示例#1
0
文件: main.go 项目: GlenKelley/carsim
func (r *Receiver) Simulate(time loop.GameTime) {
	dt := time.Delta.Seconds()
	r.Car.Simulate(r.UIState.Controls, dt)
	r.SetCarTransform(dt)

	c := r.Data.Car.WorldTransform().Mul4x1(glm.Vec4d{0, 0, 0, 1})
	p := glm.Vec4d{0, 0, 1, 0}.Mul(r.UIState.CameraDistance)
	rotation := r.UIState.Orientation.Conjugate().Mat4()
	t := glm.Translate3Dd(-p[0], -p[1], -p[2])
	r.Data.Cameraview = t.Mul4(rotation).Mul4(glm.Translate3Dd(-c[0], -c[1], -c[2]))
}
示例#2
0
文件: main.go 项目: GlenKelley/carsim
func (r *Receiver) SetCarTransform(dt float64) {
	p := r.Car.Center
	up := glm.Vec3d{0, 0, 1}
	front := glm.Vec4d{0, 1, 0, 0}
	// u := glm.Vec3d{r.Car.Direction[0],r.Car.Direction[1],r.Car.Direction[2]}
	rot := RotationBetweenNormals(front, r.Car.Direction)
	m := glm.Translate3Dd(p[0], p[1], p[2]).Mul4(rot)
	r.Data.Car.Transform = m

	fwav := r.Car.FrontWheelAngularDeviation
	rwav := r.Car.RearWheelAngularDeviation

	fr := glm.HomogRotate3DXd(-fwav * 180 / math.Pi)
	rr := glm.HomogRotate3DXd(-rwav * 180 / math.Pi)

	wheel, ok := r.Data.Car.FindModelWithName("Wheel_BackLeft")
	if ok {
		wheel.Transform = wheel.BaseTransform.Mul4(rr)
	}
	wheel, ok = r.Data.Car.FindModelWithName("Wheel_BackRight")
	if ok {
		wheel.Transform = wheel.BaseTransform.Mul4(rr)
	}
	wheel, ok = r.Data.Car.FindModelWithName("Wheel_FrontLeft")
	ft := glm.HomogRotate3Dd(-r.Car.FrontWheelO, up)
	if ok {
		wheel.Transform = wheel.BaseTransform.Mul4(ft).Mul4(fr)
	}
	wheel, ok = r.Data.Car.FindModelWithName("Wheel_FrontRight")
	if ok {
		wheel.Transform = wheel.BaseTransform.Mul4(ft).Mul4(fr)
	}
}
示例#3
0
func NodeTransform(node *collada.Node) glm.Mat4d {
	transform := glm.Ident4d()
	for _, matrix := range node.Matrix {
		v := matrix.F()
		transform = transform.Mul4(glm.Mat4d{
			v[0], v[1], v[2], v[3],
			v[4], v[5], v[6], v[7],
			v[8], v[9], v[10], v[11],
			v[12], v[13], v[14], v[15],
		}.Transpose())
	}
	for _, translate := range node.Translate {
		v := translate.F()
		transform = transform.Mul4(glm.Translate3Dd(v[0], v[1], v[2]))
	}
	for _, rotation := range node.Rotate {
		v := rotation.F()
		transform = transform.Mul4(glm.HomogRotate3Dd(v[3]*math.Pi/180, glm.Vec3d{v[0], v[1], v[2]}))
	}
	for _, scale := range node.Scale {
		v := scale.F()
		transform = transform.Mul4(glm.Scale3Dd(v[0], v[1], v[2]))
	}
	return transform
}
示例#4
0
文件: main.go 项目: GlenKelley/portal
func (r *Receiver) Simulate(gameTime gameloop.GameTime) {
	r.SimulationTime = gameTime
	deltaT := gameTime.Delta.Seconds()

	if !r.UIState.Impulse.ApproxEqual(glm.Vec4d{}) {
		regulatedImpulse := r.UIState.Impulse.Normalize().Mul(r.Constants.PlayerImpulseMomentumLimit)
		viewAdjustedImpulse := gtk.ToHomogVec4D(r.Player.OrientationH.Rotate(gtk.ToVec3D(regulatedImpulse)))
		r.Player.Velocity = r.Player.Velocity.Add(viewAdjustedImpulse)
		r.UIState.Impulse = glm.Vec4d{}
	}

	aggregateVelocity := r.Player.Velocity
	if !r.UIState.Movement.ApproxEqual(glm.Vec4d{}) {
		regulatedMovement := r.UIState.Movement.Normalize().Mul(r.Constants.PlayerMovementLimit)
		viewAdjustedMovement := gtk.ToHomogVec4D(r.Player.OrientationH.Rotate(gtk.ToVec3D(regulatedMovement)))
		aggregateVelocity = aggregateVelocity.Add(viewAdjustedMovement)
	}

	dp := aggregateVelocity.Mul(deltaT)

	for _, p := range r.Portals {
		portalview := p.Portalview
		pos := portalview.Mul4x1(r.Player.Position)
		v := portalview.Mul4x1(dp)

		if pos[2] < 0 && v[2] > 0 {
			t := -pos[2] / v[2]
			hit := pos.Add(v.Mul(t))
			if math.Abs(float64(hit[0])) <= 1 &&
				math.Abs(float64(hit[1])) <= 1 &&
				t > 0 && t <= 1 {
				// fmt.Println("crossed portal", i, pos)
				ti := p.Transform.Inv()
				r.Player.Transform(ti)
				dp = ti.Mul4x1(dp)
				r.Data.Inception = r.Data.Inception.Mul4(p.Transform)
				break
			}
		}
	}

	p0 := r.Player.Position
	r.Player.Position = p0.Add(dp)

	//apply gravity if player is off the ground (ys==0)
	if r.Player.Position[1] > 1 {
		r.Player.Velocity[1] = r.Player.Velocity[1] + r.Constants.Gravity*deltaT
	} else {
		r.Player.Velocity[1] = 0
		if p0[1] >= 1 {
			r.Player.Position[1] = 1
		}
	}

	p := r.Player.Position
	translate := glm.Translate3Dd(-p[0], -p[1], -p[2])
	rotation := r.Player.Orientation.Conjugate().Mat4()
	r.Data.Cameraview = rotation.Mul4(translate)
}
示例#5
0
func PortalTransform(a, b Quad) (glm.Mat4d, glm.Mat4d, glm.Mat4d, glm.Mat4d) {
	zn := glm.Vec4d{0, 0, 1, 0}
	xn := glm.Vec4d{1, 0, 0, 0}

	translateAZ := glm.Translate3Dd(-a.Center[0], -a.Center[1], -a.Center[2])
	rotationAZ := RotationBetweenNormals(a.Normal, zn)
	rotationAXZ := RotationBetweenNormals(rotationAZ.Mul4x1(a.PlaneV), xn)
	scaleAZ := glm.Scale3Dd(1.0/a.Scale[0], 1.0/a.Scale[1], 1.0/a.Scale[2])

	AZ := scaleAZ.Mul4(rotationAXZ).Mul4(rotationAZ).Mul4(translateAZ)
	ZA := AZ.Inv()

	translateBZ := glm.Translate3Dd(-b.Center[0], -b.Center[1], -b.Center[2])
	rotationBZ := RotationBetweenNormals(b.Normal, zn)
	rotationBXZ := RotationBetweenNormals(rotationBZ.Mul4x1(b.PlaneV), xn)
	scaleBZ := glm.Scale3Dd(1.0/b.Scale[0], 1.0/b.Scale[1], 1.0/b.Scale[2])

	BZ := scaleBZ.Mul4(rotationBXZ).Mul4(rotationBZ).Mul4(translateBZ)
	ZB := BZ.Inv()

	AB := ZB.Mul4(AZ)
	BA := ZA.Mul4(BZ)
	return AB, BA, AZ, BZ
}
示例#6
0
func Translate(v glm.Vec4d) glm.Mat4d {
	return glm.Translate3Dd(v[0], v[1], v[2])
}