view Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/swim.c @ 3335:b8d313de8a65

Adam Strzelecki to SDL Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit. Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes). (1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs (2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space (3) Copy other planes for planar YUVs in UpdateTexture (4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code Waiting for comments, -- Adam Strzelecki | nanoant.com
author Sam Lantinga <slouken@libsdl.org>
date Sun, 04 Oct 2009 04:03:37 +0000
parents d44a0a913aa2
children
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/**
 * (c) Copyright 1993, 1994, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 * Permission to use, copy, modify, and distribute this software for
 * any purpose and without fee is hereby granted, provided that the above
 * copyright notice appear in all copies and that both the copyright notice
 * and this permission notice appear in supporting documentation, and that
 * the name of Silicon Graphics, Inc. not be used in advertising
 * or publicity pertaining to distribution of the software without specific,
 * written prior permission.
 *
 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
 * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
 * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 * US Government Users Restricted Rights
 * Use, duplication, or disclosure by the Government is subject to
 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
 * clause at DFARS 252.227-7013 and/or in similar or successor
 * clauses in the FAR or the DOD or NASA FAR Supplement.
 * Unpublished-- rights reserved under the copyright laws of the
 * United States.  Contractor/manufacturer is Silicon Graphics,
 * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
 *
 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
 */
#include <math.h>
#include <stdlib.h>  /* For rand(). */
#include <GLUT/glut.h>
#include "atlantis.h"

void
FishTransform(fishRec * fish)
{

    glTranslatef(fish->y, fish->z, -fish->x);
    glRotatef(-fish->psi, 0.0, 1.0, 0.0);
    glRotatef(fish->theta, 1.0, 0.0, 0.0);
    glRotatef(-fish->phi, 0.0, 0.0, 1.0);
}

void
WhalePilot(fishRec * fish)
{

    fish->phi = -20.0;
    fish->theta = 0.0;
    fish->psi -= 0.5;

    fish->x += WHALESPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
    fish->y += WHALESPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
    fish->z += WHALESPEED * fish->v * sin(fish->theta / RAD);
}

void
SharkPilot(fishRec * fish)
{
    static int sign = 1;
    float X, Y, Z, tpsi, ttheta, thetal;

    fish->xt = 60000.0;
    fish->yt = 0.0;
    fish->zt = 0.0;

    X = fish->xt - fish->x;
    Y = fish->yt - fish->y;
    Z = fish->zt - fish->z;

    thetal = fish->theta;

    ttheta = RAD * atan(Z / (sqrt(X * X + Y * Y)));

    if (ttheta > fish->theta + 0.25) {
        fish->theta += 0.5;
    } else if (ttheta < fish->theta - 0.25) {
        fish->theta -= 0.5;
    }
    if (fish->theta > 90.0) {
        fish->theta = 90.0;
    }
    if (fish->theta < -90.0) {
        fish->theta = -90.0;
    }
    fish->dtheta = fish->theta - thetal;

    tpsi = RAD * atan2(Y, X);

    fish->attack = 0;

    if (fabs(tpsi - fish->psi) < 10.0) {
        fish->attack = 1;
    } else if (fabs(tpsi - fish->psi) < 45.0) {
        if (fish->psi > tpsi) {
            fish->psi -= 0.5;
            if (fish->psi < -180.0) {
                fish->psi += 360.0;
            }
        } else if (fish->psi < tpsi) {
            fish->psi += 0.5;
            if (fish->psi > 180.0) {
                fish->psi -= 360.0;
            }
        }
    } else {
        if (rand() % 100 > 98) {
            sign = 1 - sign;
        }
        fish->psi += sign;
        if (fish->psi > 180.0) {
            fish->psi -= 360.0;
        }
        if (fish->psi < -180.0) {
            fish->psi += 360.0;
        }
    }

    if (fish->attack) {
        if (fish->v < 1.1) {
            fish->spurt = 1;
        }
        if (fish->spurt) {
            fish->v += 0.2;
        }
        if (fish->v > 5.0) {
            fish->spurt = 0;
        }
        if ((fish->v > 1.0) && (!fish->spurt)) {
            fish->v -= 0.2;
        }
    } else {
        if (!(rand() % 400) && (!fish->spurt)) {
            fish->spurt = 1;
        }
        if (fish->spurt) {
            fish->v += 0.05;
        }
        if (fish->v > 3.0) {
            fish->spurt = 0;
        }
        if ((fish->v > 1.0) && (!fish->spurt)) {
            fish->v -= 0.05;
        }
    }

    fish->x += SHARKSPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
    fish->y += SHARKSPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
    fish->z += SHARKSPEED * fish->v * sin(fish->theta / RAD);
}

void
SharkMiss(int i)
{
    int j;
    float avoid, thetal;
    float X, Y, Z, R;

    for (j = 0; j < NUM_SHARKS; j++) {
        if (j != i) {
            X = sharks[j].x - sharks[i].x;
            Y = sharks[j].y - sharks[i].y;
            Z = sharks[j].z - sharks[i].z;

            R = sqrt(X * X + Y * Y + Z * Z);

            avoid = 1.0;
            thetal = sharks[i].theta;

            if (R < SHARKSIZE) {
                if (Z > 0.0) {
                    sharks[i].theta -= avoid;
                } else {
                    sharks[i].theta += avoid;
                }
            }
            sharks[i].dtheta += (sharks[i].theta - thetal);
        }
    }
}