From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_quantum_flash_8cpp_source.html | 292 ----------------------- 1 file changed, 292 deletions(-) delete mode 100644 Doc/doxygen/html/_quantum_flash_8cpp_source.html (limited to 'Doc/doxygen/html/_quantum_flash_8cpp_source.html') diff --git a/Doc/doxygen/html/_quantum_flash_8cpp_source.html b/Doc/doxygen/html/_quantum_flash_8cpp_source.html deleted file mode 100644 index 19f8561..0000000 --- a/Doc/doxygen/html/_quantum_flash_8cpp_source.html +++ /dev/null @@ -1,292 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/QuantumFlash.cpp Source File - - - - - - - - - - - - - -
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Starshatter_Open -
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Open source Starshatter engine
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QuantumFlash.cpp
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-Go to the documentation of this file.
1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: QuantumFlash.cpp
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Quantum Warp Out special effect class
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13 */
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14 
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15 #include "MemDebug.h"
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16 #include "QuantumFlash.h"
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17 
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18 #include "Light.h"
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19 #include "Bitmap.h"
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20 #include "DataLoader.h"
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21 #include "Game.h"
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22 #include "Random.h"
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23 #include "Scene.h"
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24 
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25 // +--------------------------------------------------------------------+
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26 
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27 static Bitmap* quantum_flash_texture = 0;
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28 
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29 // +--------------------------------------------------------------------+
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30 
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32 : nverts(64), npolys(16), mtl(0), verts(0), polys(0), beams(0),
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33 texture(quantum_flash_texture), length(8000), width(0),
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34 shade(1.0)
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35 {
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36  trans = true;
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37  luminous = true;
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38 
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39  if (!texture || texture->Width() < 1) {
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41  loader->SetDataPath("Explosions/");
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42  loader->LoadTexture("quantum.pcx", quantum_flash_texture, Bitmap::BMP_TRANSLUCENT);
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43  loader->SetDataPath(0);
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44  texture = quantum_flash_texture;
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45  }
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46 
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47  loc = Vec3(0.0f, 0.0f, 1000.0f);
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48 
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49  mtl = new(__FILE__,__LINE__) Material;
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50  verts = new(__FILE__,__LINE__) VertexSet(nverts);
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51  polys = new(__FILE__,__LINE__) Poly[npolys];
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52  beams = new(__FILE__,__LINE__) Matrix[npolys];
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53 
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54  mtl->Kd = Color::White;
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58  mtl->luminous = true;
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59 
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60  verts->nverts = nverts;
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61 
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62  for (int i = 0; i < npolys; i++) {
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63  verts->loc[4*i+0] = Point( width, 0, 1000);
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64  verts->loc[4*i+1] = Point( width, -length, 1000);
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65  verts->loc[4*i+2] = Point(-width, -length, 1000);
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66  verts->loc[4*i+3] = Point(-width, 0, 1000);
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67 
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68  for (int n = 0; n < 4; n++) {
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69  verts->diffuse[4*i+n] = D3DCOLOR_RGBA(255,255,255,255);
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70  verts->specular[4*i+n] = D3DCOLOR_RGBA( 0, 0, 0,255);
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71  verts->tu[4*i+n] = (n < 2) ? 0.0f : 1.0f;
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72  verts->tv[4*i+n] = (n > 0 && n < 3) ? 1.0f : 0.0f;
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73  }
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74 
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75  beams[i].Roll( Random(-2*PI, 2*PI));
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76  beams[i].Pitch(Random(-2*PI, 2*PI));
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77  beams[i].Yaw( Random(-2*PI, 2*PI));
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78 
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79  polys[i].nverts = 4;
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80  polys[i].visible = 1;
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81  polys[i].sortval = 0;
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82  polys[i].vertex_set = verts;
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83  polys[i].material = mtl;
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84 
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85  polys[i].verts[0] = 4*i+0;
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86  polys[i].verts[1] = 4*i+1;
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87  polys[i].verts[2] = 4*i+2;
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88  polys[i].verts[3] = 4*i+3;
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89  }
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90 
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91  radius = (float) length;
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92  length = 0;
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93  strcpy_s(name, "QuantumFlash");
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94 }
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95 
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96 // +--------------------------------------------------------------------+
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97 
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99 {
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100  delete mtl;
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101  delete verts;
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102  delete [] polys;
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103  delete [] beams;
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104 }
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105 
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106 // +--------------------------------------------------------------------+
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107 
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108 void
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109 QuantumFlash::Render(Video* video, DWORD flags)
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110 {
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111  if (hidden || !visible || !video || ((flags & RENDER_ADDITIVE) == 0))
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112  return;
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113 
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114  const Camera* cam = video->GetCamera();
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115 
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116  if (cam) {
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117  UpdateVerts(cam->Pos());
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118  video->DrawPolys(npolys, polys);
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119  }
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120 }
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121 
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122 // +--------------------------------------------------------------------+
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123 
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124 void
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126 {
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127  if (length < radius) {
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128  length += radius/80;
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129  width += 1;
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130  }
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131 
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132  for (int i = 0; i < npolys; i++) {
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133  Matrix& m = beams[i];
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134 
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135  m.Yaw(0.05);
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136  Point vpn = Point(m(2,0), m(2,1), m(2,2));
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137 
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138  Point head = loc;
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139  Point tail = loc - vpn * length;
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140  Point vtail = tail - head;
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141  Point vcam = cam_pos - loc;
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142  Point vtmp = vcam.cross(vtail);
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143  vtmp.Normalize();
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144  Point vlat = vtmp * -width;
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145 
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146  verts->loc[4*i+0] = head + vlat;
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147  verts->loc[4*i+1] = tail + vlat * 8;
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148  verts->loc[4*i+2] = tail - vlat * 8;
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149  verts->loc[4*i+3] = head - vlat;
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150 
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151  DWORD color = D3DCOLOR_RGBA((BYTE) (255*shade), (BYTE) (255*shade), (BYTE) (255*shade), 255);
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152 
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153  for (int n = 0; n < 4; n++) {
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154  verts->diffuse[4*i+n] = color;
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155  }
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156  }
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157 }
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158 
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159 // +--------------------------------------------------------------------+
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160 
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161 void
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163 {
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164  orientation = o;
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165 }
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166 
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167 void
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169 {
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170  if (s < 0) s = 0;
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171  else if (s > 1) s = 1;
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172 
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173  shade = s;
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174 }
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175 
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