runtime: Formatting

This commit is contained in:
Michael Fabian 'Xaymar' Dirks
2019-01-18 17:04:17 +01:00
parent cc1340190e
commit 2196cb8419
119 changed files with 10326 additions and 7798 deletions
+89 -85
View File
@@ -1,136 +1,140 @@
#include "std.hpp"
#include "planemodel.hpp"
#include "frustum.hpp"
#include "camera.hpp"
#include "frustum.hpp"
#include "std.hpp"
static Vector vts[17][17];
extern gxGraphics *gx_graphics;
extern gxGraphics* gx_graphics;
struct PlaneModel::Rep{
struct PlaneModel::Rep {
int ref_cnt;
gxMesh* mesh;
int sub_divs;
int ref_cnt;
gxMesh *mesh;
int sub_divs;
Rep( int n ):
ref_cnt(1),sub_divs(n){
mesh=gx_graphics->createMesh( 5*sub_divs*sub_divs,3*sub_divs*sub_divs,0 );
Rep(int n) : ref_cnt(1), sub_divs(n)
{
mesh = gx_graphics->createMesh(5 * sub_divs * sub_divs, 3 * sub_divs * sub_divs, 0);
}
~Rep(){
gx_graphics->freeMesh( mesh );
~Rep()
{
gx_graphics->freeMesh(mesh);
}
void render( PlaneModel *model,const RenderContext &rc ){
void render(PlaneModel* model, const RenderContext& rc)
{
static Frustum f;
new( &f ) Frustum( rc.getWorldFrustum(),-model->getRenderTform() );
const Vector &eye=f.getVertex( Frustum::VERT_EYE );
new (&f) Frustum(rc.getWorldFrustum(), -model->getRenderTform());
const Vector& eye = f.getVertex(Frustum::VERT_EYE);
if( eye.y<=0 ) return;
if (eye.y <= 0)
return;
const Vector &tl=f.getVertex( Frustum::VERT_TLFAR );
const Vector &tr=f.getVertex( Frustum::VERT_TRFAR );
const Vector &br=f.getVertex( Frustum::VERT_BRFAR );
const Vector &bl=f.getVertex( Frustum::VERT_BLFAR );
const Vector& tl = f.getVertex(Frustum::VERT_TLFAR);
const Vector& tr = f.getVertex(Frustum::VERT_TRFAR);
const Vector& br = f.getVertex(Frustum::VERT_BRFAR);
const Vector& bl = f.getVertex(Frustum::VERT_BLFAR);
Transform tex_t( model->getRenderTform().m );
Transform tex_t(model->getRenderTform().m);
int x;
for( x=0;x<=sub_divs;++x ){
float t=float(x)/float(sub_divs);
Vector tx=(tr-tl)*t+tl;
Vector bx=(br-bl)*t+bl;
for( int y=0;y<=sub_divs;++y ){
float t=float(y)/float(sub_divs);
vts[x][y]=(bx-tx)*t+tx;
for (x = 0; x <= sub_divs; ++x) {
float t = float(x) / float(sub_divs);
Vector tx = (tr - tl) * t + tl;
Vector bx = (br - bl) * t + bl;
for (int y = 0; y <= sub_divs; ++y) {
float t = float(y) / float(sub_divs);
vts[x][y] = (bx - tx) * t + tx;
}
}
Plane plane( Vector( 0,1,0 ),0 );
Plane plane(Vector(0, 1, 0), 0);
mesh->lock( true );
int v_cnt=0,t_cnt=0;
for( x=0;x<sub_divs;++x ){
for( int y=0;y<sub_divs;++y ){
mesh->lock(true);
int v_cnt = 0, t_cnt = 0;
for (x = 0; x < sub_divs; ++x) {
for (int y = 0; y < sub_divs; ++y) {
Vector in_verts[4], out_verts[5];
Vector in_verts[4],out_verts[5];
in_verts[0] = vts[x][y];
in_verts[1] = vts[x + 1][y];
in_verts[2] = vts[x + 1][y + 1];
in_verts[3] = vts[x][y + 1];
in_verts[0]=vts[x][y];
in_verts[1]=vts[x+1][y];
in_verts[2]=vts[x+1][y+1];
in_verts[3]=vts[x][y+1];
int k, out_cnt = 0;
for (k = 0; k < 4; ++k) {
const Vector& vert = in_verts[k];
const Vector& prev_vert = in_verts[(k - 1) & 3];
int k,out_cnt=0;
for( k=0;k<4;++k ){
const Vector &vert=in_verts[k];
const Vector &prev_vert=in_verts[(k-1)&3];
if( vert.y>0 ){
if( prev_vert.y<=0 ){
float t=prev_vert.y/(prev_vert.y-vert.y);
out_verts[out_cnt++]=(vert-prev_vert)*t+prev_vert;
if (vert.y > 0) {
if (prev_vert.y <= 0) {
float t = prev_vert.y / (prev_vert.y - vert.y);
out_verts[out_cnt++] = (vert - prev_vert) * t + prev_vert;
}
}else{
if( prev_vert.y>0 ){
float t=prev_vert.y/(prev_vert.y-vert.y);
out_verts[out_cnt++]=(vert-prev_vert)*t+prev_vert;
} else {
if (prev_vert.y > 0) {
float t = prev_vert.y / (prev_vert.y - vert.y);
out_verts[out_cnt++] = (vert - prev_vert) * t + prev_vert;
}
out_verts[out_cnt++]=plane.intersect( Line( eye,vert-eye ) );
out_verts[out_cnt++] = plane.intersect(Line(eye, vert - eye));
}
}
if( out_cnt<3 || out_cnt>5 ) continue;
if (out_cnt < 3 || out_cnt > 5)
continue;
for( k=0;k<out_cnt;++k ){
const Vector &v=out_verts[k];
float tex_coords[2][2]={ {v.x,v.z},{v.x,v.z} };
mesh->setVertex( v_cnt+k,&v.x,&plane.n.x,tex_coords );
for (k = 0; k < out_cnt; ++k) {
const Vector& v = out_verts[k];
float tex_coords[2][2] = {{v.x, v.z}, {v.x, v.z}};
mesh->setVertex(v_cnt + k, &v.x, &plane.n.x, tex_coords);
}
for( k=2;k<out_cnt;++k ){
mesh->setTriangle( t_cnt++,v_cnt,v_cnt+k-1,v_cnt+k );
for (k = 2; k < out_cnt; ++k) {
mesh->setTriangle(t_cnt++, v_cnt, v_cnt + k - 1, v_cnt + k);
}
v_cnt+=out_cnt;
v_cnt += out_cnt;
}
}
mesh->unlock();
if( v_cnt<3 ) return;
model->enqueue( mesh,0,v_cnt,0,t_cnt );
if (v_cnt < 3)
return;
model->enqueue(mesh, 0, v_cnt, 0, t_cnt);
}
};
PlaneModel::PlaneModel( int sub_divs ):
rep( new Rep(sub_divs) ){
}
PlaneModel::PlaneModel(int sub_divs) : rep(new Rep(sub_divs)) {}
PlaneModel::PlaneModel( const PlaneModel &t ):
Model( t ),rep( t.rep ){
PlaneModel::PlaneModel(const PlaneModel& t) : Model(t), rep(t.rep)
{
++rep->ref_cnt;
}
PlaneModel::~PlaneModel(){
if( !--rep->ref_cnt ) delete rep;
PlaneModel::~PlaneModel()
{
if (!--rep->ref_cnt)
delete rep;
}
Plane PlaneModel::getRenderPlane()const{
return Plane( getRenderTform().v,getRenderTform().m.j.normalized() );
Plane PlaneModel::getRenderPlane() const
{
return Plane(getRenderTform().v, getRenderTform().m.j.normalized());
}
bool PlaneModel::render( const RenderContext &rc ){
rep->render( this,rc );
bool PlaneModel::render(const RenderContext& rc)
{
rep->render(this, rc);
return false;
}
bool PlaneModel::collide( const Line &l,float radius,Collision *curr_coll,const Transform &tf ){
bool PlaneModel::collide(const Line& l, float radius, Collision* curr_coll, const Transform& tf)
{
Line line(-tf * l);
Line line( -tf * l );
Plane p(Vector(0, 1, 0), 0);
p.d -= radius;
float t = p.t_intersect(line);
if (t >= curr_coll->time)
return false;
Plane p( Vector( 0,1,0 ),0 );
p.d-=radius;
float t=p.t_intersect( line );
if( t>=curr_coll->time ) return false;
Vector n = (tf.m.cofactor() * p.n).normalized();
Vector n=(tf.m.cofactor() * p.n).normalized();
return curr_coll->update( l,t,n );
return curr_coll->update(l, t, n);
}