera-sector
	if (!vLastCameraPos.similar(Device.vCameraPosition,EPS_S)) 
	{
		CSector* pSector		= (CSector*)detectSector(Device.vCameraPosition);
		if (pSector && (pSector!=pLastSector))
			g_pGamePersistent->OnSectorChanged( translateSector(pSector) );

		if (0==pSector) pSector = pLastSector;
		pLastSector = pSector;
		vLastCameraPos.set(Device.vCameraPosition);
	}

	// Check if camera is too near to some portal - if so force DualRender
	if (rmPortals) 
	{
		Fvector box_radius;		box_radius.set(EPS_L*2,EPS_L*2,EPS_L*2);
		Sectors_xrc.box_options	(CDB::OPT_FULL_TEST);
		Sectors_xrc.box_query	(rmPortals,Device.vCameraPosition,box_radius);
		for (int K=0; K<Sectors_xrc.r_count(); K++)
		{
			CPortal*	pPortal		= (CPortal*) Portals[rmPortals->get_tris()[Sectors_xrc.r_begin()[K].id].dummy];
			pPortal->bDualRender	= TRUE;
		}
	}
	//
	if (L_DB)
		L_DB->Update();

	// Main process
	marker	++;
	if (pLastSector)
	{
		// Traverse sector/portal structure
		PortalTraverser.traverse	
			(
			pLastSector,
			ViewBase,
			Device.vCameraPosition,
			Device.mFullTransform,
			CPortalTraverser::VQ_HOM + CPortalTraverser::VQ_SSA + CPortalTraverser::VQ_FADE
			);

		// Determine visibility for static geometry hierrarhy
		if  (psDeviceFlags.test(rsDrawStatic))	{
			for (u32 s_it=0; s_it<PortalTraverser.r_sectors.size(); s_it++)
			{
				CSector*	sector		= (CSector*)PortalTraverser.r_sectors[s_it];
				dxRender_Visual*	root	= sector->root();
				for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)
				{
					set_Frustum			(&(sector->r_frustums[v_it]));
					add_Geometry		(root);
				}
			}
		}

		// Traverse object database
		if  (psDeviceFlags.test(rsDrawDynamic))	{
			g_SpatialSpace->q_frustum
				(
				lstRenderables,
				ISpatial_DB::O_ORDERED,
				STYPE_RENDERABLE + STYPE_LIGHTSOURCE,
				ViewBase
				);

			// Exact sorting order (front-to-back)
			std::sort							(lstRenderables.begin(),lstRenderables.end(),pred_sp_sort);

			// Determine visibility for dynamic part of scene
			set_Object							(0);
			g_hud->Render_First					( );	// R1 shadows
//.........这里部分代码省略.........
开发者ID:2asoft,项目名称:xray-16,代码行数:101,代码来源:FStaticRender.cpp

示例8: TAL_SCOPED_TASK_NAMED


//.........这里部分代码省略.........

			Log	("v_N",v_N);
			Log	("v_C",v_C);
			Log	("v_Cs",v_Cs);

			Log("all bones transform:--------");
			CKinematics* K = dynamic_cast<CKinematics*>(OO->Visual());
			
			for(u16 ii=0; ii<K->LL_BoneCount();++ii){
				Fmatrix tr;

				tr = K->LL_GetTransform(ii);
				Log("bone ",K->LL_BoneName_dbg(ii));
				Log("bone_matrix",tr);
			}
			Log("end-------");
		}
#endif
		// handle invalid object-bug
		if ((v.x*v.x+v.y*v.y+v.z*v.z)<=flt_zero)	{
			// invalidate record, so that object will be unshadowed, but doesn't crash
			R.dwTimeValid			= Device.dwTimeGlobal;
			LT->shadow_recv_frame	= Device.dwFrame-1;
			LT->shadow_recv_slot	= -1; 
			continue				;
		}

		mView.build_camera		(v_C,v_Cs,v_N);
		RCache.set_xform_view	(mView);

		// Select slot, set viewport
		int		s_x				=	c_it%P_o_line;
		int		s_y				=	c_it/P_o_line;
		D3DVIEWPORT9 VP			=	{s_x*P_o_size,s_y*P_o_size,P_o_size,P_o_size,0,1 };
		CHK_DX					(HW.pDevice->SetViewport(&VP));

		// Clear color to ambience
		Fvector&	cap			=	LT->get_approximate();
		CHK_DX					(HW.pDevice->Clear(0,0, D3DCLEAR_TARGET, color_rgba_f(cap.x,cap.y,cap.z, (cap.x+cap.y+cap.z)/4.f), 1, 0 ));

		// calculate uv-gen matrix and clamper
		Fmatrix					mCombine;		mCombine.mul	(mProject,mView);
		Fmatrix					mTemp;
		float					fSlotSize		= float(P_o_size)/float(P_rt_size);
		float					fSlotX			= float(s_x*P_o_size)/float(P_rt_size);
		float					fSlotY			= float(s_y*P_o_size)/float(P_rt_size);
		float					fTexelOffs		= (.5f / P_rt_size);
		Fmatrix					m_TexelAdjust	= 
		{
			0.5f/*x-scale*/,	0.0f,							0.0f,				0.0f,
			0.0f,				-0.5f/*y-scale*/,				0.0f,				0.0f,
			0.0f,				0.0f,							1.0f/*z-range*/,	0.0f,
			0.5f/*x-bias*/,		0.5f + fTexelOffs/*y-bias*/,	0.0f/*z-bias*/,		1.0f
		};
		R.UVgen.mul				(m_TexelAdjust,mCombine);
		mTemp.scale				(fSlotSize,fSlotSize,1);
		R.UVgen.mulA_44			(mTemp);
		mTemp.translate			(fSlotX+fTexelOffs,fSlotY+fTexelOffs,0);
		R.UVgen.mulA_44			(mTemp);

		// Build bbox and render
		Fvector					min,max;
		Fbox					BB;
		min.set					(R.C.x-p_R,	R.C.y-(p_R+P_cam_range),	R.C.z-p_R);
		max.set					(R.C.x+p_R,	R.C.y+0,					R.C.z+p_R);
		BB.set					(min,max);
		R.UVclamp_min.set		(min).add	(.05f);	// shrink a little
		R.UVclamp_max.set		(max).sub	(.05f);	// shrink a little
		ISpatial*	spatial		= dynamic_cast<ISpatial*>	(O);
		if (spatial)			{
			spatial->spatial_updatesector			();
			if (spatial->spatial.sector)			RImplementation.r_dsgraph_render_R1_box	(spatial->spatial.sector,BB,SE_R1_LMODELS);
		}
		//if (spatial)		RImplementation.r_dsgraph_render_subspace	(spatial->spatial.sector,mCombine,v_C,FALSE);
	}

	// Blur
	/*
	{
		// Fill vertex buffer
		u32							Offset;
		FVF::TL4uv* pv				= (FVF::TL4uv*) RCache.Vertex.Lock	(4,geom_Blur.stride(),Offset);
		RImplementation.ApplyBlur4	(pv,P_rt_size,P_rt_size,P_blur_kernel);
		RCache.Vertex.Unlock		(4,geom_Blur.stride());

		// Actual rendering (pass0, temp2real)
		RCache.set_RT				(RT->pRT);
		RCache.set_ZB				(NULL);
		RCache.set_Shader			(sh_BlurTR	);
		RCache.set_Geometry			(geom_Blur	);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}
	*/

	// Finita la comedia
	Device.Statistic->RenderDUMP_Pcalc.End	();
	
	RCache.set_xform_project	(Device.mProject);
	RCache.set_xform_view		(Device.mView);
}
开发者ID:2asoft,项目名称:xray-16,代码行数:101,代码来源:LightProjector.cpp

示例9: Fvector3

void dx103DFluidRenderer::CalculateLighting(const dx103DFluidData &FluidData, FogLighting  &LightData)
{
	m_lstRenderables.clear_not_free();

	LightData.Reset();

	const dx103DFluidData::Settings &VolumeSettings = FluidData.GetSettings();

	Fvector4 hemi_color = g_pGamePersistent->Environment().CurrentEnv->hemi_color;
	//hemi_color.mul(0.2f);
	hemi_color.mul(VolumeSettings.m_fHemi);
	LightData.m_vLightIntencity.set(hemi_color.x, hemi_color.y, hemi_color.z);
	LightData.m_vLightIntencity.add(g_pGamePersistent->Environment().CurrentEnv->ambient);

	const Fmatrix &Transform = FluidData.GetTransform();

	Fbox	box;
	box.min = Fvector3().set(-0.5f, -0.5f, -0.5f);
	box.max = Fvector3().set( 0.5f,  0.5f,  0.5f);
	box.xform(Transform);
	Fvector3	center;
	Fvector3	size;
	box.getcenter(center);
	box.getradius(size);


	// Traverse object database
	g_SpatialSpace->q_box
		(
		m_lstRenderables,
		0, //ISpatial_DB::O_ORDERED,
		STYPE_LIGHTSOURCE,
		center,
		size
		);

	u32 iNumRenderables = m_lstRenderables.size();
	// Determine visibility for dynamic part of scene
	for (u32 i=0; i<iNumRenderables; ++i)
	{
		ISpatial*	spatial		= m_lstRenderables[i];

		// Light
		light*	pLight = (light*) spatial->dcast_Light();
		VERIFY(pLight);

		if (pLight->flags.bStatic) continue;

		float	d	=	pLight->position.distance_to(Transform.c);

		float	R				= pLight->range + _max( size.x, _max( size.y, size.z ) );
		if ( d >= R )
			continue;

		Fvector3	LightIntencity;

		LightIntencity.set(pLight->color.r, pLight->color.g, pLight->color.b);

		//LightIntencity.mul(0.5f);

		//if (!pLight->flags.bStatic)
		//	LightIntencity.mul(0.5f);

		float	r	=	pLight->range;
		float	a	=	clampr(1.f - d/(r+EPS),0.f,1.f)*(pLight->flags.bStatic?1.f:2.f);

		LightIntencity.mul(a);

		LightData.m_vLightIntencity.add(LightIntencity);
	}

	//LightData.m_vLightIntencity.set( 1.0f, 0.5f, 0.0f);
	//LightData.m_vLightIntencity.set( 1.0f, 1.0f, 1.0f);
}
开发者ID:2asoft,项目名称:xray,代码行数:74,代码来源:dx103DFluidRenderer.cpp

示例10: VERIFY

void CExplosive::Explode()
{
	VERIFY(0xffff != Initiator());
	VERIFY(m_explosion_flags.test(flReadyToExplode));//m_bReadyToExplode
	VERIFY(!ph_world->Processing());
	//m_bExploding = true;
	m_explosion_flags.set(flExploding,TRUE);
	cast_game_object()->processing_activate();

	Fvector& pos = m_vExplodePos;
	Fvector& dir = m_vExplodeDir;
#ifdef DEBUG
	if(ph_dbg_draw_mask.test(phDbgDrawExplosions))
	{
		DBG_OpenCashedDraw();
		DBG_DrawPoint(pos,0.3f,D3DCOLOR_XRGB(255,0,0));
	}
#endif
//	Msg("---------CExplosive Explode [%d] frame[%d]",cast_game_object()->ID(), Device.dwFrame);
	OnBeforeExplosion();
	//играем звук взрыва
	Sound->play_at_pos(sndExplode, 0, pos, false);
	
	//показываем эффекты

	m_wallmark_manager.PlaceWallmarks		(pos);

	Fvector									vel;
	smart_cast<CPhysicsShellHolder*>(cast_game_object())->PHGetLinearVell(vel);

	Fmatrix explode_matrix;
	explode_matrix.identity();
	explode_matrix.j.set(dir);
	Fvector::generate_orthonormal_basis(explode_matrix.j, explode_matrix.i, explode_matrix.k);
	explode_matrix.c.set(pos);

	CParticlesObject* pStaticPG; 
	pStaticPG = CParticlesObject::Create(*m_sExplodeParticles,!m_bDynamicParticles); 
	if (m_bDynamicParticles) m_pExpParticle = pStaticPG;
	pStaticPG->UpdateParent(explode_matrix,vel);
	pStaticPG->Play();

	//включаем подсветку от взрыва
	StartLight();

	//trace frags
	Fvector frag_dir; 
	
	//////////////////////////////
	//осколки
	//////////////////////////////
	//-------------------------------------
	bool SendHits = false;
	if (OnServer()) SendHits = true;
	else SendHits = false;


	for(int i = 0; i < m_iFragsNum; ++i){
		frag_dir.random_dir	();
		frag_dir.normalize	();
		
		CCartridge cartridge;
		cartridge.m_kDist					= 1.f;
		cartridge.m_kHit					= 1.f;
		cartridge.m_kImpulse				= 1.f;
		cartridge.m_kPierce					= 1.f;
		cartridge.fWallmarkSize				= fWallmarkSize;
		cartridge.bullet_material_idx		= GMLib.GetMaterialIdx(WEAPON_MATERIAL_NAME);
		cartridge.m_flags.set				(CCartridge::cfTracer,FALSE);

		Level().BulletManager().AddBullet(	pos, frag_dir, m_fFragmentSpeed,
											m_fFragHit, m_fFragHitImpulse, Initiator(),
											cast_game_object()->ID(), m_eHitTypeFrag, m_fFragsRadius, 
											cartridge, SendHits );
	}	

	if (cast_game_object()->Remote()) return;
	
	/////////////////////////////////
	//взрывная волна
	////////////////////////////////
	//---------------------------------------------------------------------
	xr_vector<ISpatial*>	ISpatialResult;
	g_SpatialSpace->q_sphere(ISpatialResult,0,STYPE_COLLIDEABLE,pos,m_fBlastRadius);

	m_blasted_objects.clear	();
	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		//		feel_touch_new(spatial->dcast_CObject());

		CPhysicsShellHolder	*pGameObject = smart_cast<CPhysicsShellHolder*>(spatial->dcast_CObject());
		if(pGameObject && cast_game_object()->ID() != pGameObject->ID()) 
			m_blasted_objects.push_back(pGameObject);
	}

	GetExplosionBox(m_vExplodeSize);
START_PROFILE("explosive/activate explosion box")
	ActivateExplosionBox(m_vExplodeSize,m_vExplodePos);
STOP_PROFILE
//.........这里部分代码省略.........
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:101,代码来源:Explosive.cpp


注:本文中的ISpatial类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。