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procedure Rotation (actor : in out GLOBE_3D.Camera;
gc : Game_Control.Command_set;
gx, gy : GLOBE_3D.Real;
unitary_change : GLOBE_3D.Real;
deceleration : GLOBE_3D.Real;
time_step : GLOBE_3D.Real) is
incremental_rotation : Vector_3D := (0.0, 0.0, 0.0);
begin
Abstract_rotation (gc, gx, gy,
unitary_change, deceleration, incremental_rotation, time_step,
actor.rotation_Speed);
actor.rotation := actor.rotation + incremental_rotation;
if actor.compose_rotations then
actor.World_Rotation :=
XYZ_rotation (incremental_rotation) * actor.World_Rotation;
Re_Orthonormalize (actor.World_Rotation);
else
declare
r : Vector_3D renames actor.rotation;
-- We need to turn around the axes in this order : Y, X, Z
begin
actor.World_Rotation :=
XYZ_rotation (0.0, 0.0, r (2)) * -- 3) turn around the nose
XYZ_rotation (r (0), 0.0, 0.0) * -- 2) lift or lower the head
XYZ_rotation (0.0, r (1), 0.0); -- 1) pivotate around the feet
Function Definition: procedure Texture_is (Self : in sprite.p_Sprite; Now : in GL.textures.Object;
Function Body: texture_Transform_s : in GL.textures.texture_Transform;
texture_Transform_t : in GL.textures.texture_Transform)
is
use GL.Textures, GL.Skins, GL.Geometry.vbo;
the_skinned_Geometry : GL.skinned_Geometry.skinned_Geometry_t renames self.skinned_geometrys (1);
the_Skin : p_Skin_unlit_textured_vbo := new Skin_unlit_textured_vbo' (texture => Now);
the_Vertices : GL.geometry.GL_vertex_Array renames vbo_Geometry (the_skinned_Geometry.Geometry.all).Vertices.get;
texture_Coords : GL.textures.p_Coordinate_2D_array := to_texture_Coordinates_xz (the_Vertices, texture_Transform_s,
texture_Transform_t);
begin
the_skinned_Geometry.Skin := the_Skin.all'Access;
the_skinned_Geometry.Veneer := the_Skin.all.new_Veneer (for_geometry => the_skinned_Geometry.Geometry.all);
declare
use GL.Buffer.texture_coords;
the_Veneer : GL.skins.Veneer_unlit_textured_vbo'Class renames GL.skins.Veneer_unlit_textured_vbo'Class (the_skinned_Geometry.Veneer.all);
begin
the_Veneer.texture_Coordinates := to_Buffer (texture_Coords, usage => GL.STATIC_DRAW);
Function Definition: procedure initialise
Function Body: is
begin
the_vertex_Buffer := GL.Buffer.vertex.to_Buffer (object_points'Access, usage => GL.STATIC_DRAW);
declare
piece_Id : Piece;
begin
for i in reverse 1 .. nb_faces loop
case i is
when 178 .. 237 => piece_Id := silver_Metal;
when 260 .. 315 => piece_Id := black_Cockpit;
when 740 .. 779 => piece_Id := Black;
when 860 .. 865 |
936 .. 941 => piece_Id := black_front_Air;
when 316 .. 391 => piece_Id := Copper;
when 780 .. 803 => piece_Id := fire_Engine;
when 392 => piece_Id := nose_Cone;
when others => piece_Id := Remains;
end case;
indices_Count (piece_Id) := indices_Count (piece_Id) + 1;
the_Indices (piece_Id) (positive_uInt (indices_Count (piece_Id))) := vertex_Id (object_faces (i, 1));
indices_Count (piece_Id) := indices_Count (piece_Id) + 1;
the_Indices (piece_Id) (positive_uInt (indices_Count (piece_Id))) := vertex_Id (object_faces (i, 2));
indices_Count (piece_Id) := indices_Count (piece_Id) + 1;
the_Indices (piece_Id) (positive_uInt (indices_Count (piece_Id))) := vertex_Id (object_faces (i, 3));
end loop;
Function Definition: procedure deallocate is new ada.unchecked_Deallocation (Primitive'Class, p_Primitive);
Function Body: begin
destroy (Self.all);
deallocate (Self);
Function Definition: procedure Get_pixel is
Function Body: begin
case iBits is
when 32 => -- BGRA
Get_Byte (stream_buf, pix (pix'First + 2));
Get_Byte (stream_buf, pix (pix'First + 1));
Get_Byte (stream_buf, pix (pix'First));
Get_Byte (stream_buf, pix (pix'First + 3));
when 24 => -- BGR
Get_Byte (stream_buf, pix (pix'First + 2));
Get_Byte (stream_buf, pix (pix'First + 1));
Get_Byte (stream_buf, pix (pix'First));
when 8 => -- Grey
Get_Byte (stream_buf, pix (pix'First));