- Timestamp:
- Jan 18, 2006, 12:09:11 AM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/graphics/importer/grid.h
r6458 r6518 21 21 virtual ~Grid(); 22 22 23 float gridSpacing() const { return this->_gridSpacingX; }; 23 24 float sizeX() const { return this->_sizeX; }; 24 25 float sizeY() const { return this->_sizeY; }; -
trunk/src/world_entities/environments/water.cc
r6471 r6518 44 44 this->grid = NULL; 45 45 46 this->velocities = NULL; 47 this->viscosity = 5; 48 this->cohesion = .00002; 49 46 50 if (root != NULL) 47 51 this->loadParams(root); … … 51 55 this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, (void*)"shaders/water.frag"); 52 56 57 this->grid->height(this->grid->columns()/2,this->grid->rows()/2) = 1000; 53 58 } 54 59 … … 78 83 void Water::rebuildGrid() 79 84 { 85 if (this->velocities != NULL) 86 { 87 assert (this->grid != NULL); 88 for (unsigned int i = 0; i < this->grid->rows(); i++) 89 delete[] this->velocities[i]; 90 delete[] this->velocities; 91 } 80 92 if (this->grid != NULL) 81 93 delete this->grid; 82 94 this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY); 95 this->velocities = new float*[this->resX]; 96 for (unsigned int i = 0; i < this->grid->rows(); i++) 97 this->velocities[i] = new float[this->resY]; 83 98 84 99 this->setModel(this->grid, 0); … … 117 132 void Water::tick(float dt) 118 133 { 134 /* 135 THE OLD USELESS ALGORITHM 119 136 phase += dt *.1; 120 137 for (unsigned int i = 0; i < this->grid->rows(); i++) … … 126 143 } 127 144 } 128 this->grid->rebuildNormals(this->height); 129 } 145 this->grid->rebuildNormals(this->height);*/ 146 147 148 unsigned int i, j; 149 float u; 150 151 // wave/advection 152 // calc movement 153 for(j = 1; j < this->grid->rows() - 1; j++) { 154 for(i = 1; i < this->grid->columns() - 1; i++) { 155 u = this->grid->height(i+1,j)+ this->grid->height(i-1, j) + 156 this->grid->height(i, j+1) + this->grid->height(i, j-1) - 157 4 * this->grid->height(i, j); 158 this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height; 159 } 160 } 161 // advect 162 for(j = 1; j < this->grid->rows() - 1; j++) { 163 for(i = 1; i < this->grid->columns() - 1; i++) { 164 this->grid->height(i, j) += dt * this->velocities[i][j]; 165 } 166 } 167 // bound 168 // unsigned int w = this->grid->columns - 1; 169 // for(i = 0; i < this->grid->columns; i++) { 170 // _map[i][0].u[1] = _map[i][1 ].u[1]; 171 // _map[i][w].u[1] = _map[i][w-1].u[1]; 172 // _map[0][i].u[1] = _map[1 ][i].u[1]; 173 // _map[w][i].u[1] = _map[w-1][i].u[1]; 174 // } 175 176 // diffusion 177 for(j = 1; j < this->grid->rows() - 1; j++) { 178 for(i = 1; i < this->grid->columns() - 1 ; i++) { 179 u = this->grid->height(i+1, j) + this->grid->height(i-1, j) + 180 this->grid->height(i, j+1) + this->grid->height(i, j-1) - 181 4* this->grid->height(i, j); 182 this->grid->height(i,j) += dt * this->cohesion * u / this->height; 183 } 184 } 185 186 // calc normals 187 /* float l[3]; 188 float m[3]; 189 for(j = 1; j < _width-1; j++) { 190 for(i = 1; i < _width - 1; i++) { 191 l[0] = _map[i][j-1].u[0] - _map[i][j+1].u[0]; 192 l[1] = _map[i][j-1].u[1] - _map[i][j+1].u[1]; 193 l[2] = _map[i][j-1].u[2] - _map[i][j+1].u[2]; 194 m[0] = _map[i-1][j].u[0] - _map[i+1][j].u[0]; 195 m[1] = _map[i-1][j].u[1] - _map[i+1][j].u[1]; 196 m[2] = _map[i-1][j].u[2] - _map[i+1][j].u[2]; 197 _map[i][j].n[0] = l[1]*m[2]-l[2]*m[1]; 198 _map[i][j].n[1] = l[2]*m[0]-l[0]*m[2]; 199 _map[i][j].n[2] = l[0]*m[1]-l[1]*m[0]; 200 } 201 }*/ 202 } -
trunk/src/world_entities/environments/water.h
r6467 r6518 37 37 private: 38 38 Grid* grid; //!< The water-surface-model to render with 39 float** velocities; //!< Velocities. 40 float viscosity; //!< Viscosity (bigger more like honey, smaller more like water). 41 float cohesion; //!< Cohesion. 42 39 43 Material* waterMaterial; 40 44 Shader* waterShader; -
trunk/src/world_entities/space_ships/space_ship.cc
r6517 r6518 123 123 PRINTF(4)("SPACESHIP INIT\n"); 124 124 125 //EventHandler::getInstance()->grabEvents(true);125 EventHandler::getInstance()->grabEvents(true); 126 126 127 127 bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
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