Beispiel #1
0
bool PhysicsEngine::CollisionWithMapSimple(PowerBall* b, Map* map, Vector3 &normalPlane)
{
	
	MaloW::Array<MeshStrip*>* temp = map->GetMesh()->GetStrips();
	//int sizeMstrip = temp->size();
	int sizeVertexS0 = temp->get(0)->getNrOfVerts();
	Vertex* verts;
	//Vector3 origin = this->GetPositionVector3();
	Vector3 origin = b->GetTempPosition();
	Vector3 dir = b->GetVelocity();
	Vector3 dirN = dir/dir.GetLength();
	verts = temp->get(0)->getVerts();
	/*
	for(int i = 0;i<sizeMstrip;i++)
	{
		
	}
	*/
	Vector3 p0,p1,p2, normal, v1,v2;
	float smalestTime = -1;
	bool firstHit = false;
	float u, v,t;
	float lengthProjN = 0;
	Vector3 p0Store, p1Store,p2Store, normalStore;
	Vector3 pos = Vector3(map->GetMesh()->GetPosition());
	Vector3 posS = b->GetTempPosition();//this->GetPositionVector3();
	Vector3 rayDirection;
	Vector3 scalingMesh = map->GetMesh()->GetScaling();

	D3DXMATRIX quat;
	D3DXMatrixRotationQuaternion(&quat, &map->GetMesh()->GetRotation()); 
	Matrix4 rotate(quat);
	rotate.TransposeThis();

	Matrix4 scaling;
	scaling.SetScale(scalingMesh);

	Matrix4 translate;
	translate.SetTranslate(pos);
	
	Matrix4 world = translate*rotate*scaling;
	
	for(int i =0; i< sizeVertexS0; i+=3)
	{
		
		/*
		p0 = Vector3(verts[i].pos).GetComponentMultiplication(scalingMesh) + pos;
		p1 = Vector3(verts[i+1].pos).GetComponentMultiplication(scalingMesh) +pos;
		p2 = Vector3(verts[i+2].pos).GetComponentMultiplication(scalingMesh) + pos;
		*/
		p0 = world*Vector3(verts[i].pos);
		p1 = world*Vector3(verts[i+1].pos);
		p2 = world*Vector3(verts[i+2].pos);

		v1 = p1-p0;
		v2 = p2-p0;
		rayDirection = v1.GetCrossProduct(v2);
		rayDirection.normalize();
		float tempLength;
		Vector3 ny;
		Vector3 projN;
		if(RayTriIntersect(origin , rayDirection, p0, p1, p2, u, v, t) )
		{
			normal = rayDirection;
			ny = origin - p0;
			projN = normal*ny.GetDotProduct(normal);
			tempLength = projN.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				smalestTime = t;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normal;
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					smalestTime = t;
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normal;
				}
			}			
		}
		// check agains all edges
		Vector3 lineDirection;
		float scalarProj;
		Vector3 projOnLine;
		Vector3 normalToLine;
		// edge 1:
		ny = origin - p0;
		lineDirection = p1 - p0;
		scalarProj = (ny.GetDotProduct(lineDirection)/lineDirection.GetLengthSquared());
		projOnLine = lineDirection * scalarProj;
		if( (scalarProj >= 0.0f) && (scalarProj <= 1) )
		{
			normalToLine = ny - projOnLine;
			tempLength = normalToLine.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normalToLine;
				normalStore.normalize();
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normalToLine;
					normalStore.normalize();
				}
			}	

		}
		// edge 2:
		ny = origin - p1;
		lineDirection = p2 - p1;
		scalarProj = (ny.GetDotProduct(lineDirection)/lineDirection.GetLengthSquared());
		projOnLine = lineDirection * scalarProj;
		if( (scalarProj >= 0.0f) && (scalarProj <= 1) )
		{
			normalToLine = ny - projOnLine;
			tempLength = normalToLine.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normalToLine;
				normalStore.normalize();
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normalToLine;
					normalStore.normalize();
				}
			}	

		}
		// edge 3:
		ny = origin - p2;
		lineDirection = p0 - p2;
		scalarProj = (ny.GetDotProduct(lineDirection)/lineDirection.GetLengthSquared());
		projOnLine = lineDirection * scalarProj;
		if( (scalarProj >= 0.0f) && (scalarProj <= 1) )
		{
			normalToLine = ny - projOnLine;
			tempLength = normalToLine.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normalToLine;
				normalStore.normalize();
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normal;
				}
			}	

		}
	}
	if(firstHit)
	{
		// for checking if the ball are in the air not turned on at the moment, 
		float eps = 0.5f; //0.001
		if( (lengthProjN < (b->GetRadius() + eps)) && (lengthProjN > (b->GetRadius() - eps)) )
		{
			b->SetNormalContact(normalStore);
			b->SetHasContact(true);
		}
		else 
		{
			b->SetNormalContact(normalStore);
			b->SetHasContact(false);
		}

		if( lengthProjN <= b->GetRadius())
		{
			Vector3 velNorm = b->GetVelocity();
			velNorm.normalize();
			
			if(normalStore.GetDotProduct(velNorm) >=0)
				return false;
	
			float diff = abs(lengthProjN- b->GetRadius());
			
			//Vector3 newPo = origin -dirN*diff;
			//Vector3 projVel = normalStore * this->mVelocity.GetDotProduct(normalStore);
			Vector3 newPo = origin + normalStore*diff;
			/*
			if( projVel.GetDotProduct(normalStore) < 0.0f)
			{
				newPo = origin - normalStore*diff;
				return false;
			}
			else
				newPo = origin + normalStore*diff;
			*/
			
			//this->SetPosition(newPo);
			b->SetTempPosition(newPo);
			normalPlane = normalStore;
			//this->mNormalContact = normalPlane;
			//this->mHasContact  = true;
			return true;
		}
		else
		{
			normalPlane = Vector3(0,0,0);
			//this->mNormalContact = normalPlane;
			//this->mHasContact  = false;
			return false;
		}
		
	}
	normalPlane = Vector3(0,0,0);
	b->SetNormalContact(normalPlane);
	//this->mHasContact  = false;
	return false;
}
Beispiel #2
0
void Map::Update(const float dt)
{
	if(this->mIsRotating)
	{		
		float angle;
		float speed = PI/26.0f;
		if(this->mTargetAngleX <0)
			angle = -speed*dt*0.001f;
		else
			angle = speed*dt*0.001f;
		Matrix3 temp;
		temp.SetRotationZ(this->mAngleZ);
		Vector3 xA = Vector3(1,0,0);
		Vector3 xAnew = temp * xA;
		this->mAngleX += angle;
		this->mMesh->RotateAxis(xAnew.GetD3DVec(), angle);
		
		if(this->mTargetAngleZ <0)
			angle = -speed*dt*0.001f;
		else
			angle = speed*dt*0.001f;
		this->mAngleZ += angle;
		this->mMesh->RotateAxis(D3DXVECTOR3(0,0,1), angle);
	}
	if(this->mMeshHotZone)
	{
		
		Vector3 scalingMesh = this->mMesh->GetScaling();
		Vector3 pos = this->mMesh->GetPosition();
		D3DXMATRIX quat;
		D3DXMatrixRotationQuaternion(&quat, &this->mMesh->GetRotation()); 
		
		Matrix4 rotate(quat);
		rotate.TransposeThis();

		Matrix4 scaling;
		scaling.SetScale(scalingMesh);

		Matrix4 translate;
		translate.SetTranslate(pos);
	
		Matrix4 rotateY;
		rotateY.SetRotationY(dt*0.001f*(PI/2.0f));
		Matrix4 newRotate = rotateY*rotate;
		
		

		Matrix4 world = translate*rotate*scaling;
		Vector3 posHotZone = Vector3(13.5f,2.5,13.5f);
		Vector3 newPos4HotZoneMesh = world * posHotZone;
		
		
		Vector4 newYrot = rotate*Vector4(0,1,0,0);
		Vector3 newYrot2 = Vector3(newYrot.x, newYrot.y, newYrot.z);


		D3DXQUATERNION q = this->mMesh->GetRotation();
		

		this->mMeshHotZone->SetQuaternion(this->mMesh->GetRotation());
		this->mAngleY += dt*0.001f*(PI/2.0f);

		this->mMeshHotZone->SetQuaternion(q);
		this->mMeshHotZone->SetPosition(newPos4HotZoneMesh.GetD3DVec());
		this->mMeshHotZone->RotateAxis(newYrot2.GetD3DVec(), this->mAngleY);
		
		Vector3 hotPos = Vector3(13.5f,4.5,13.5f);
		Vector3 newHotPos = world * hotPos;
		/* test to see that the flag mesh is not straight and thats true. */
		//this->mMeshHotZone->RotateAxis(D3DXVECTOR3(0,1,0), dt*0.001f*(PI/2.0f));
		this->mHotZonePosition = newHotPos;
	}
	float newdt = dt * 0.001f;
	float fraction = 1.0f - this->mShrink * newdt;
	this->mMesh->Scale(D3DXVECTOR3(fraction,1,fraction));
	this->mScaledRadius *= fraction;//this->mScaledRadius/this->mRadius;
}
Beispiel #3
0
//---------------------------------
//
//---------------------------------
void Matrix4::Scale(const Vector3& scale)
{
	Matrix4 scaleMatrix;
	scaleMatrix.SetScale( scale );
	*this *= scaleMatrix;
}