Changeset 1554
- Timestamp:
- Jul 1, 2012, 10:42:08 PM (10 years ago)
- Location:
- trunk
- Files:
-
- 4 added
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/build/vs2010/Lol.Core.Rules.props
r1549 r1554 11 11 <FloatingPointModel>Fast</FloatingPointModel> 12 12 <AdditionalIncludeDirectories>$(SolutionDir)\..\..\src;$(FlexIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> 13 <AdditionalIncludeDirectories Condition="'$(Platform)'=='Win32'">$(GlIncludes);$(SdlIncludes);$( D3d9Includes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>14 <AdditionalIncludeDirectories Condition="'$(Platform)'=='x64'">$(GlIncludes);$(SdlIncludes);$( D3d9Includes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>13 <AdditionalIncludeDirectories Condition="'$(Platform)'=='Win32'">$(GlIncludes);$(SdlIncludes);$(BtPhysIncludes);$(D3d9Includes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> 14 <AdditionalIncludeDirectories Condition="'$(Platform)'=='x64'">$(GlIncludes);$(SdlIncludes);$(BtPhysIncludes);$(D3d9Includes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> 15 15 <PreprocessorDefinitions>NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> 16 16 <PreprocessorDefinitions Condition="'$(Platform)'=='Win32'">WIN32;$(Win32Defines);%(PreprocessorDefinitions)</PreprocessorDefinitions> … … 37 37 <GenerateDebugInformation>true</GenerateDebugInformation> 38 38 <!-- FIXME: not for the static library! --> 39 <AdditionalDependencies Condition="'$(Platform)'=='Win32' Or '$(Platform)'=='x64'">kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(SdlDeps);$( GdiDeps);%(AdditionalDependencies)</AdditionalDependencies>39 <AdditionalDependencies Condition="'$(Platform)'=='Win32' Or '$(Platform)'=='x64'">kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(SdlDeps);$(BtPhysDeps);$(GdiDeps);%(AdditionalDependencies)</AdditionalDependencies> 40 40 <AdditionalDependencies Condition="'$(UseOpenGL)'=='true' And ('$(Platform)'=='Win32' Or '$(Platform)'=='x64')">$(GlDeps);%(AdditionalDependencies)</AdditionalDependencies> 41 41 <AdditionalDependencies Condition="'$(UseOpenGL)'=='false' And ('$(Platform)'=='Win32' Or '$(Platform)'=='x64')">$(D3d9Deps);%(AdditionalDependencies)</AdditionalDependencies> 42 <AdditionalLibraryDirectories Condition="'$(Platform)'=='Win32' Or '$(Platform)'=='x64'">$(SdlLibs); %(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>42 <AdditionalLibraryDirectories Condition="'$(Platform)'=='Win32' Or '$(Platform)'=='x64'">$(SdlLibs);$(BtPhysLibs);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> 43 43 <AdditionalLibraryDirectories Condition="'$(UseOpenGL)'=='true' And ('$(Platform)'=='Win32' Or '$(Platform)'=='x64')">$(GlLibs);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> 44 44 <AdditionalLibraryDirectories Condition="'$(UseOpenGL)'=='false' And ('$(Platform)'=='Win32' Or '$(Platform)'=='x64')">$(D3d9Libs);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> -
trunk/build/vs2010/Lol.Core.Vars.props
r1535 r1554 19 19 <SdlDeps Condition="'$(Platform)'=='x64'">libSDL.a;libSDLmain.a</SdlDeps> 20 20 <Win32Defines>HAVE_SDL_H;USE_SDL;$(Win32Defines)</Win32Defines> 21 22 <!-- BulletPhysics --> 23 <BtPhysDir>$(ContribDir)\bullet-2.80-rev2531</BtPhysDir> 24 <BtPhysIncludes>$(BtPhysDir)\src</BtPhysIncludes> 25 <BtPhysLibs Condition="'$(Platform)'=='Win32'">$(BtPhysDir)\lib</BtPhysLibs> 26 <BtPhysDeps Condition="'$(Platform)'=='Win32'">BulletCollision.lib;BulletDynamics.lib;BulletSoftBody.lib;ConvexDecomposition.lib;HACD.lib;LinearMath.lib;OpenGLSupport.lib</BtPhysDeps> 27 <Win32Defines>$(Win32Defines)</Win32Defines> 21 28 22 29 <!-- GTK+ & GtkGl --> … … 79 86 <BuildMacro Include="SdlLibs"><Value>$(SdlLibs)</Value></BuildMacro> 80 87 <BuildMacro Include="SdlDeps"><Value>$(SdlDeps)</Value></BuildMacro> 88 <BuildMacro Include="BtPhysDir"><Value>$(BtPhysDir)</Value></BuildMacro> 89 <BuildMacro Include="BtPhysIncludes"><Value>$(BtPhysIncludes)</Value></BuildMacro> 90 <BuildMacro Include="BtPhysLibs"><Value>$(BtPhysLibs)</Value></BuildMacro> 91 <BuildMacro Include="BtPhysDeps"><Value>$(BtPhysDeps)</Value></BuildMacro> 81 92 <BuildMacro Include="GtkDir"><Value>$(GtkDir)</Value></BuildMacro> 82 93 <BuildMacro Include="GtkGlDir"><Value>$(GtkGlDir)</Value></BuildMacro> -
trunk/build/vs2010/Lol.sln
r1539 r1554 84 84 EndProject 85 85 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ToukyDemo", "..\..\games\ToukyDemo\ToukyDemo.vcxproj", "{EE203B88-44CF-4859-9D42-7A5F43FECB52}" 86 EndProject 87 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "BtPhysTest", "..\..\test\BtPhysTest.vcxproj", "{EE203B88-44CF-4859-9D42-7A1F43FECB52}" 86 88 EndProject 87 89 Global … … 90 92 Debug|Windows (32-bit) = Debug|Windows (32-bit) 91 93 Debug|Windows (64-bit) = Debug|Windows (64-bit) 94 Debug|x64 = Debug|x64 92 95 Debug|Xbox 360 = Debug|Xbox 360 93 96 Release|PlayStation 3 = Release|PlayStation 3 94 97 Release|Windows (32-bit) = Release|Windows (32-bit) 95 98 Release|Windows (64-bit) = Release|Windows (64-bit) 99 Release|x64 = Release|x64 96 100 Release|Xbox 360 = Release|Xbox 360 97 101 EndGlobalSection … … 103 107 {EF1A4E80-63FA-4EB0-B834-12B6C500F31C}.Debug|Windows (64-bit).ActiveCfg = Debug|x64 104 108 {EF1A4E80-63FA-4EB0-B834-12B6C500F31C}.Debug|Windows (64-bit).Build.0 = Debug|x64 109 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Debug|x64 388 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|PlayStation 3.ActiveCfg = Release|x64 389 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|Windows (32-bit).ActiveCfg = Release|Win32 390 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|Windows (32-bit).Build.0 = Release|Win32 391 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|Windows (64-bit).ActiveCfg = Release|Win32 392 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|x64.ActiveCfg = Release|x64 393 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|x64.Build.0 = Release|x64 394 {EE203B88-44CF-4859-9D42-7A1F43FECB52}.Release|Xbox 360.ActiveCfg = Release|x64 335 395 EndGlobalSection 336 396 GlobalSection(SolutionProperties) = preSolution … … 350 410 {B1E10086-A1DA-401A-834D-969C9DBB5CC1} = {E0491194-35E3-4513-9D31-608EA3165ECF} 351 411 {80F81C11-8DA2-4990-91CB-9807783BA46E} = {E0491194-35E3-4513-9D31-608EA3165ECF} 412 {EE203B88-44CF-4859-9D42-7A1F43FECB52} = {E0491194-35E3-4513-9D31-608EA3165ECF} 352 413 {B92ABADC-45BE-4CC5-B724-9426053123A1} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} 353 414 {7B083DA2-FE08-4F6D-BFDD-195D5C2783EB} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} -
trunk/games/ToukyDemo/Character.h
r1551 r1554 217 217 { 218 218 m_body_cos[i].z += 2.0f * seconds; 219 /*220 float fPI = M_PI;221 float Tmp = (std::abs(std::fmod(m_body_cos[i].z, fPI * 2.0f) - fPI) / fPI);222 Tmp = Tmp * Tmp * (3 - 2 * Tmp);223 Tmp = Tmp * 2.0f - 1.f;224 m_body_rotation[i].z = Tmp * 30.0f;225 */226 219 m_body_rotation[i].z = lol::cos(m_body_cos[i].z) * 30.0f; 227 220 break; -
trunk/games/ToukyDemo/UserReactiveObject.h
r1548 r1554 9 9 #define __USERREACTIVEOBJECT_H__ 10 10 11 #define DEF_X 1 211 #define DEF_X 15 12 12 #define DEF_Y 1 13 #define DEF_Z 1 213 #define DEF_Z 15 14 14 #define DEF_SIZE 10 15 15 #define DEF_INF_BLEND 50 … … 168 168 public: 169 169 UserReactiveObject() 170 : m_ready(false) 170 : m_ready(false), 171 m_dist_modifier_influence_point(vec3(1.0f)), 172 m_dist_modifier_grid_point(vec3(1.0f)), 173 m_wave_angle(0.0f), 174 m_debug_point_angle(0.0f) 171 175 { 176 177 m_dist_modifier_influence_point.y = .0f; 178 172 179 m_ref_mesh.Compile( "[sc#f80 afcb10 8 8 -1]" 173 180 "[sc#bbd afcb8 10 8 -1]" 174 181 "[sc#44d afcb8 8 10 -1]"); 175 176 wave_angle = 0.0f;177 debug_point_angle = 0.0f;178 182 179 183 m_influence_list << (influence_infos(0.0f, false, false, INF_WAVE) … … 234 238 235 239 m_rotation *= quat::rotate(seconds * 10.0f, vec3(0, 1, 0)); 236 LocalToWorld = mat4::translate(m_position) * mat4(m_rotation);240 m_local_to_world = mat4::translate(m_position) * mat4(m_rotation); 237 241 238 242 m_influence_point_list.Empty(); 239 243 240 wave_angle += 3.0f * seconds;241 debug_point_angle += 1.0f * seconds;242 243 if ( wave_angle > M_PI * 2.0f)244 wave_angle -= M_PI * 2.0f;245 if ( debug_point_angle > M_PI * 2.0f)246 debug_point_angle -= M_PI * 2.0f;244 m_wave_angle += 3.0f * seconds; 245 m_debug_point_angle += 1.0f * seconds; 246 247 if (m_wave_angle > M_PI * 2.0f) 248 m_wave_angle -= M_PI * 2.0f; 249 if (m_debug_point_angle > M_PI * 2.0f) 250 m_debug_point_angle -= M_PI * 2.0f; 247 251 248 252 for (int i = 0; i < m_influencing_entities.Count(); ++i) … … 250 254 if (m_influencing_entities[i]) 251 255 { 252 mat4 LocalPos = inverse( LocalToWorld) * mat4::translate(m_influencing_entities[i]->m_position);256 mat4 LocalPos = inverse(m_local_to_world) * mat4::translate(m_influencing_entities[i]->m_position); 253 257 m_influence_point_list << influencing_point_infos(BLD_SPHERE, LocalPos.v3.xyz, 1.0f); 254 258 } 255 259 } 256 260 257 //m_influence_point_list << influencing_point_infos(BLD_SPHERE, vec3(lol::cos( debug_point_angle) * DEF_X, 0, lol::sin(debug_point_angle) * DEF_Z) * DEF_SIZE * 0.3f, 1.0f);258 //m_influence_point_list << influencing_point_infos(BLD_SQUARE, vec3(-lol::cos( debug_point_angle) * DEF_X, 0, -lol::sin(debug_point_angle) * DEF_Z) * DEF_SIZE * 0.3f, 1.0f);261 //m_influence_point_list << influencing_point_infos(BLD_SPHERE, vec3(lol::cos(m_debug_point_angle) * DEF_X, 0, lol::sin(m_debug_point_angle) * DEF_Z) * DEF_SIZE * 0.3f, 1.0f); 262 //m_influence_point_list << influencing_point_infos(BLD_SQUARE, vec3(-lol::cos(m_debug_point_angle) * DEF_X, 0, -lol::sin(m_debug_point_angle) * DEF_Z) * DEF_SIZE * 0.3f, 1.0f); 259 263 260 264 ComputeInfluenceValues(); … … 268 272 for (int i=0; i < m_point_list.Count(); i++) 269 273 { 270 m_point_list[i].m_influence_previous = m_point_list[i].m_influence;271 272 274 float cur_blend = 0.0f; 273 for (int j=0; j < m_influence_point_list.Count(); j++) 275 transient_infos &CurTI = m_point_list[i]; 276 277 CurTI.m_influence_previous = CurTI.m_influence; 278 279 for (int j = 0; j < m_influence_point_list.Count(); j++) 274 280 { 275 281 float new_blend = 0.0f; 276 switch (m_influence_point_list[j].m_useage) 282 influencing_point_infos &CurIPI = m_influence_point_list[j]; 283 vec3 ModBasePos = CurTI.m_base_pos * m_dist_modifier_grid_point; 284 vec3 ModInfPos = CurIPI.m_position * m_dist_modifier_influence_point; 285 286 switch (CurIPI.m_useage) 277 287 { 278 case BLD_SPHERE:288 case BLD_SPHERE: 279 289 { 280 new_blend = 1.0f - min(1.0f, max(0.0f, length( m_point_list[i].m_base_pos - m_influence_point_list[j].m_position) - DEF_INF_MAX) / DEF_INF_BLEND);290 new_blend = 1.0f - min(1.0f, max(0.0f, length(ModBasePos - ModInfPos) - DEF_INF_MAX) / DEF_INF_BLEND); 281 291 break; 282 292 } 283 case BLD_SQUARE:293 case BLD_SQUARE: 284 294 { 285 vec3 point_diff = m_point_list[i].m_base_pos - m_influence_point_list[j].m_position;295 vec3 point_diff = ModBasePos - ModInfPos; 286 296 point_diff = vec3(std::abs(point_diff.x), std::abs(point_diff.y), std::abs(point_diff.z)); 287 297 … … 291 301 break; 292 302 } 293 default:303 default: 294 304 { 295 305 break; … … 297 307 }; 298 308 299 //cur_blend = max(cur_blend, 1.0f - min(1.0f, max(0.0f, length( m_point_list[i].m_base_pos - m_influence_point_list[j].m_position) - DEF_INF_MAX) / DEF_INF_BLEND));309 //cur_blend = max(cur_blend, 1.0f - min(1.0f, max(0.0f, length(ModBasePos - ModInfPos) - DEF_INF_MAX) / DEF_INF_BLEND)); 300 310 cur_blend = max(cur_blend, new_blend); 301 311 } 302 312 303 m_point_list[i].m_influence = cur_blend;313 CurTI.m_influence = cur_blend; 304 314 } 305 315 } … … 374 384 case INF_WAVE: 375 385 { 376 float point_angle = wave_angle + (float)src_transient.m_point_id * 2.0f * (float)M_PI * 2.0f / ((float)DEF_X * 1.051f);386 float point_angle = m_wave_angle + (float)src_transient.m_point_id * 2.0f * (float)M_PI * 2.0f / ((float)DEF_X * 1.051f); 377 387 dst_work.m_pos += vec3(0.0f, (-1.0f + lol::cos(point_angle)) * 20.0f, 0.0f); 378 388 //TODO : dst_work.m_rot += vec3(0,0,0); … … 410 420 for (int i=0; i < m_point_list.Count(); i++) 411 421 { 412 mat4 model = LocalToWorld *422 mat4 model = m_local_to_world * 413 423 mat4::translate(m_point_list[i].m_final_pos) * 414 424 mat4(quat::fromeuler_yxz(m_point_list[i].m_final_rot)) * … … 430 440 Array<WorldEntity*> m_influencing_entities; 431 441 432 float wave_angle; 433 float debug_point_angle; 434 mat4 LocalToWorld; 442 vec3 m_dist_modifier_influence_point; 443 vec3 m_dist_modifier_grid_point; 444 445 float m_wave_angle; 446 float m_debug_point_angle; 447 mat4 m_local_to_world; 435 448 bool m_ready; 436 449 };
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