本文整理汇总了C++中v3f类的典型用法代码示例。如果您正苦于以下问题:C++ v3f类的具体用法?C++ v3f怎么用?C++ v3f使用的例子?那么恭喜您, 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v3f类的13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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: get_kemar_data
void Hrtf::get_kemar_data(kemar_ptr & kemar_data, int & elev_n, const v3f &pos) {
kemar_data = 0;
elev_n = 0;
if (pos.is0())
return;
#ifdef _WINDOWS
float len = (float)_hypot(pos.x, pos.y);
#else
float len = (float)hypot(pos.x, pos.y);
#endif
int elev_gr = (int)(180 * atan2f(pos.z, len) / (float)M_PI);
//LOG_DEBUG(("elev = %d (%g %g %g)", elev_gr, pos.x, pos.y, pos.z));
for(size_t i = 0; i < KemarElevationCount; ++i)
{
const kemar_elevation_data &elev = ::kemar_data[i];
if (elev_gr < elev.elevation + KemarElevationStep / 2)
{
//LOG_DEBUG(("used elevation %d", elev.elevation));
kemar_data = elev.data;
elev_n = elev.samples;
break;
}
}
}
开发者ID:ArMaTeC,项目名称:task-force-arma-3-radio,代码行数:28,代码来源:hrtf.cpp
示例2: sky_rotate
void Sky::sky_rotate (const scene::ICameraSceneNode* camera, SKY_ROTATE type, float wicked_time_of_day, v3f & Pos) {
v3POS player_position = floatToInt(camera->getPosition(), BS)+camera_offset;
double shift = (double)player_position.Z / MAP_GENERATION_LIMIT;
double xz = 90;
double xy = wicked_time_of_day * 360 - 90;
double yz = 70 * -shift; // 70 - maximum angle near end of map
if (type == SKY_ROTATE::MOON)
xz *= -1;
if (type == SKY_ROTATE::MOONLIGHT)
xy -= 90;
else if (type == SKY_ROTATE::SUNLIGHT)
xy += 90 + 180;
Pos.rotateXZBy(xz);
Pos.rotateXYBy(xy);
Pos.rotateYZBy(yz);
}
开发者ID:prodigeni,项目名称:freeminer,代码行数:19,代码来源:sky.cpp
示例3: collisionMovePrecise
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
f32 dtime, v3f &pos_f, v3f &speed_f)
{
collisionMoveResult final_result;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = pos_max_d / speed_f.getLength();
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 2.0)
dtime = 2.0;
f32 dtime_downcount = dtime;
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
collisionMoveResult result = collisionMoveSimple(map, gamedef,
pos_max_d, box_0, dtime_part, pos_f, speed_f);
if(result.touching_ground)
final_result.touching_ground = true;
if(result.collides)
final_result.collides = true;
}
while(dtime_downcount > 0.001);
return final_result;
}
开发者ID:Anchakor,项目名称:minetest,代码行数:55,代码来源:collision.cpp
示例4: getVisibleBrightness
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
float step_multiplier, float start_distance, float end_distance,
INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
int *result, bool *sunlight_seen)
{
int brightness_sum = 0;
int brightness_count = 0;
float distance = start_distance;
dir.normalize();
v3f pf = p0;
pf += dir * distance;
int noncount = 0;
bool nonlight_seen = false;
bool allow_allowing_non_sunlight_propagates = false;
bool allow_non_sunlight_propagates = false;
// Check content nearly at camera position
{
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
MapNode n = map->getNodeNoEx(p);
if(ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates)
allow_allowing_non_sunlight_propagates = true;
}
// If would start at CONTENT_IGNORE, start closer
{
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(n.getContent() == CONTENT_IGNORE){
float newd = 2*BS;
pf = p0 + dir * 2*newd;
distance = newd;
sunlight_min_d = 0;
}
}
for(int i=0; distance < end_distance; i++){
pf += dir * step;
distance += step;
step *= step_multiplier;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(allow_allowing_non_sunlight_propagates && i == 0 &&
ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates){
allow_non_sunlight_propagates = true;
}
if(ndef->get(n).param_type != CPT_LIGHT ||
(!ndef->get(n).sunlight_propagates &&
!allow_non_sunlight_propagates)){
nonlight_seen = true;
noncount++;
if(noncount >= 4)
break;
continue;
}
if(distance >= sunlight_min_d && *sunlight_seen == false
&& nonlight_seen == false)
if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
*sunlight_seen = true;
noncount = 0;
brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
brightness_count++;
}
*result = 0;
if(brightness_count == 0)
return false;
*result = brightness_sum / brightness_count;
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
<<(*result)<<std::endl;*/
return true;
}
开发者ID:0gb-us,项目名称:minetest,代码行数:71,代码来源:clientmap.cpp
示例5: collisionMoveSimple
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,
v3f &pos_f, v3f &speed_f,
v3f &accel_f,ActiveObject* self,
bool collideWithObjects)
{
Map *map = &env->getMap();
//TimeTaker tt("collisionMoveSimple");
//ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
collisionMoveResult result;
/*
Calculate new velocity
*/
if( dtime > 1 ) {
/*
infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
*/
dtime = 1;
}
speed_f += accel_f * dtime;
// If there is no speed, there are no collisions
if(speed_f.getLength() == 0)
return result;
// Limit speed for avoiding hangs
speed_f.Y=rangelim(speed_f.Y,-1000,1000);
speed_f.X=rangelim(speed_f.X,-1000,1000);
speed_f.Z=rangelim(speed_f.Z,-1000,1000);
/*
Collect node boxes in movement range
*/
std::vector<aabb3f> cboxes;
std::vector<bool> is_unloaded;
std::vector<bool> is_step_up;
std::vector<bool> is_object;
std::vector<int> bouncy_values;
std::vector<v3s16> node_positions;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
//ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
v3s16 oldpos_i = floatToInt(pos_f, BS);
v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
for(s16 x = min_x; x <= max_x; x++)
for(s16 y = min_y; y <= max_y; y++)
for(s16 z = min_z; z <= max_z; z++)
{
v3s16 p(x,y,z);
bool is_position_valid;
MapNode n = map->getNodeNoEx(p, &is_position_valid);
if (is_position_valid) {
// Object collides into walkable nodes
const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
if(f.walkable == false)
continue;
int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
for(std::vector<aabb3f>::iterator
i = nodeboxes.begin();
i != nodeboxes.end(); ++i)
{
aabb3f box = *i;
box.MinEdge += v3f(x, y, z)*BS;
box.MaxEdge += v3f(x, y, z)*BS;
cboxes.push_back(box);
is_unloaded.push_back(false);
is_step_up.push_back(false);
bouncy_values.push_back(n_bouncy_value);
node_positions.push_back(p);
is_object.push_back(false);
}
}
else {
// Collide with unloaded nodes
aabb3f box = getNodeBox(p, BS);
cboxes.push_back(box);
is_unloaded.push_back(true);
is_step_up.push_back(false);
bouncy_values.push_back(0);
node_positions.push_back(p);
is_object.push_back(false);
}
}
} // tt2
//.........这里部分代码省略.........
开发者ID:hellotanm,项目名称:freeminer,代码行数:101,代码来源:collision.cpp
示例6: v3f
void ClientLauncher::speed_tests()
{
// volatile to avoid some potential compiler optimisations
volatile static s16 temp16;
volatile static f32 tempf;
static v3f tempv3f1;
static v3f tempv3f2;
static std::string tempstring;
static std::string tempstring2;
tempv3f1 = v3f();
tempv3f2 = v3f();
tempstring = std::string();
tempstring2 = std::string();
{
infostream << "The following test should take around 20ms." << std::endl;
TimeTaker timer("Testing std::string speed");
const u32 jj = 10000;
for (u32 j = 0; j < jj; j++) {
tempstring = "";
tempstring2 = "";
const u32 ii = 10;
for (u32 i = 0; i < ii; i++) {
tempstring2 += "asd";
}
for (u32 i = 0; i < ii+1; i++) {
tempstring += "asd";
if (tempstring == tempstring2)
break;
}
}
}
infostream << "All of the following tests should take around 100ms each."
<< std::endl;
{
TimeTaker timer("Testing floating-point conversion speed");
tempf = 0.001;
for (u32 i = 0; i < 4000000; i++) {
temp16 += tempf;
tempf += 0.001;
}
}
{
TimeTaker timer("Testing floating-point vector speed");
tempv3f1 = v3f(1, 2, 3);
tempv3f2 = v3f(4, 5, 6);
for (u32 i = 0; i < 10000000; i++) {
tempf += tempv3f1.dotProduct(tempv3f2);
tempv3f2 += v3f(7, 8, 9);
}
}
{
TimeTaker timer("Testing std::map speed");
std::map<v2s16, f32> map1;
tempf = -324;
const s16 ii = 300;
for (s16 y = 0; y < ii; y++) {
for (s16 x = 0; x < ii; x++) {
map1[v2s16(x, y)] = tempf;
tempf += 1;
}
}
for (s16 y = ii - 1; y >= 0; y--) {
for (s16 x = 0; x < ii; x++) {
tempf = map1[v2s16(x, y)];
}
}
}
{
infostream << "Around 5000/ms should do well here." << std::endl;
TimeTaker timer("Testing mutex speed");
JMutex m;
u32 n = 0;
u32 i = 0;
do {
n += 10000;
for (; i < n; i++) {
m.Lock();
m.Unlock();
}
}
// Do at least 10ms
while(timer.getTimerTime() < 10);
u32 dtime = timer.stop();
u32 per_ms = n / dtime;
infostream << "Done. " << dtime << "ms, " << per_ms << "/ms" << std::endl;
}
}
开发者ID:4aiman,项目名称:MultiCraft,代码行数:98,代码来源:clientlauncher.cpp
示例7: collisionMovePrecise
// This doesn't seem to work and isn't used
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,
v3f &pos_f, v3f &speed_f, v3f &accel_f)
{
//TimeTaker tt("collisionMovePrecise");
ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
collisionMoveResult final_result;
// If there is no speed, there are no collisions
if(speed_f.getLength() == 0)
return final_result;
// Don't allow overly huge dtime
if(dtime > 2.0)
dtime = 2.0;
f32 dtime_downcount = dtime;
u32 loopcount = 0;
do
{
loopcount++;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1.0;
if(speed_f.getLength() != 0)
dtime_max_increment = pos_max_d / speed_f.getLength();
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
collisionMoveResult result = collisionMoveSimple(map, gamedef,
pos_max_d, box_0, stepheight, dtime_part,
pos_f, speed_f, accel_f);
if(result.touching_ground)
final_result.touching_ground = true;
if(result.collides)
final_result.collides = true;
if(result.collides_xz)
final_result.collides_xz = true;
if(result.standing_on_unloaded)
final_result.standing_on_unloaded = true;
}
while(dtime_downcount > 0.001);
return final_result;
}
开发者ID:hexafraction,项目名称:minetest,代码行数:70,代码来源:collision.cpp
示例8: SpeedTests
void SpeedTests()
{
{
dstream<<"The following test should take around 20ms."<<std::endl;
TimeTaker timer("Testing std::string speed");
const u32 jj = 10000;
for(u32 j=0; j<jj; j++)
{
tempstring = "";
tempstring2 = "";
const u32 ii = 10;
for(u32 i=0; i<ii; i++){
tempstring2 += "asd";
}
for(u32 i=0; i<ii+1; i++){
tempstring += "asd";
if(tempstring == tempstring2)
break;
}
}
}
dstream<<"All of the following tests should take around 100ms each."
<<std::endl;
{
TimeTaker timer("Testing floating-point conversion speed");
tempf = 0.001;
for(u32 i=0; i<4000000; i++){
temp16 += tempf;
tempf += 0.001;
}
}
{
TimeTaker timer("Testing floating-point vector speed");
tempv3f1 = v3f(1,2,3);
tempv3f2 = v3f(4,5,6);
for(u32 i=0; i<10000000; i++){
tempf += tempv3f1.dotProduct(tempv3f2);
tempv3f2 += v3f(7,8,9);
}
}
{
TimeTaker timer("Testing core::map speed");
core::map<v2s16, f32> map1;
tempf = -324;
const s16 ii=300;
for(s16 y=0; y<ii; y++){
for(s16 x=0; x<ii; x++){
map1.insert(v2s16(x,y), tempf);
tempf += 1;
}
}
for(s16 y=ii-1; y>=0; y--){
for(s16 x=0; x<ii; x++){
tempf = map1[v2s16(x,y)];
}
}
}
{
dstream<<"Around 5000/ms should do well here."<<std::endl;
TimeTaker timer("Testing mutex speed");
JMutex m;
m.Init();
u32 n = 0;
u32 i = 0;
do{
n += 10000;
for(; i<n; i++){
m.Lock();
m.Unlock();
}
}
// Do at least 10ms
while(timer.getTime() < 10);
u32 dtime = timer.stop();
u32 per_ms = n / dtime;
dstream<<"Done. "<<dtime<<"ms, "
<<per_ms<<"/ms"<<std::endl;
}
}
开发者ID:Oblomov,项目名称:minetest,代码行数:88,代码来源:main.cpp
示例9: SpeedTests
void SpeedTests(IrrlichtDevice *device)
{
/*
Test stuff
*/
//test();
//return 0;
/*TestThread thread;
thread.Start();
std::cout<<"thread started"<<std::endl;
while(thread.IsRunning()) sleep(1);
std::cout<<"thread ended"<<std::endl;
return 0;*/
{
std::cout<<"Testing floating-point conversion speed"<<std::endl;
u32 time1 = device->getTimer()->getRealTime();
tempf = 0.001;
for(u32 i=0; i<10000000; i++){
temp16 += tempf;
tempf += 0.001;
}
u32 time2 = device->getTimer()->getRealTime();
u32 fp_conversion_time = time2 - time1;
std::cout<<"Done. "<<fp_conversion_time<<"ms"<<std::endl;
//assert(fp_conversion_time < 1000);
}
{
std::cout<<"Testing floating-point vector speed"<<std::endl;
u32 time1 = device->getTimer()->getRealTime();
tempv3f1 = v3f(1,2,3);
tempv3f2 = v3f(4,5,6);
for(u32 i=0; i<40000000; i++){
tempf += tempv3f1.dotProduct(tempv3f2);
tempv3f2 += v3f(7,8,9);
}
u32 time2 = device->getTimer()->getRealTime();
u32 dtime = time2 - time1;
std::cout<<"Done. "<<dtime<<"ms"<<std::endl;
}
{
std::cout<<"Testing core::map speed"<<std::endl;
u32 time1 = device->getTimer()->getRealTime();
core::map<v2s16, f32> map1;
tempf = -324;
for(s16 y=0; y<500; y++){
for(s16 x=0; x<500; x++){
map1.insert(v2s16(x,y), tempf);
tempf += 1;
}
}
for(s16 y=500-1; y>=0; y--){
for(s16 x=0; x<500; x++){
tempf = map1[v2s16(x,y)];
}
}
u32 time2 = device->getTimer()->getRealTime();
u32 dtime = time2 - time1;
std::cout<<"Done. "<<dtime<<"ms"<<std::endl;
}
{
std::cout<<"Testing mutex speed"<<std::endl;
u32 time1 = device->getTimer()->getRealTime();
u32 time2 = time1;
JMutex m;
m.Init();
u32 n = 0;
u32 i = 0;
do{
n += 10000;
for(; i<n; i++){
m.Lock();
m.Unlock();
}
time2 = device->getTimer()->getRealTime();
}
// Do at least 10ms
while(time2 < time1 + 10);
u32 dtime = time2 - time1;
u32 per_ms = n / dtime;
std::cout<<"Done. "<<dtime<<"ms, "
<<per_ms<<"/ms"<<std::endl;
}
//assert(0);
}
开发者ID:EUGD,项目名称:minetest_nmpr,代码行数:96,代码来源:main.cpp
示例10: collisionMoveSimple
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
f32 dtime, v3f &pos_f, v3f &speed_f)
{
collisionMoveResult result;
v3f oldpos_f = pos_f;
v3s16 oldpos_i = floatToInt(oldpos_f, BS);
/*
Calculate new position
*/
pos_f += speed_f * dtime;
/*
Collision detection
*/
// position in nodes
v3s16 pos_i = floatToInt(pos_f, BS);
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
//f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
/*
Calculate collision box
*/
core::aabbox3d<f32> box = box_0;
box.MaxEdge += pos_f;
box.MinEdge += pos_f;
core::aabbox3d<f32> oldbox = box_0;
oldbox.MaxEdge += oldpos_f;
oldbox.MinEdge += oldpos_f;
/*
If the object lies on a walkable node, this is set to true.
*/
result.touching_ground = false;
/*
Go through every node around the object
*/
s16 min_x = (box_0.MinEdge.X / BS) - 2;
s16 min_y = (box_0.MinEdge.Y / BS) - 2;
s16 min_z = (box_0.MinEdge.Z / BS) - 2;
s16 max_x = (box_0.MaxEdge.X / BS) + 1;
s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
{
try{
// Object collides into walkable nodes
MapNode n = map->getNode(v3s16(x,y,z));
if(gamedef->getNodeDefManager()->get(n).walkable == false)
continue;
}
catch(InvalidPositionException &e)
{
// Doing nothing here will block the object from
// walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
/*
See if the object is touching ground.
Object touches ground if object's minimum Y is near node's
maximum Y and object's X-Z-area overlaps with the node's
X-Z-area.
Use 0.15*BS so that it is easier to get on a node.
*/
if(
//fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
&& nodebox.MaxEdge.X-d > box.MinEdge.X
&& nodebox.MinEdge.X+d < box.MaxEdge.X
&& nodebox.MaxEdge.Z-d > box.MinEdge.Z
&& nodebox.MinEdge.Z+d < box.MaxEdge.Z
){
result.touching_ground = true;
}
// If object doesn't intersect with node, ignore node.
if(box.intersectsWithBox(nodebox) == false)
continue;
/*
Go through every axis
//.........这里部分代码省略.........
开发者ID:Anchakor,项目名称:minetest,代码行数:101,代码来源:collision.cpp
示例11: collisionMoveSimple
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,
v3f &pos_f, v3f &speed_f, v3f &accel_f)
{
TimeTaker tt("collisionMoveSimple");
collisionMoveResult result;
// If there is no speed, there are no collisions
if(speed_f.getLength() == 0)
return result;
/*
Calculate new velocity
*/
speed_f += accel_f * dtime;
/*
Collect node boxes in movement range
*/
std::vector<aabb3f> cboxes;
std::vector<bool> is_unloaded;
std::vector<bool> is_step_up;
{
TimeTaker tt2("collisionMoveSimple collect boxes");
v3s16 oldpos_i = floatToInt(pos_f, BS);
v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
for(s16 x = min_x; x <= max_x; x++)
for(s16 y = min_y; y <= max_y; y++)
for(s16 z = min_z; z <= max_z; z++)
{
try {
// Object collides into walkable nodes
MapNode n = map->getNode(v3s16(x,y,z));
if(gamedef->getNodeDefManager()->get(n).walkable == false)
continue;
std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
for(std::vector<aabb3f>::iterator
i = nodeboxes.begin();
i != nodeboxes.end(); i++)
{
aabb3f box = *i;
box.MinEdge += v3f(x, y, z)*BS;
box.MaxEdge += v3f(x, y, z)*BS;
cboxes.push_back(box);
is_unloaded.push_back(false);
is_step_up.push_back(false);
}
}
catch(InvalidPositionException &e)
{
// Collide with unloaded nodes
aabb3f box = getNodeBox(v3s16(x,y,z), BS);
cboxes.push_back(box);
is_unloaded.push_back(true);
is_step_up.push_back(false);
}
}
} // tt2
assert(cboxes.size() == is_unloaded.size());
assert(cboxes.size() == is_step_up.size());
/*
Collision detection
*/
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
//f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
int loopcount = 0;
while(dtime > BS*1e-10)
{
TimeTaker tt3("collisionMoveSimple dtime loop");
// Avoid infinite loop
loopcount++;
if(loopcount >= 100)
{
infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
dtime = 0;
//.........这里部分代码省略.........
开发者ID:Jeija,项目名称:BlockPlanet,代码行数:101,代码来源:collision.cpp
示例12: process
unsigned Hrtf::process(
unsigned sample_rate, clunk::Buffer &dst_buf, unsigned dst_ch,
const clunk::Buffer &src_buf, unsigned src_ch,
const v3f &delta_position, float fx_volume)
{
s16 * const dst = static_cast<s16*>(dst_buf.get_ptr());
const unsigned dst_n = (unsigned)dst_buf.get_size() / dst_ch / 2;
const s16 * const src = static_cast<const s16 *>(src_buf.get_ptr());
const unsigned src_n = (unsigned)src_buf.get_size() / src_ch / 2;
assert(dst_n <= src_n);
kemar_ptr kemar_data;
int angles;
get_kemar_data(kemar_data, angles, delta_position);
if (delta_position.is0() || kemar_data == NULL) {
//2d stereo sound!
if (src_ch == dst_ch) {
memcpy(dst_buf.get_ptr(), src_buf.get_ptr(), dst_buf.get_size());
return dst_n;
}
else
throw_ex(("unsupported sample conversion"));
}
assert(dst_ch == 2);
//LOG_DEBUG(("data: %p, angles: %d", (void *) kemar_data, angles));
float t_idt, angle_gr, left_to_right_amp;
idt_iit(delta_position, t_idt, angle_gr, left_to_right_amp);
const int kemar_sector_size = 360 / angles;
const int kemar_idx[2] = {
((360 - (int)angle_gr + kemar_sector_size / 2) / kemar_sector_size) % angles,
((int)angle_gr + kemar_sector_size / 2) / kemar_sector_size
};
float amp[2] = {
left_to_right_amp > 1? 1: 1 / left_to_right_amp,
left_to_right_amp > 1? left_to_right_amp: 1
};
//LOG_DEBUG(("%g (of %d)-> left: %d, right: %d", angle_gr, angles, kemar_idx_left, kemar_idx_right));
int idt_offset = (int)(t_idt * sample_rate);
int window = 0;
while(sample3d[0].get_size() < dst_n * 2 || sample3d[1].get_size() < dst_n * 2) {
size_t offset = window * WINDOW_SIZE / 2;
assert(offset + WINDOW_SIZE / 2 <= src_n);
for(unsigned c = 0; c < dst_ch; ++c) {
sample3d[c].reserve(WINDOW_SIZE);
s16 *dst = static_cast<s16 *>(static_cast<void *>((static_cast<u8 *>(sample3d[c].get_ptr()) + sample3d[c].get_size() - WINDOW_SIZE)));
hrtf(c, dst, src + offset * src_ch, src_ch, src_n - offset, idt_offset, kemar_data, kemar_idx[c], amp[c]);
}
++window;
}
assert(sample3d[0].get_size() >= dst_n * 2 && sample3d[1].get_size() >= dst_n * 2);
//LOG_DEBUG(("angle: %g", angle_gr));
//LOG_DEBUG(("idt offset %d samples", idt_offset));
s16 * src_3d[2] = { static_cast<s16 *>(sample3d[0].get_ptr()), static_cast<s16 *>(sample3d[1].get_ptr()) };
//LOG_DEBUG(("size1: %u, %u, needed: %u\n%s", (unsigned)sample3d[0].get_size(), (unsigned)sample3d[1].get_size(), dst_n, sample3d[0].dump().c_str()));
for(unsigned i = 0; i < dst_n; ++i) {
for(unsigned c = 0; c < dst_ch; ++c) {
dst[i * dst_ch + c] = src_3d[c][i];
}
}
skip(dst_n);
return window * WINDOW_SIZE / 2;
}
开发者ID:ArMaTeC,项目名称:task-force-arma-3-radio,代码行数:73,代码来源:hrtf.cpp
示例13: search_range
PointedThing ClientEnvironment::getPointedThing(
core::line3d<f32> shootline,
bool liquids_pointable,
bool look_for_object)
{
PointedThing result;
INodeDefManager *nodedef = m_map->getNodeDefManager();
core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
// The code needs to search these nodes
core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
-maximal_exceed.MinEdge);
// If a node is found, there might be a larger node behind.
// To find it, we have to go further.
s16 maximal_overcheck =
std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
const v3f original_vector = shootline.getVector();
const f32 original_length = original_vector.getLength();
f32 min_distance = original_length;
// First try to find an active object
if (look_for_object) {
ClientActiveObject *selected_object = getSelectedActiveObject(
shootline, &result.intersection_point,
&result.intersection_normal);
if (selected_object != NULL) {
min_distance =
(result.intersection_point - shootline.start).getLength();
result.type = POINTEDTHING_OBJECT;
result.object_id = selected_object->getId();
}
}
// Reduce shootline
if (original_length > 0) {
shootline.end = shootline.start
+ shootline.getVector() / original_length * min_distance;
}
// Try to find a node that is closer than the selected active
// object (if it exists).
voxalgo::VoxelLineIterator iterator(shootline.start / BS,
shootline.getVector() / BS);
v3s16 oldnode = iterator.m_current_node_pos;
// Indicates that a node was found.
bool is_node_found = false;
// If a node is found, it is possible that there's a node
// behind it with a large nodebox, so continue the search.
u16 node_foundcounter = 0;
// If a node is found, this is the center of the
// first nodebox the shootline meets.
v3f found_boxcenter(0, 0, 0);
// The untested nodes are in this range.
core::aabbox3d<s16> new_nodes;
while (true) {
// Test the nodes around the current node in search_range.
new_nodes = search_range;
new_nodes.MinEdge += iterator.m_current_node_pos;
new_nodes.MaxEdge += iterator.m_current_node_pos;
// Only check new nodes
v3s16 delta = iterator.m_current_node_pos - oldnode;
if (delta.X > 0)
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
else if (delta.X < 0)
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
else if (delta.Y > 0)
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
else if (delta.Y < 0)
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
else if (delta.Z > 0)
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
else if (delta.Z < 0)
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
// For each untested node
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
MapNode n;
v3s16 np(x, y, z);
bool is_valid_position;
n = m_map->getNodeNoEx(np, &is_valid_position);
if (!(is_valid_position &&
isPointableNode(n, nodedef, liquids_pointable))) {
continue;
}
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(np, m_map));
//.........这里部分代码省略.........
开发者ID:DomtronVox,项目名称:minetest,代码行数:101,代码来源:clientenvironment.cpp
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