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-- Timer management |
-- |
time_now := GLUT.Get (GLUT.ELAPSED_TIME); -- Number of milliseconds since GLUT.Init |
if Self.all.new_scene then |
Self.all.new_scene := False; |
elaps := 0; |
else |
elaps := time_now - Self.all.last_time; |
end if; |
Self.all.last_time := time_now; |
Self.all.Average := 0.0; |
for i in reverse Self.all.sample'First + 1 .. Self.all.sample'Last loop |
Self.all.sample (i) := Self.all.sample (i - 1); |
Self.all.Average := Self.all.Average + Real (Self.all.sample (i)); |
end loop; |
Self.all.sample (Self.all.sample'First) := elaps; |
Self.all.Average := Self.all.Average + Real (elaps); |
Self.all.Average := Self.all.Average / Real (Self.all.sample'Length); |
seconds := Real (elaps) * 0.001; |
attenu_t := Real'Min (0.96, Real'Max (0.04, 1.0 - seconds * 4.0)); |
attenu_r := attenu_t ** 0.5; |
-- Game control management |
-- |
Self.all.game_command := no_command; |
Game_Control.Append_Commands (size_x => Integer (Self.all.main_size_x), |
size_y => Integer (Self.all.main_size_y), |
warp_mouse => Self.all.full_screen, |
c => Self.all.game_command, |
gx => gx, |
gy => gy, |
Keyboard => Self.all.Keyboard'Access, |
Mouse => Self.all.Mouse'Access); |
if Self.all.forget_mouse > 0 then -- mouse coords disturbed by resize |
gx := 0.0; |
gy := 0.0; |
Self.all.forget_mouse := Self.all.forget_mouse - 1; |
end if; |
if Self.all.game_command (interrupt_game) then |
null; -- GLUT_exit; -- tbd : how to handle this best ? |
end if; |
alpha_correct := False; |
if Self.all.game_command (special_plus) then |
Self.all.Alpha := Self.all.Alpha + seconds; alpha_correct := True; |
end if; |
if Self.all.game_command (special_minus) then |
Self.all.Alpha := Self.all.Alpha - seconds; alpha_correct := True; |
end if; |
if alpha_correct then |
if Self.all.Alpha < 0.0 then |
Self.all.Alpha := 0.0; |
elsif Self.all.Alpha > 1.0 then |
Self.all.Alpha := 1.0; |
end if; |
for Each in 1 .. Self.all.object_Count loop |
set_Alpha (Self.all.Objects (Each).all, Self.all.Alpha); |
end loop; |
end if; |
-- Camera/Eye - nb : camera movement is done after rendering, so camera is in a state ready for the next frame. |
-- - (important for Impostors) |
-- Rotating the eye |
Actors.Rotation (Self.all.Camera, |
gc => Self.all.game_command, |
gx => gx, |
gy => gy, |
unitary_change => seconds, |
deceleration => attenu_r, |
time_step => time_Step); |
-- Moving the eye |
Actors.Translation (Self.all.Camera, |
gc => Self.all.game_command, |
gx => gx, |
gy => gy, |
unitary_change => seconds, |
deceleration => attenu_t, |
time_step => time_Step); |
if Self.all.game_command (n0) then |
Reset_eye (Self.all); |
end if; |
Self.all.Camera.Clipper.view_direction := Transpose (Self.all.Camera.World_Rotation) * (0.0, 0.0, -1.0); |
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