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648 lines
20 KiB
648 lines
20 KiB
//-----------------------------------------------------------------------------
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// File: Dolphin.cpp
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//
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// Desc: Sample of swimming dolphin
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//
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// Note: This code uses the D3D Framework helper library.
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//
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// Copyright (c) 1998-1999 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include "stdafx.h"
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#define D3D_OVERLOADS
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#include "StdAfx.h"
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#include <ddraw.h>
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#include <d3d.h>
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#include "D3DApp.h"
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#include "D3DUtil.h"
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#include "D3DMath.h"
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#include "D3DTextr.h"
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#include "D3DFile.h"
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#include <math.h>
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#include <time.h>
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//#include <mmsystem.h>
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#include "dxsvr.h"
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#include "sealife.h"
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float rnd(void)
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{
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return float(rand())/RAND_MAX;
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}
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//-----------------------------------------------------------------------------
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// Name: CSeaLife()
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// Desc: Constructor
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//-----------------------------------------------------------------------------
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/*
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*/
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CSeaLife::CSeaLife()
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{
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// Initialize member variables
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m_pDolphinGroupObject = NULL;
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m_pDolphinObject = NULL;
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m_pFloorObject = NULL;
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m_pFish1Object = NULL;
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m_pd3dDevice = NULL;
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m_pDeviceInfo = NULL;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CSeaLife::OneTimeSceneInit()
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{
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HRESULT hr;
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m_pDolphinGroupObject = NULL;
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m_pDolphinObject = NULL;
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m_pFloorObject = NULL;
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m_pFish1Object = NULL;
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m_pd3dDevice = NULL;
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m_pDeviceInfo = NULL;
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m_pDolphinGroupObject = new CD3DFile();
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m_pDolphinObject = new CD3DFile();
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m_pFloorObject = new CD3DFile();
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m_pFish1Object = new CD3DFile();
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hr = m_pDolphinGroupObject->Load(TEXT("dolphin_group.x"));
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hr |= m_pDolphinGroupObject->GetMeshVertices(TEXT("Dolph01"), &m_pDolphin1Vertices, &m_dwNumDolphinVertices);
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hr |= m_pDolphinGroupObject->GetMeshVertices(TEXT("Dolph02"), &m_pDolphin2Vertices, &m_dwNumDolphinVertices);
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hr |= m_pDolphinGroupObject->GetMeshVertices(TEXT("Dolph03"), &m_pDolphin3Vertices, &m_dwNumDolphinVertices);
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if (FAILED(hr))
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{
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MessageBox(NULL, TEXT("Error loading DOLPHIN_GROUP.X file"),
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TEXT("Dolphins"), MB_OK|MB_ICONERROR);
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return E_FAIL;
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}
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hr = m_pDolphinObject->Load(TEXT("dolphin.x"));
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hr |= m_pDolphinObject->GetMeshVertices(TEXT("Dolph02"), &m_pDolphinVertices, &m_dwNumDolphinVertices);
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if (FAILED(hr))
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{
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MessageBox(NULL, TEXT("Error loading DOLPHIN.X file"),
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TEXT("Dolphins"), MB_OK|MB_ICONERROR);
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return E_FAIL;
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}
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hr = m_pFloorObject->Load(TEXT("seafloor.x"));
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hr |= m_pFloorObject->GetMeshVertices(TEXT("SeaFloor"), &m_pFloorVertices, &m_dwNumFloorVertices);
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if (FAILED(hr))
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{
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MessageBox(NULL, TEXT("Error loading SEAFLOOR.X file"),
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TEXT("Dolphins"), MB_OK|MB_ICONERROR);
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return E_FAIL;
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}
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hr = m_pFish1Object->Load(TEXT("clownfish2.x"));
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D3DTextr_CreateTextureFromFile(TEXT("seafloor.bmp"));
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D3DTextr_CreateTextureFromFile(TEXT("dolphin.bmp"));
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srand(5);
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// Scale the sea floor vertices, and add some bumpiness
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for(DWORD i=0; i<m_dwNumFloorVertices; i++)
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{
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m_pFloorVertices[i].y += (rand()/(FLOAT)RAND_MAX);
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m_pFloorVertices[i].y += (rand()/(FLOAT)RAND_MAX);
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m_pFloorVertices[i].y += (rand()/(FLOAT)RAND_MAX);
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m_pFloorVertices[i].tu *= 10;
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m_pFloorVertices[i].tv *= 10;
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}
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// Scale the dolphin vertices (the model file is too big)
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for(i=0; i<m_dwNumDolphinVertices; i++)
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{
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D3DVECTOR vScale(0.01f, 0.01f, 0.01f);
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*((D3DVECTOR*)(&m_pDolphin1Vertices[i])) *= vScale;
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*((D3DVECTOR*)(&m_pDolphin2Vertices[i])) *= vScale;
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*((D3DVECTOR*)(&m_pDolphin3Vertices[i])) *= vScale;
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}
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for (i=0; i<NUM_FISH;i++)
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{
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ZeroMemory(&m_FishState[i],sizeof(FISHSTRUCT));
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m_FishState[i].type=FISHTYPE_DOLPHIN;
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m_FishState[i].dir=D3DVECTOR(0,0,1);
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m_FishState[i].goal=D3DVECTOR(XEXTENT,YEXTENT,ZEXTENT);
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m_FishState[i].loc=D3DVECTOR(XEXTENT,0,ZEXTENT);
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m_FishState[i].speed = DOLPHINSPEED;
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m_FishState[i].angle_tweak =TWEAK;
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m_FishState[i].pitch=INITPITCH;
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m_FishState[i].turndelta=(float)TURNDELTADOLPHIN;
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m_FishState[i].pitchchange= (float)PITCHCHANGE;
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m_FishState[i].pitchdelta= PITCHDELTA;
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if ((i > NUM_DOLPHINS))
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{
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m_FishState[i].type=FISHTYPE_FISH1;
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m_FishState[i].pitchchange= (float)PITCHCHANGEFISH;
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m_FishState[i].pitchdelta= PITCHDELTAFISH;
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m_FishState[i].turndelta=(float)TURNDELTAFISH;
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m_FishState[i].angle_tweak =TWEAKFISH;
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m_FishState[i].speed = FISHSPEED;
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;
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}
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}
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m_FishState[0].type=FISHTYPE_CAMERA;
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m_FishState[0].turndelta=(float)TURNDELTADOLPHIN;
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m_FishState[0].angle_tweak =TWEAK;
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srand (time (0));
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FinalCleanup()
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// Desc: Called before the app exits, this function gives the app the chance
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// to cleanup after itself.
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//-----------------------------------------------------------------------------
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HRESULT CSeaLife::FinalCleanup()
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{
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SAFE_DELETE(m_pDolphinGroupObject);
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SAFE_DELETE(m_pDolphinObject);
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SAFE_DELETE(m_pFloorObject);
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//dont cleanup device object..
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D3DTextr_InvalidateAllTextures();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: BlendMeshes()
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// Desc: Does a linear interpolation between all vertex positions and normals
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// in two source meshes and outputs the result to the destination mesh.
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// This function assumes that all strided vertices have the same stride,
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// and that each mesh contains the same number of vertices
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//-----------------------------------------------------------------------------
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VOID BlendMeshes(D3DVERTEX* pDstMesh, D3DVERTEX* pSrcMesh1,
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D3DVERTEX* pSrcMesh2, DWORD dwNumVertices, FLOAT fWeight)
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{
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FLOAT fInvWeight = 1.0f - fWeight;
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// LERP positions and normals
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for(DWORD i=0; i<dwNumVertices; i++)
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{
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pDstMesh->x = fWeight*pSrcMesh1->x + fInvWeight*pSrcMesh2->x;
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pDstMesh->y = fWeight*pSrcMesh1->y + fInvWeight*pSrcMesh2->y;
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pDstMesh->z = fWeight*pSrcMesh1->z + fInvWeight*pSrcMesh2->z;
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pDstMesh->nx = fWeight*pSrcMesh1->nx + fInvWeight*pSrcMesh2->nx;
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pDstMesh->ny = fWeight*pSrcMesh1->ny + fInvWeight*pSrcMesh2->ny;
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pDstMesh->nz = fWeight*pSrcMesh1->nz + fInvWeight*pSrcMesh2->nz;
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pDstMesh++;
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pSrcMesh1++;
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pSrcMesh2++;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CSeaLife::Render(LPDIRECT3DDEVICE7 lpDev)
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{
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float fWeight;
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D3DMATRIX* pmatDest=NULL;
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D3DUtil_SetIdentityMatrix(m_matFloor);
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if (lpDev!=m_pd3dDevice)
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{
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D3DTextr_RestoreAllTextures(lpDev);
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}
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m_pd3dDevice=lpDev;
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// Clear the viewport
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m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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WATER_COLOR, 1.0f, 0L);
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// Begin the scene
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if (SUCCEEDED(m_pd3dDevice->BeginScene()))
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{
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m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matFloor);
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m_pFloorObject->Render(m_pd3dDevice);
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// Move the dolphin in a circle
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CD3DFileObject* pDolphinObject = m_pDolphinObject->FindObject(TEXT("x3ds_Dolph02"));
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CD3DFileObject* pFish1Object = m_pFish1Object->FindObject(TEXT("clownfish_root"));
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for (int i =0;i<NUM_FISH;i++)
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{
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switch (m_FishState[i].type)
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{
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case FISHTYPE_DOLPHIN:
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fWeight=-m_FishState[i].weight;
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if(fWeight < 0.0f)
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{
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BlendMeshes(m_pDolphinVertices, m_pDolphin3Vertices,
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m_pDolphin2Vertices, m_dwNumDolphinVertices, -fWeight);
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}
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else
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{
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BlendMeshes(m_pDolphinVertices, m_pDolphin1Vertices,
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m_pDolphin2Vertices, m_dwNumDolphinVertices, fWeight);
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}
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if (pDolphinObject)
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{
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m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matFloor);
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pmatDest = pDolphinObject->GetMatrix();
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*pmatDest=m_FishState[i].matrix;
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m_pDolphinObject->Render(m_pd3dDevice);
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}
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break;
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case FISHTYPE_FISH1:
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if (pFish1Object)
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{
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m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matFloor);
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pmatDest = pFish1Object->GetMatrix();
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*pmatDest=m_FishState[i].matrix;
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m_pFish1Object->Render(m_pd3dDevice);
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}
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break;
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}
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CSeaLife::InitDeviceObjects(LPDIRECT3DDEVICE7 pDev ,D3DEnum_DeviceInfo* pInfo)
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{
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if (!pDev) return E_FAIL;
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m_pd3dDevice=pDev;
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m_pDeviceInfo=pInfo;
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// Set up the lighting states
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// if (m_pDeviceInfo->ddDeviceDesc.dwVertexProcessingCaps &
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// D3DVTXPCAPS_DIRECTIONALLIGHTS)
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{
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D3DLIGHT7 light;
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D3DUtil_InitLight(light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 0.0f);
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m_pd3dDevice->SetLight(0, &light);
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m_pd3dDevice->LightEnable(0, TRUE);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, TRUE);
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}
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0x33333333);
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// Set the transform matrices
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D3DVIEWPORT7 vp;
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m_pd3dDevice->GetViewport(&vp);
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FLOAT fAspect = ((FLOAT)vp.dwHeight) / vp.dwWidth;
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D3DVECTOR vEyePt = D3DVECTOR(0.0f, 0.0f, -10.0f);
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D3DVECTOR vLookatPt = D3DVECTOR(0.0f, 0.0f, 0.0f);
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D3DVECTOR vUpVec = D3DVECTOR(0.0f, 1.0f, 0.0f);
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D3DMATRIX matWorld, matProj;
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D3DUtil_SetIdentityMatrix(matWorld);
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m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);
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D3DMATRIX matView;
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D3DUtil_SetViewMatrix(matView,vEyePt, vLookatPt, vUpVec);
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m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &matView);
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D3DUtil_SetProjectionMatrix(matProj, g_PI/3, fAspect, 1.0f, 1000.0f);
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m_pd3dDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &matProj);
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// Set up textures
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D3DTextr_RestoreAllTextures(m_pd3dDevice);
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m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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m_pd3dDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
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m_pd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
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// Set default render states
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SPECULARENABLE, FALSE);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
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// Turn on fog
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FLOAT fFogStart = 1.0f;
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FLOAT fFogEnd = 50.0f;
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FLOAT fDense = 0.5f;
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//note turn off fog for RGB
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//m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, WATER_COLOR);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGDENSITY, *(DWORD*)(&fDense));
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGSTART, *((DWORD *)(&fFogStart)));
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m_pd3dDevice->SetRenderState(D3DRENDERSTATE_FOGEND, *((DWORD *)(&fFogEnd)));
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D3DTextr_Restore(TEXT("seafloor.bmp") ,m_pd3dDevice);
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D3DTextr_Restore(TEXT("dolphin.bmp"), m_pd3dDevice);
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exitting, or the device is being changed,
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// this function deletes any device dependant objects.
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//-----------------------------------------------------------------------------
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HRESULT CSeaLife::DeleteDeviceObjects()
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{
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D3DTextr_InvalidateAllTextures();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CSeaLife::FrameMove(FLOAT fTimeKeyIn)
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{
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D3DVECTOR vDirXZ;
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D3DVECTOR vDeltaXZ;
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float dotProd;
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static DWORD dwLastTime=0;
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float deltaspeed=.002f;
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DWORD dwThisTime=timeGetTime();
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if (dwLastTime != 0)
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{
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deltaspeed=((float)(dwThisTime-dwLastTime))/10000.0f;
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}
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dwLastTime=dwThisTime;
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float fT,fT2,fT3 ;
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D3DMATRIX matFish;
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D3DMATRIX matYRotate,matZRotate,matXRotate;
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D3DMATRIX matTrans1, matScale;
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D3DMATRIX matRotate1, matRotate2;
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D3DMATRIX matTemp,matTemp2;
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FLOAT fPhase;
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FLOAT fKickFreq;
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FLOAT fTimeKey;
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FLOAT fJiggleFreq;
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for (int i=0; i< NUM_FISH;i++)
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{
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//time based numbers
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fTimeKey=fTimeKeyIn+i*2;
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fKickFreq = 3*fTimeKey;
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fJiggleFreq = fTimeKey;
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fT=-(DOLPHINUPDOWN(fKickFreq));
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fT2=-fT/2;
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fT3=(float) ((3.1415/32)*sin(fTimeKeyIn/10));
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fPhase = (fTimeKey)/3;
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m_FishState[i].weight= - (float)sin(fKickFreq);
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//get the vector from current location to the goal
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vDeltaXZ=m_FishState[i].goal -m_FishState[i].loc ;
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vDeltaXZ.y=0;
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//transpose x and z coordinates to find normal to direction
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//only for the dolphin though
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vDirXZ.x =-m_FishState[i].dir.z;
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vDirXZ.z = m_FishState[i].dir.x;
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vDirXZ.y =0;
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//take dot product to determine what side to turn to
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dotProd=DotProduct(vDeltaXZ,vDirXZ);
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|
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// turn by adding yaw
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if (dotProd < -m_FishState[i].turndelta)
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|
m_FishState[i].yaw +=m_FishState[i].angle_tweak;
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|
|
|
if (dotProd > m_FishState[i].turndelta)
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m_FishState[i].yaw -=m_FishState[i].angle_tweak;
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|
|
|
|
|
// now see how far we have to go up and down.
|
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float deltaY=m_FishState[i].goal.y - m_FishState[i].loc.y;
|
|
|
|
|
|
|
|
if (deltaY < -m_FishState[i].pitchdelta)
|
|
{
|
|
m_FishState[i].pitch+=m_FishState[i].pitchchange;
|
|
if (m_FishState[i].pitch > 0.8f) m_FishState[i].pitch=0.8f;
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|
}
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|
else if (deltaY > PITCHDELTA)
|
|
{
|
|
m_FishState[i].pitch-=m_FishState[i].pitchchange;
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|
if (m_FishState[i].pitch < -0.8f) m_FishState[i].pitch=-0.8f;
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|
}
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|
else
|
|
{
|
|
m_FishState[i].pitch *= .95f;
|
|
}
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|
|
|
if (m_FishState[i].type==FISHTYPE_FISH1)
|
|
{
|
|
|
|
//note for the dolphin we will modulate the pitch
|
|
D3DUtil_SetRotateYMatrix(matYRotate, (float) (m_FishState[i].yaw+FISHWIGGLE));
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D3DUtil_SetRotateXMatrix(matXRotate,-m_FishState[i].pitch);
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D3DMath_MatrixMultiply(matTemp, matXRotate, matYRotate); //ak
|
|
}
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|
else if (m_FishState[i].type==FISHTYPE_CAMERA)
|
|
{
|
|
D3DUtil_SetRotateYMatrix(matYRotate,m_FishState[i].yaw);
|
|
D3DUtil_SetRotateXMatrix(matXRotate,-m_FishState[i].pitch);
|
|
D3DMath_MatrixMultiply(matTemp, matXRotate, matYRotate); //ak
|
|
}
|
|
else
|
|
{
|
|
//note for the dolphin we will modulate the pitch
|
|
D3DUtil_SetRotateYMatrix(matYRotate,m_FishState[i].yaw);
|
|
D3DUtil_SetRotateXMatrix(matXRotate,-m_FishState[i].pitch+fT);
|
|
D3DMath_MatrixMultiply(matTemp, matXRotate, matYRotate); //ak
|
|
|
|
}
|
|
//extract a new direction vector
|
|
m_FishState[i].dir[0] = -matTemp(2, 0);
|
|
m_FishState[i].dir[1] = -matTemp(2, 1);
|
|
m_FishState[i].dir[2] = -matTemp(2, 2);
|
|
|
|
|
|
//normalize direction
|
|
m_FishState[i].dir = Normalize(m_FishState[i].dir);
|
|
|
|
if (m_FishState[i].type ==FISHTYPE_CAMERA)
|
|
{
|
|
D3DVECTOR local_up;
|
|
D3DVECTOR from;
|
|
D3DVECTOR at;
|
|
D3DVECTOR loc = m_FishState[i].loc;
|
|
D3DVECTOR dir = m_FishState[i].dir;
|
|
D3DMATRIX view;
|
|
local_up.x =matTemp(1, 0);
|
|
local_up.y =matTemp(1, 1);
|
|
local_up.z =matTemp(1, 2);
|
|
|
|
from=loc; // - 20 * dir + 3* local_up;
|
|
at= loc+dir;
|
|
|
|
//SetViewParams(&from,&at,&local_up,1.0f);
|
|
}
|
|
|
|
//update the location
|
|
//TODO make time based
|
|
m_FishState[i].loc += m_FishState[i].speed *deltaspeed* m_FishState[i].dir;
|
|
|
|
|
|
//if we near our goal choose another one
|
|
D3DVECTOR vRes = (m_FishState[i].goal - m_FishState[i].loc);
|
|
if ((((int)abs(vRes.x)) < 1) && (((int)abs(vRes.z)) < 1))
|
|
{
|
|
m_FishState[i].goal=D3DVECTOR(XEXTENT,YEXTENT,ZEXTENT);
|
|
}
|
|
|
|
|
|
if (m_FishState[i].type==FISHTYPE_FISH1)
|
|
{
|
|
D3DUtil_SetRotateXMatrix(matRotate2,-m_FishState[i].pitch);
|
|
D3DUtil_SetScaleMatrix(matScale,10,10,10);
|
|
D3DUtil_SetRotateYMatrix(matRotate1,m_FishState[i].yaw+FISHWIGGLE);
|
|
|
|
if (rnd()<.01)
|
|
{
|
|
m_FishState[i].goal=D3DVECTOR(XEXTENT,YEXTENT,ZEXTENT);
|
|
}
|
|
}
|
|
|
|
else if (m_FishState[i].type==FISHTYPE_CAMERA)
|
|
{
|
|
D3DUtil_SetRotateXMatrix(matRotate2,-m_FishState[i].pitch);
|
|
D3DUtil_SetScaleMatrix(matScale,10,10,10);
|
|
D3DUtil_SetRotateYMatrix(matRotate1,m_FishState[i].yaw);
|
|
|
|
if (rnd()<.01)
|
|
{
|
|
m_FishState[i].goal=D3DVECTOR(XEXTENT,YEXTENT,ZEXTENT);
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
D3DUtil_SetScaleMatrix(matScale,1,1,1);
|
|
D3DUtil_SetRotateZMatrix(matRotate2,m_FishState[i].pitch +fT2);
|
|
D3DUtil_SetRotateYMatrix(matRotate1,m_FishState[i].yaw-3.1415/2);
|
|
}
|
|
|
|
D3DUtil_SetTranslateMatrix(matTrans1,
|
|
m_FishState[i].loc.x,
|
|
m_FishState[i].loc.y,
|
|
m_FishState[i].loc.z);
|
|
|
|
|
|
D3DMath_MatrixMultiply(matTemp, matRotate2, matRotate1);
|
|
D3DMath_MatrixMultiply(matTemp2, matTemp, matScale);
|
|
D3DMath_MatrixMultiply(matFish, matTemp2, matTrans1);
|
|
|
|
|
|
|
|
m_FishState[i].matrix = matFish;
|
|
|
|
|
|
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if 0
|
|
float dot = DotProduct (offset, FISH[i].delta);
|
|
offset = CrossProduct (offset, FISH[i].delta);
|
|
dot = (1.0f-dot)/2.0f * angle_tweak * 10.0f;
|
|
if (offset.y > 0.01) {
|
|
FISH[i].dyaw = (FISH[i].dyaw*9.0f + dot) * 0.1f;
|
|
} else if (offset.y < 0.01) {
|
|
FISH[i].dyaw = (FISH[i].dyaw*9.0f - dot) * 0.1f;
|
|
}
|
|
FISH[i].yaw += FISH[i].dyaw;
|
|
FISH[i].roll = -FISH[i].dyaw * 9.0f;
|
|
|
|
#endif
|