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#include "sons_of_sol/Projectile.hpp"
#include "glox/GloxColor.hpp"
#include "glox/GloxScopedRotation.hpp"
using namespace glox ;
using namespace std ;
GloxCube* Projectile::m_model;
void Projectile::loadModel( ) {
if( ! m_model ) {
m_model = new GloxCube( 10, 0.1, 0.1, GloxColor( 255, 255, 0 ) );
}
}
inline float jitter() {
return (2 * rand() & 0xFF) / 256.0 ;
}
void Projectile::draw() {
GloxPoint<> next = m_position + (m_dpos) * 0.2 + GloxPointf(jitter(),jitter(),jitter());
GloxScopedAttributes __glsa( GL_CURRENT_BIT );
GloxColor(
(uint8_t)(255.0f / TTL * m_ttl ),
(uint8_t)(250.0f / pow(TTL,2) * pow(m_ttl,2)),
(uint8_t)(200.0f / pow(TTL,4) * pow(m_ttl,4)),
(uint8_t)(100.0)
).render();
glLineWidth( m_ttl / 10.0f );
GloxWith( GL_LINES,
m_position.plot();
GloxColor(
(uint8_t)(255.0f / TTL * (m_ttl-1) ),
(uint8_t)(200.0f / pow(TTL,2) * pow(m_ttl-1,2)),
(uint8_t)(100.0f / pow(TTL,4) * pow(m_ttl-1,4))).render();
next.plot();
);
}
Projectile::Projectile( const glox::GloxPoint<>& position, const glox::GloxPoint<>& vec ) {
m_position = position;
m_dpos = vec ;
m_ttl = TTL;
loadModel();
/* Project the point onto the x,y plane */
GloxPoint<> first( m_dpos.getX(), m_dpos.getY(), 0 );
/* A point that represents the x axis */
GloxPoint<> xaxis( 1, 0, 0 );
/* Rotation around the z axis */
float dot = first.dot( xaxis ) ;
float rot = GloxToDegrees(acos( dot )) ;
if( first.getY() < 0 ) {
rot = - rot;
}
rot = rot + 180 ;
m_roty = rot;
/* x axis now follows *first* vector */
/* Rotate around y axis to get x to follow *dpos* vector */
dot = first.dot( m_dpos );
rot = acos( dot );
rot = GloxToDegrees( rot );
if( m_dpos.getZ() < 0 ) {
rot = - rot;
}
m_rotz = rot;
}
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