实现爆炸后的振动效果

实现爆炸后的振动效果

(长春 石琳)

  在许多游戏软件中,我们经常能看到这样的场面:当某一设施爆炸后,屏幕画面会伴随着轻微的振动,使人感到身临其境。笔者编写了一个函数void MoveView(int x,int y);通过CRT控制器将屏幕视角左上角坐标移至 (x,y)处,使画面相对移动,从而产生振动效果。程序由Borland C++ 2.0编写,采用VGA 12H模式,代码小、速度快、运行效果形象逼真。
  // filename: SHAKE.cpp
  // maker: ShiLin
  #include
  #include
  #include
  #include
  void MoveView(int x,int y);
  void main(void){
   int gdriver,gmode;
   gdriver=DETECT,gmode=0;
   initgraph(&gdriver,&gmode,"BORLANDCBGI");
   rectangle(100,100,200,200);
   outtextxy(100,250,"Press Any Key to SHAKE ...");
   getch();
   for(int i=0;i<20;i++){
   MoveView(10-random(20),5-random(10));
   delay(50);
   }
   MoveView(0,0);
   getch();
   closegraph();
   }
  void MoveView(int x,int y){
   union{
   unsigned int whole;
   char low;
   }adr;
   unsigned char high,low;
   adr.whole=y*80+x/8,
   low=adr.low,
   high=(unsigned char)(adr.whole>>8);
   outportb(0x3D4,0X0C);
   outportb(0x3D5,high);
   outportb(0x3D4,0x0D);
   outportb(0x3D5,low);
   }

 

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A: osg::Vec3Array* createExplosionGeometry(float size) { // Create an array of vertices osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(size, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(0.0f, size, 0.0f)); vertices->push_back(osg::Vec3(0.0f, 0.0f, size)); vertices->push_back(osg::Vec3(-size, 0.0f, 0.0f)); vertices->push_back(osg::Vec3(0.0f, -size, 0.0f)); vertices->push_back(osg::Vec3(0.0f, 0.0f, -size)); // Create a geometry object from the vertices osg::Geometry* geometry = new osg::Geometry; geometry->setVertexArray(vertices); // Create a color array for the vertices osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back(osg::Vec4(1.0f, 0.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.0f, 1.0f, 1.0f, 1.0f)); colors->push_back(osg::Vec4(0.5f, 0.5f, 0.5f, 1.0f)); geometry->setColorArray(colors); geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); // Create triangle indices for the explosion geometry osg::DrawElementsUInt* indices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 12); (*indices)[0] = 0; (*indices)[1] = 1; (*indices)[2] = 3; (*indices)[3] = 0; (*indices)[4] = 3; (*indices)[5] = 2; (*indices)[6] = 0; (*indices)[7] = 2; (*indices)[8] = 5; (*indices)[9] = 0; (*indices)[10] = 5; (*indices)[11] = 4; // Add the indices to the geometry object geometry->addPrimitiveSet(indices); // Set the normal array for the geometry object osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f)); normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f)); normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f)); normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); geometry->setNormalArray(normals); geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); // Return the explosion geometry return vertices; }

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