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#include "cinder/app/AppBasic.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/gl/Texture.h" | |
#include "cinder/gl/Light.h" | |
#include "cinder/gl/Material.h" | |
#include "cinder/MayaCamUI.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; |
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ci::Vec3f mRight, mUp; | |
_mayaCam.getCamera().getBillboardVectors(&mRight, &mUp); | |
ci::gl::drawBillboard( ci::Vec3f::zero(), ci::Vec2f(100.0f, 100.0f), 0.0f, mRight, mUp); |
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/** | |
* EclipseLovesCinder example application | |
* | |
* * On first run, run Project -> Clean... | |
* * If you change your project name go into debug configurations (arrow next to bug icon), and modify where the debug application will run from | |
* | |
* This project is released under public domain, do whatever with it. | |
* | |
* | |
* Mario Gonzalez |
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float theta = M_PI * (3.0 - sqrtf(5.0)); | |
float o = 2.0f / count; | |
float radius = 1500; | |
for(int i = 0; i < count; ++i) | |
{ | |
float y = i * o - 1 + (o / 2); | |
float r = sqrtf(1 - y*y); | |
float phi = i * theta; | |
ci::Vec3f pos = ci::Vec3f( cosf(phi)*r, y, sinf(phi)*r) * radius; | |
} |
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/** | |
* EclipseLovesCinder example application | |
* | |
* * On first run, run Project -> Clean... | |
* * If you change your project name go into debug configurations (arrow next to bug icon), and modify where the debug application will run from | |
* | |
* This project is released under public domain, do whatever with it. | |
* | |
* | |
* Mario Gonzalez |
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void QuadDistrustApp::createPlane() | |
{ | |
_planeMesh = new ci::TriMesh(); | |
_planeMesh->clear(); | |
float segmentsW = 4; | |
float segmentsH = 4; | |
float width = 100; | |
float height = width; |
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/** | |
File: | |
AbstractServerGame.js | |
Created By: | |
Mario Gonzalez | |
Project: | |
RealtimeMultiplayerNodeJS | |
Abstract: | |
This class is the base Game controller in RealtimeMultiplayerGame on the server side. | |
It provides things such as dropping players, and contains a ServerNetChannel |
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// BISON | |
entitiesࢮ|1,0,-1,197,188,0|2,0,-1,105,254,0|3,0,-1,383,38,0|4,0,-1,339,227,0|5,0,-1,373,235,0|6,0,-1,381,168,0|7,0,-1,447,327,0|8,0,-1,564,68,0|9,0,-1,17,166,0|10,0,-1,17,319,0|11,0,-1,17,29,0|12,0,-1,215,-30,0|13,0,-1,260,86,0|14,0,-1,273,235,0|15,0,-1,183,367,0|16,0,-1,621,199,0|17,0,-1,17,64,0|18,0,-1,207,72,0|19,0,-1,318,403,0|20,0,-1,250,-26,0|21,0,-1,170,237,0|22,0,-1,150,459,0|23,0,-1,260,172,0|24,0,-1,332,114,0|25,0,-1,636,168,0|26,0,-1,217,280,0|27,0,-1,423,214,0|28,0,-1,422,275,0|29,0,-1,107,339,0|30,0,-1,330,450,0|31,0,-1,230,154,0|32,0,-1,683,254,0|33,0,-1,285,467,0|34,0,-1,597,85,0|35,0,-1,341,78,0|36,0,-1,683,223,0|37,0,-1,274,54,0|38,0,-1,405,3,0|39,0,-1,217,335,0|40,0,-1,658,239,0|41,0,-1,25,229,0|42,0,-1,313,284,0|43,0,-1,367,204,0|44,0,-1,17,202,0|45,0,-1,300,434,0|46,0,-1,415,311,0|47,0,-1,61,212,0|48,0,-1,96,375,0|49,0,-1,683,188,0|50,0,-1,73,273,0|51,0,-1,195,37,0|52,0,-1,615,136,0|53,0,-1,271,295,0|54,0,-1,324,195,0|55,0,-1,302,310,0|56,0,-1,284,-5,0|57,0,-1,247,276,0|58,0,-1,2 |
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function render() { | |
zoom(curZoomSpeed); | |
rotation.x += (target.x - rotation.x) * 0.1; | |
rotation.y += (target.y - rotation.y) * 0.1; | |
distance += (distanceTarget - distance) * 0.3; | |
camera.position.x = distance * Math.sin(rotation.x) * Math.cos(rotation.y); | |
camera.position.y = distance * Math.sin(rotation.y); | |
camera.position.z = distance * Math.cos(rotation.x) * Math.cos(rotation.y); |
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/** | |
File: | |
PerlinNoiseTrait.js | |
Created By: | |
Mario Gonzalez | |
Project : | |
RealtimeMultiplayerNodeJS | |
Abstract: | |
Applies perlin noise to an objects velocity | |
Basic Usage: |
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