Added follow cam
Added "Controlled" mesh classes Added Global Lighting Class Added Gamepad controls Split terrain nodes into Height and Perlin classes Fixed Splitmesh node stuff
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@ -1,28 +1,19 @@
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#include "SharedMethods.h"
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XMMATRIX SharedMethods::RotateFromPoint(float x, float y, float z, XMMATRIX rotationMatrix)
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XMMATRIX SharedMethods::RotateFromPoint(const float x, const float y, const float z, const XMMATRIX rotationMatrix)
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{
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// Translates a matrix to a point, rotates and then returns back to where it was
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return XMMatrixTranslation(x, y, z) * rotationMatrix * XMMatrixTranslation(-x, -y, -z);
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}
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// Method so i can use normal RGB values and hopefully hex values too since im use to those
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float SharedMethods::RGBValueToIntensity(int value)
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float SharedMethods::RGBValueToIntensity(const int value)
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{
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return (float)value / 255.0f;
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}
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float SharedMethods::Lerp(int a, int b, int p)
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{
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return Lerp((float)a, (float)b, (float)p);
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}
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float SharedMethods::Lerp(float a, float b, float p)
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{
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return a + p * (b - a);
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}
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float SharedMethods::GenerateRandomIntensity(float min, float max)
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// Method to generate a random intensity rating between 2 floats
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float SharedMethods::GenerateRandomIntensity(const float min, const float max)
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{
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float randNo = (float)rand() / (float)RAND_MAX;
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float rangeDiff = max - min;
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@ -31,19 +22,8 @@ float SharedMethods::GenerateRandomIntensity(float min, float max)
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return (float)roundedNo * 0.01f;
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}
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float SharedMethods::GenerateRandomUV(int min, int max)
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{
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int randNo = rand() % ((max - min) + 1) + min;
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float finalNo;
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if (randNo < max)
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{
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int randMan = rand() % 90;
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finalNo = (float)(randNo * 0.1f) + (randMan * 0.01f);
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}
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else
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{
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finalNo = (float)randNo * 0.1f;
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}
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return finalNo;
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// Method for genering random UV's, maybe get rid of this in future
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float SharedMethods::GenerateRandomUV(const float min, const float max)
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{
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return SharedMethods::Clamp<float>((float)(rand() % (int)(max * 100.0f)) * 0.01f, (float)min, (float)max);
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}
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