Beispiel #1
0
void Enemy::detectCollision()
{
	//bounding sphere for follower
	BoundingSphere mySphere = BoundingSphere(mPosition, mRadius);
	D3DXVECTOR3 movement;
	bool wall = false;
	//collision with walls or obstacles in level
	for (Mesh* M : gCurrentLevel->getWorldGeometry())
	{
		for (AxisAlignedBoundingBox AABB : M->getBoundsBoxList())
		{
			if (collides(AABB, mySphere, movement))
			{
				mPosition += movement;
				wall = true;
			}
		}
	}
	//collide with other enemies unless there is was wall in the way
	if (!wall)
	{
		for (Enemy* E : gCurrentLevel->getSpawner()->getEnemies())
		{
			BoundingSphere otherSphere = BoundingSphere(E->getPosition(), E->getRadius());
			if (collides(mySphere, otherSphere, movement))
			{
				mPosition += (movement / 2);
				E->move(-(movement / 2));
			}
		}
	}
}
Beispiel #2
0
void Follower::detectCollision()
{
	//bounding sphere for follower
	BoundingSphere followerSphere = BoundingSphere(mPosition, mRadius);
	D3DXVECTOR3 movement;
	bool wall = false;
	//collision with walls or obstacles in level
	for (Mesh* M : gCurrentLevel->getWorldGeometry())
	{
		for (AxisAlignedBoundingBox AABB : M->getBoundsBoxList())
		{
			if (collides(AABB, followerSphere, movement))
			{
				mPosition += movement;
				wall = true;
			}
		}
	}
	//collide with player unless there is a wall in the way
	if (!wall)
	{
		BoundingSphere playerSphere = BoundingSphere(gPlayer->getPosition(), gPlayer->getRadius());
		if (collides(followerSphere, playerSphere, movement))
		{
			mPosition += movement;
		}
	}
}
Beispiel #3
0
bool Collision::Capsule_Capsule(const Capsule& capsule1, const Capsule& capsule2, HitInfo& hitInfo) {
	Vector3 a = capsule1.vector;
	Vector3 b = capsule2.vector;
	Vector3 c = capsule2.p1 - capsule1.p1;

	float distance = capsule1.radius + capsule2.radius;

	Vector3 n = a.Cross(b).GetNormal();
	float L = c.Dot(n);

	Vector3 n1 = a.Cross(n).GetNormal();
	Vector3 n2 = b.Cross(n).GetNormal();

	Vector3 p3Dash = capsule2.p1 - n * L;
	Vector3 p4Dash = capsule2.p2 - n * L;

	Vector3 v1 = capsule1.p1 - p3Dash;
	Vector3 v2 = capsule1.p2 - p3Dash;
	Vector3 v3 = p3Dash - capsule1.p1;
	Vector3 v4 = p4Dash - capsule1.p1;

	float L1 = v1.Dot(n2);
	float L2 = v2.Dot(n2);
	float L3 = v3.Dot(n1);
	float L4 = v4.Dot(n1);

	float t1 = L3 / (L3 - L4);
	float t2 = L1 / (L1 - L2);

	if ((Math::Abs(L) < distance) && (0 < t1 && t1 < 1) && (0 < t2 && t2 < 1)) {
		return true;
	}

	BoundingSphere s = BoundingSphere(capsule1.p1, capsule1.radius);
	if ((t1 < 0) && BoundingSphere_Capsule(s, capsule2, hitInfo)) {
		return true;
	}

	s = BoundingSphere(capsule2.p1, capsule2.radius);
	if ((t1 > 1) && BoundingSphere_Capsule(s, capsule1, hitInfo)) {
		return true;
	}

	s = BoundingSphere(capsule2.p1, capsule2.radius);
	if ((t2 < 0) && BoundingSphere_Capsule(s, capsule1, hitInfo)) {
		return true;
	}

	s = BoundingSphere(capsule2.p2, capsule2.radius);
	if ((t2 > 1) && BoundingSphere_Capsule(s, capsule1, hitInfo)) {
		return true;
	}

	return false;
}
Beispiel #4
0
//----------------------------------------------------------------------------
// @ BoundingSphere::Transform()
// ---------------------------------------------------------------------------
// Transforms sphere into new space
//-----------------------------------------------------------------------------
BoundingSphere    
BoundingSphere::Transform( float scale, const Matrix33& rotate, 
    const Vector3& translate ) const
{
    return BoundingSphere( rotate*mCenter + translate, mRadius*scale );

}   // End of BoundingSphere::Transform()
Beispiel #5
0
BoundingSphere QuadTreeNode::CalcVolume()
{
    // Traverse down until we reach the leaf nodes, then percolate the bounding spheres back up
    sphere = BoundingSphere();

    if(children[0])
        sphere += children[0]->CalcVolume();

    if(children[1])
        sphere += children[1]->CalcVolume();

    if(children[2])
        sphere += children[2]->CalcVolume();

    if(children[3])
        sphere += children[3]->CalcVolume();

    if(sphere.empty())
    {
        // This node doesn't have any children, so sum the bounds of its meshes
        for(size_t i = 0; i < meshes.size(); ++i)
            sphere += meshes[i]->sphere;
    }

    return sphere;
}
Beispiel #6
0
void BillboardSample::loadBillboards()
{
	Mesh* mesh = Mesh::createQuad(-(BILLBOARD_WIDTH / 2.0f), -(BILLBOARD_HEIGHT / 2.0f), BILLBOARD_WIDTH, BILLBOARD_HEIGHT);
	mesh->setBoundingSphere(BoundingSphere(Vector3::zero(), BILLBOARD_HEIGHT));

    Effect* effect = Effect::createFromFile("res/shaders/textured.vert", "res/shaders/textured.frag", "TEXTURE_DISCARD_ALPHA");

	// Create the model and node and bind the material
    for ( unsigned int i = 0; i < BILLBOARD_COUNT; i++ ) 
    {   
		Node* node = Node::create();
		Model* model = Model::create(mesh);
		node->setDrawable(model);
		_scene->addNode(node);
        
		Material* material = Material::create(effect); 
		material->getStateBlock()->setDepthTest(true);
		material->getStateBlock()->setBlend(false);
		material->getParameter("u_diffuseTexture")->setValue("res/png/grass.png" , true);
		material->setParameterAutoBinding("u_worldViewProjectionMatrix", RenderState::WORLD_VIEW_PROJECTION_MATRIX);
		model->setMaterial(material);
		SAFE_RELEASE(model);
		SAFE_RELEASE(material);

		// Randomly postiion within the domain
        float tx = MATH_RANDOM_0_1() * GROUND_WIDTH - (GROUND_WIDTH / 2.0f);
		float tz = MATH_RANDOM_0_1() * GROUND_HEIGHT - (GROUND_HEIGHT / 2.0f);
        node->translate(tx, (BILLBOARD_HEIGHT / 2.0f), tz);

        _billboards.push_back(node);
    }
	SAFE_RELEASE(effect);
	SAFE_RELEASE(mesh);
}
Beispiel #7
0
//----------------------------------------------------------------------------
// @ BoundingSphere::Transform()
// ---------------------------------------------------------------------------
// Transforms sphere into new space
//-----------------------------------------------------------------------------
BoundingSphere    
BoundingSphere::Transform( float scale, const Quat& rotate, 
    const Vector3& translate ) const
{
    return BoundingSphere( rotate.Rotate(mCenter) + translate, mRadius*scale );

}   // End of BoundingSphere::Transform()
Beispiel #8
0
//takes the corner of the -x/-z corner and int size
//since the map for this is always flat and square
//works best when map size is divisible by GRID_SIZE
//This only works effectively if done after all the addWorldGeometry
void AStar::initPathfinding()
{
	D3DXVECTOR3 corner = gCurrentLevel->getNegCorner();
	//set up path nodes for enemy path finding
	//place path nodes every GRID_SIZE units except
	//in places where it would collide
	UINT iterationsX = (UINT)gCurrentLevel->getSize().x / GRID_SIZE;
	UINT iterationsZ = (UINT)gCurrentLevel->getSize().z / GRID_SIZE;
	for (UINT x = 0; x < iterationsX; ++x)
	{
		for (UINT z = 0; z < iterationsZ; ++z)
		{
			bool canPlace = true;
			//for each mesh in the current map
			for (Mesh* M : gCurrentLevel->getWorldGeometry())
			{
				//for each AABB in that mesh
				for (AxisAlignedBoundingBox AABB : M->getBoundsBoxList())
				{
					//find the center of the node to compare with
					D3DXVECTOR3 nodeCenter = D3DXVECTOR3(corner.x + (float)(x * GRID_SIZE),
						0.0f, corner.z + (float)(z * GRID_SIZE));
					//make a bounding sphere with it
					BoundingSphere PS = BoundingSphere(nodeCenter, CLOSE_RADIUS);
					//if the AABB collides with that sphere, we can't place one here
					if (collides(AABB, PS))
					{
						canPlace = false;
						break;
					}
					if (!canPlace)
						break;
				}
				if (!canPlace)
					break;
			}
			//if no obstruction was found, place the node
			if (canPlace)
			{
				D3DXVECTOR3 position = D3DXVECTOR3(corner.x, 0.0f/*SAM:50.0f*/, corner.z)
					+ D3DXVECTOR3((float)(x * GRID_SIZE), 0.0f, (float)(z * GRID_SIZE));

#ifdef DEBUG_PATHS
				//set up the mesh if in debug
				PathNode* pn = new PathNode(L"Content/Models/ball.x", position, D3DXVECTOR3(2.0f, 2.0f, 2.0f));
#else
				//use no mesh if not in debug, this saves a lot of time loading
				PathNode* pn = new PathNode(position);
#endif
				//add new node
				mPathNodes.push_back(pn);
			}
		}
	}
	//connect the nodes to their closest neighbors
	connectPathfinding();
}
		typename std::enable_if<std::is_same<typename std::iterator_traits<Iterator>::value_type, BoundingSphere>::value, BoundingSphere>::type 
			static compute_containing_sphere(Iterator begin, Iterator end)
		{
			if (begin != end)
			{
				BoundingSphere bounds = *begin++;
				return std::accumulate(begin, end, bounds, std::ptr_fun(&compute_containing_sphere));
			}

			return BoundingSphere();
		}
Beispiel #10
0
void BVHNode<BoundingVolumeType>::RecalculateBoundingVolume()
{
    if (IsLeaf())
        return;

    m_volume = BoundingSphere(m_children[0]->m_volume, m_children[1]->m_volume);

    if (m_parent)
    {
        m_parent->RecalculateBoundingVolume();
    }
}
Beispiel #11
0
void RayTracerCuda::loadObjects(Mesh *output)
{
    for (int i = 0; i < (int)theScene->objects.size(); i++)
    {
        PMesh *theObj = theScene->objects.at(i).get();
        output[i].boundingSphere = BoundingSphere(Float3D(&theObj->boundingSphere->center), theObj->boundingSphere->radius);

        output[i].viewCenter = Float3D(&theObj->viewCenter);

        output[i].numMats = theObj->numMats;
        output[i].materials = new Material[theObj->numMats];
        for (int j = 0; j < theObj->numMats; j++)
        {
            output[i].materials[j].ka = FloatColor(&theObj->materials[j].ka);
            output[i].materials[j].kd = FloatColor(&theObj->materials[j].kd);
            output[i].materials[j].ks = FloatColor(&theObj->materials[j].ks);
            output[i].materials[j].reflectivity = FloatColor(&theObj->materials[j].reflectivity);
            output[i].materials[j].refractivity = FloatColor(&theObj->materials[j].refractivity);
            output[i].materials[j].refractiveIndex = theObj->materials[j].refractiveIndex;
            output[i].materials[j].shiny = theObj->materials[j].shiny;
        }

        output[i].numSurfs = theObj->numSurf;
        output[i].surfaces = new Surface[theObj->numSurf];

        int surfCount = 0, vertCount = 0;
        for (PMesh::SurfCell *curSurf = theObj->surfHead.get(); curSurf != nullptr; curSurf = curSurf->next.get(), surfCount++, vertCount = 0)
        {
            output[i].surfaces[surfCount].material = curSurf->material;
            output[i].surfaces[surfCount].numVerts = curSurf->numVerts;
            output[i].surfaces[surfCount].vertArray = new Float3D[curSurf->numVerts];
            output[i].surfaces[surfCount].viewNormArray = new Float3D[curSurf->numVerts];

            for (PMesh::PolyCell *curPoly = curSurf->polyHead.get(); curPoly != nullptr; curPoly = curPoly->next.get())
            {
                    PMesh::VertListCell *curVert = curPoly->vert.get();
                    Float3D v1 = Float3D(&theObj->vertArray.at(curVert->vert)->viewPos);
                    Float3D v2 = Float3D(&theObj->vertArray.at(curVert->next.get()->vert)->viewPos);
                    Float3D v3 = Float3D(&theObj->vertArray.at(curVert->next.get()->next.get()->vert)->viewPos);
                    Float3D e1 = v2.minus(&v1);
                    Float3D e2 = v3.minus(&v1);
                    output[i].surfaces[surfCount].vertArray[vertCount] = v1;
                    output[i].surfaces[surfCount].viewNormArray[vertCount++] = Float3D(&theObj->viewNormArray.at(curVert->vert));
                    output[i].surfaces[surfCount].vertArray[vertCount] = e1;
                    output[i].surfaces[surfCount].viewNormArray[vertCount++] = Float3D(&theObj->viewNormArray.at(curVert->next.get()->vert));
                    output[i].surfaces[surfCount].vertArray[vertCount] = e2;
                    output[i].surfaces[surfCount].viewNormArray[vertCount++] = Float3D(&theObj->viewNormArray.at(curVert->next.get()->next.get()->vert));
            }
        }
    }
}
Beispiel #12
0
    //----------------------------------------------------------------------------------------------
    BoundingSphere generateBoundingSphere(const std::vector<glm::vec3>& positions) {
        glm::vec3 center(0.0f, 0.0f, 0.0f);
        float radius = 0.0f;

        for (const glm::vec3& p : positions) {
            center += p;
        }
        center /= positions.size();

        for (const glm::vec3& p : positions) {
            float d = glm::distance(center, p);
            radius = glm::max(radius, d);
        }
        return BoundingSphere(center, radius);
    }
void FLightSceneInfoCompact::Init(FLightSceneInfo* InLightSceneInfo)
{
	LightSceneInfo = InLightSceneInfo;
	FSphere BoundingSphere(
		InLightSceneInfo->Proxy->GetOrigin(),
		InLightSceneInfo->Proxy->GetRadius() > 0.0f ?
			InLightSceneInfo->Proxy->GetRadius() :
			FLT_MAX
		);
	FMemory::Memcpy(&BoundingSphereVector,&BoundingSphere,sizeof(BoundingSphereVector));
	Color = InLightSceneInfo->Proxy->GetColor();
	LightType = InLightSceneInfo->Proxy->GetLightType();

	bCastDynamicShadow = InLightSceneInfo->Proxy->CastsDynamicShadow();
	bCastStaticShadow = InLightSceneInfo->Proxy->CastsStaticShadow();
	bStaticLighting = InLightSceneInfo->Proxy->HasStaticLighting();
}
void Asteroid::ResolveCollision(Asteroid& otherAsteroid)
{
   std::chrono::high_resolution_clock::time_point now = std::chrono::high_resolution_clock::now();

   if (lastCollision == &otherAsteroid)
   {
      std::chrono::high_resolution_clock::duration diff = now - lastCollisionTime;
      if (std::chrono::duration_cast<std::chrono::milliseconds>(diff).count() < 500)
      {
         return;
      }
   }

   if (otherAsteroid.lastCollision == this)
   {
      std::chrono::high_resolution_clock::duration diff = now - otherAsteroid.lastCollisionTime;
      if (std::chrono::duration_cast<std::chrono::milliseconds>(diff).count() < 500)
      {
         return;
      }
   }

   Locus::Triangle3D_t intersectingTriangle1, intersectingTriangle2;

   if ( GetAsteroidIntersection(otherAsteroid, intersectingTriangle1, intersectingTriangle2) )
   {
      Locus::FVector3 collisionPoint = Locus::Triangle3D_t::ComputeCentroid(intersectingTriangle1, intersectingTriangle2);

      Locus::FVector3 impulseDirection = NormVector(intersectingTriangle1.Normal());

      Locus::ResolveCollision(1.0f, BoundingSphere(), otherAsteroid.BoundingSphere(), collisionPoint, impulseDirection,
                              motionProperties, otherAsteroid.motionProperties);

      lastCollision = &otherAsteroid;
      otherAsteroid.lastCollision = this;

      now = std::chrono::high_resolution_clock::now();

      lastCollisionTime = now;
      otherAsteroid.lastCollisionTime = now;
   }
}
Beispiel #15
0
BoundingSphere BoundingSphere::operator+(const BoundingSphere& rh)
{
    return BoundingSphere(*this) += rh;
}
Beispiel #16
0
TEST(Camera, frustrumCreation)
{
   RendererImplementationMock renderer;
   Camera camera( "camera", renderer, Camera::PT_PERSPECTIVE );
   camera.setNearPlaneDimensions(10, 10);
   camera.setClippingPlanes(10, 100);
   camera.setFOV(90);

   Frustum frustrum;
   camera.calculateFrustum( frustrum );

   CPPUNIT_ASSERT_EQUAL(false, testCollision(frustrum, BoundingSphere(Vector(0, 0, -2), 1)));
   CPPUNIT_ASSERT_EQUAL(false, testCollision(frustrum, BoundingSphere(Vector(0, 0, 8), 1)));
   CPPUNIT_ASSERT_EQUAL(false, testCollision(frustrum, BoundingSphere(Vector(0, 0, 102), 1)));
   CPPUNIT_ASSERT_EQUAL(false, testCollision(frustrum, BoundingSphere(Vector(0, 0, 0), 1)));

   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(0, 0, 100), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(0, 0, 8), 2)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(0, 0, 10), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(0, 0, 50), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(-20, 0, 50), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(20, 0, 50), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(0, -20, 50), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(0, 20, 50), 1)));

   // camera rotated
   Quaternion rotY;
   rotY.setAxisAngle( Quad_0100, FastFloat::fromFloat( DEG2RAD( 90 ) ) );
   camera.accessLocalMtx().setRotation( rotY );

   camera.calculateFrustum( frustrum );

   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(10, 0, 0), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(100, 0, 0), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(50, 0, 0), 1)));

   // camera rotated
   rotY.setAxisAngle( Quad_0100, FastFloat::fromFloat( DEG2RAD( -90 ) ) );
   camera.accessLocalMtx().setRotation( rotY );

   camera.calculateFrustum( frustrum );

   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(-10, 0, 0), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(-100, 0, 0), 1)));
   CPPUNIT_ASSERT_EQUAL(true, testCollision(frustrum, BoundingSphere(Vector(-50, 0, 0), 1)));

}
Beispiel #17
0
BoundingSphere Light::getBoundingSphere(void) {
	return BoundingSphere(getPosition(), radius * 4.0f);
}
Beispiel #18
0
void SmokeSource::initializeBoundingSphere()
{
  glm::vec3 center(0,0,0);
  float radius = glm::length(center - glm::vec3(0.5f, 0.5f, 0.5f));
  bounding_sphere = BoundingSphere(center, radius);
}
Beispiel #19
0
 BoundingSphere P0N0T0Builder::CreateBoundingSphere() const {
     return BoundingSphere();
 }
Beispiel #20
0
void Player::update(float _dt)
{
	//do nothing if dead
	if (bIsDead)
	{
		gStateMachine->transitionState(STATE_LOSE);
		return;
	}

	Pawn::update(_dt);
	//facing controls
	if (gDInput->keyDown(DIK_Q))
	{
		gCameraMain->setAngleOffset(1.0f * _dt);
	}
	if (gDInput->keyDown(DIK_E))
	{
		gCameraMain->setAngleOffset(-1.0f * _dt);
	}


	//face towards mouse position
	float a = (float)gWindowWidth / 2.0f - gDInput->mCursorPos2D.x;
	float b = (float)gWindowHeight / 2.0f - gDInput->mCursorPos2D.y;
	float angle = atan2f(b, a) + D3DX_PI / 2.0f + gCameraMain->getAngleOffset();
	mRotation.y = angle;

	//direction controls
	bIsMoving = false;
	mVelocity = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
	if (gDInput->keyDown(DIK_W))
	{
		mVelocity += D3DXVECTOR3(0.0f, 0.0f, mSpeed);
		bIsMoving = true;
	}
	if (gDInput->keyDown(DIK_S))
	{
		mVelocity += D3DXVECTOR3(0.0f, 0.0f, -mSpeed);
		bIsMoving = true;
	}
	if (gDInput->keyDown(DIK_A))
	{
		mVelocity += D3DXVECTOR3(-mSpeed, 0.0f, 0.0f);
		bIsMoving = true;
	}
	if (gDInput->keyDown(DIK_D))
	{
		mVelocity += D3DXVECTOR3(mSpeed, 0.0f, 0.0f);
		bIsMoving = true;
	}

	if (mVelocity != D3DXVECTOR3(0.0f, 0.0f, 0.0f))
	{
		//face direction that the buttons indicate we're going
		D3DXVec3Normalize(&mVelocity, &mVelocity);
		float a = (float)gWindowWidth * 0.5f - mVelocity.x;
		float b = (float)gWindowHeight * 0.5f - mVelocity.z;
		float angle = atan2f(b, a) + /*D3DX_PI * 1.795f + */5.6391588f + 
			gCameraMain->getAngleOffset();

		//build rotation matrix
		D3DXMATRIX rot;
		D3DXMatrixRotationY(&rot, angle);
		//transform direction by rot matrix
		D3DXVECTOR4 transform;
		D3DXVec3Transform(&transform, &mVelocity, &rot);
		mVelocity = D3DXVECTOR3(transform.x, transform.y, transform.z);

		D3DXVec3Normalize(&mVelocity, &mVelocity);
		mVelocity *= mSpeed;
	}
	
	//did we collide with any level geometry?
	bool colliding = false;
	//for each colliding mesh in level
	// SAM: TODO: Hack, this is for testing
// 	mLastPosition = mPosition;
// 	mPosition += (mVelocity * _dt);
	for (Mesh* M : gCurrentLevel->getWorldGeometry())
	{
		//for each bounding box in mesh
/*		for (AxisAlignedBoundingBox2D* AABB : M->getAABBs())
		{
			colliding = collides(*AABB, BoundingSphere2D(D3DXVECTOR2(mPosition.x, mPosition.z), mRadius));
			if (colliding)
				break;
		}
		if (colliding) break;*/

		// SAM
		for (UINT i = 0; i < M->getBoundsBoxList().size(); ++i) {
			colliding = collides(AxisAlignedBoundingBox(M->getBoundsBoxList()[i]), BoundingSphere(D3DXVECTOR3(mPosition.x, mPosition.y, mPosition.z), mRadius));
			if (colliding)
				break;
		}
		if (colliding)
			break;
	}
	//move
	if (!colliding)
	{//if not colliding, update position and rotation as normal
		mLastPosition = mPosition;
		mPosition += (mVelocity * _dt);
	}
	else//if colliding, only update rotation, push position back
	{
		mPosition = mLastPosition;
	}
	mMesh->setPosRot(mPosition, mRotation);
	
	//attacks
	mAttackTime += _dt;
	//if time to attack and if didn't just click the upper right UI buttons this frame
	if (mAttackTime > mAttackDelay &&
		(
		(gDInput->mCursorPos2D.x < (0.9f * (float)gWindowWidth)) ||
		(gDInput->mCursorPos2D.y > (0.3f * (float)gWindowHeight))
		)
		)
	{
		ePAttack attackType;
		//check if button is pressed
		if (gDInput->mouseButtonDown(0))
			attackType = mLeftAttack;
		else if (gDInput->mouseButtonDown(1))
			attackType = mRightAttack;
		else
			attackType = A_NONE;

		bool attacked = false;
		if (attackType != A_NONE)
		{
			Attack* attack;
			bool canAttack = true;
			switch (attackType)
			{
			case A_MELEE:
				attack = new Attack(L"", 20.0f, 400.0f, 0.1f, true);
				gSound->getSystem()->playSound(FMOD_CHANNEL_FREE,playerAttackMelee, false, 0);
				attacked = true;
				break;
			case A_SEED:
				if (mAmmoSeeds > 0)
				{
					--mAmmoSeeds;
					attack = new Attack(L"Content/Models/ball.x", 15.0f, 600.0f, 8.0f, true, 10.0f,
						D3DXVECTOR3(4.0f, 4.0f, 4.0f));
					attack->setTextures(L"Content/Textures/tex_seed.dds", L"Content/Textures/tex_seed_n.dds");
					gSound->getSystem()->playSound(FMOD_CHANNEL_FREE,playerAttackSeed, false, 0);
					attacked = true;
				}
				break;
			case A_FIRE:
				if (mAmmoFire > 0)
				{
					--mAmmoFire;
					attack = new Attack(L"Content/Models/ball.x", 30.0f, 500.0f, 8.0f, true, 10.0f,
						D3DXVECTOR3(4.0f, 4.0f, 4.0f));
					attack->setTextures(L"Content/Textures/tex_fire.dds", L"Content/Textures/tex_fire_n.dds");
					gSound->getSystem()->playSound(FMOD_CHANNEL_FREE,playerAttackFire, false, 0);
					attacked = true;
				}
				break;
			}
			if (attacked)
			{
				attack->moveFacingDirection();
				gCurrentLevel->getAttackManager()->addAttack(attack);
			}
			mAttackTime = 0.0f;
		}
	}
}
Beispiel #21
0
 inline BoundingSphere Transform( Mat4f & trans ) {
   Vec4f pos(m_Center.ToVec3(), 1.0f);
   const Vec4f & newCenter = trans*pos;
   return BoundingSphere( newCenter.ToVec3(), m_Center[3]);
 }
Beispiel #22
0
void Hair::LoadHair(const char* hairFile) {
    ifstream in(hairFile, ios::binary);

    if (!in.good())
        return;

    //Version number
    long version;
    in.read((char*)&version, sizeof(long));

    //Number splines
    long numSplines = 0;
    in.read((char*)&numSplines, sizeof(long));

    //Read splines
    for (int i=0; i<numSplines; i++) {
        ControlHair* ch = new ControlHair();

        //Read points
        long numPoints = 0;
        in.read((char*)&numPoints, sizeof(long));

        for (int p=0; p<numPoints; p++) {
            D3DXVECTOR3 point;
            in.read((char*)&point, sizeof(D3DXVECTOR3));
            ch->AddPoint(point);
        }

        m_controlHairs.push_back(ch);
    }

    in.close();

    //Patches
    CreatePatch(1, 0, 5, 6);
    CreatePatch(2, 1, 6, 7);
    CreatePatch(3, 2, 7, 8);
    CreatePatch(4, 3, 8, 9);
    CreatePatch(6, 5, 14, 10);
    CreatePatch(7, 6, 10, 11);
    CreatePatch(8, 7, 11, 12);
    CreatePatch(9, 8, 12, 13);

    CreatePatch(15, 16, 21, 20);
    CreatePatch(16, 17, 22, 21);
    CreatePatch(17, 18, 23, 22);
    CreatePatch(18, 29, 24, 23);
    CreatePatch(20, 21, 25, 27);
    CreatePatch(21, 22, 26, 25);
    CreatePatch(22, 23, 19, 26);
    CreatePatch(23, 24, 28, 19);

    CreatePatch(29, 4, 24, 9);
    CreatePatch(24, 9, 13, 28);


    //Create head spheres
    m_headSpheres.push_back(BoundingSphere(D3DXVECTOR3(0.0f, 0.057f, -0.017f), 0.082f));
    m_headSpheres.push_back(BoundingSphere(D3DXVECTOR3(0.0f, 0.071f,  0.017f), 0.082f));
    m_headSpheres.push_back(BoundingSphere(D3DXVECTOR3(0.0f, 0.054f,  0.042f), 0.08f));
    m_headSpheres.push_back(BoundingSphere(D3DXVECTOR3(0.0f, 0.018f,  0.017f), 0.09f));
}