Ejemplo n.º 1
0
void UpdateAgentsFromCrowdData(GSceneManager* crowdEngine, map<UID, IModel*>& agentModels, map<string, float> meshScales, map<string, IMesh*> meshList, map<UID, IModel*>& DestinationVectors, map<UID, IModel*>& MovementVectors)
{
	//TODO: Find correct value for thisScale 

	gen::CMatrix3x3 tempAgentMat;
	float tempModelMat[16];

	for (auto agent : agentModels)
	{
		if (crowdEngine->GetAgentMatrix(agent.first, tempAgentMat))
		{
			float thisScale = meshScales[FindStringFromMesh(agent.second->GetMesh(), meshList)];

			agent.second->GetMatrix(tempModelMat);
			tempModelMat[0] = tempAgentMat.e00 * thisScale;
			
			tempModelMat[2] = tempAgentMat.e01 * thisScale;

			



			tempModelMat[8] = tempAgentMat.e10 * thisScale;
			
			tempModelMat[10] = tempAgentMat.e11 * thisScale;

			tempModelMat[12] = tempAgentMat.e20;
			tempModelMat[14] = tempAgentMat.e21;
			agent.second->SetMatrix(tempModelMat);
		}
	}

#ifdef DirectionVisualiserEnabled
	gen::CVector2 tempDestination;
	for (auto destinationVector : DestinationVectors)
	{
		if (crowdEngine->GetAgentDestination(destinationVector.first, tempDestination))
		{
			IModel* thisAgentModel = agentModels.at(destinationVector.first);

			//Set the vector model to the id model's position
			destinationVector.second->SetPosition(thisAgentModel->GetX(),
				thisAgentModel->GetY() + 10.0f,		//+10 to have to vector model rest atop the id model
				thisAgentModel->GetZ());

			destinationVector.second->LookAt(tempDestination.x, 10.0f, tempDestination.y);
			
			CVector2 vectorToEnd = tempDestination - CVector2(thisAgentModel->GetX(), thisAgentModel->GetZ());
			destinationVector.second->ScaleZ(vectorToEnd.Length());
		}
	}

	for (auto movementVector : MovementVectors)
	{
		//Will only fetch the results of global collision avoidance
		if (crowdEngine->GetAgentDesiredVector(movementVector.first, tempDestination))
		{
			IModel* thisAgentModel = agentModels.at(movementVector.first);

			//Set the vector model to the id model's position
			movementVector.second->SetPosition(thisAgentModel->GetX(),
				thisAgentModel->GetY() + 11.0f,		//+11 to have to vector model rest atop the id model
				thisAgentModel->GetZ());

			movementVector.second->LookAt(tempDestination.x + thisAgentModel->GetX(), 10.0f, tempDestination.y + thisAgentModel->GetZ());

			movementVector.second->ScaleZ(tempDestination.Length());
		}
	}
#endif
}
Ejemplo n.º 2
0
void UpdateAgentFromCrowdData(UID agentID, GSceneManager* crowdEngine, map<UID, IModel*>& agentModels, map<string, float> meshScales, map<string, IMesh*> meshList, map<UID, IModel*>& DestinationVectors, map<UID, IModel*>& MovementVectors)
{
	gen::CMatrix3x3 tempAgentMat;

	if (crowdEngine->GetAgentMatrix(agentID, tempAgentMat))
	{
		try		//Find the id 'holding' and set the holding skin
		{
			float tempModelMat[16];
			IModel* thisAgentModel;
			thisAgentModel = agentModels.at(agentID);

			float thisScale = meshScales[FindStringFromMesh(thisAgentModel->GetMesh(), meshList)];  

			thisAgentModel->GetMatrix(tempModelMat);
			tempModelMat[0] = tempAgentMat.e00 * thisScale;

			tempModelMat[2] = tempAgentMat.e01 * thisScale;





			tempModelMat[8] = tempAgentMat.e10 * thisScale;

			tempModelMat[10] = tempAgentMat.e11 * thisScale;

			tempModelMat[12] = tempAgentMat.e20;
			tempModelMat[14] = tempAgentMat.e21;
			thisAgentModel->SetMatrix(tempModelMat);
		}
		catch (std::out_of_range err)
		{
			cout << err.what();
		}
	}

#ifdef DirectionVisualiserEnabled
	
	gen::CVector2 tempDestination;
	if (crowdEngine->GetAgentDestination(agentID, tempDestination))
	{
		IModel* thisVectorModel;
		IModel* thisAgentModel;
		thisAgentModel = agentModels.at(agentID);
		thisVectorModel = DestinationVectors.at(agentID);
		
		//Set the vector model to the id model's position
		thisVectorModel->SetPosition(thisAgentModel->GetX(),
		thisAgentModel->GetY() + 10.0f,
		thisAgentModel->GetZ());
		
		thisVectorModel->LookAt(tempDestination.x, 10.0f, tempDestination.y);

		CVector2 vectorToEnd = tempDestination - CVector2(thisAgentModel->GetX(), thisAgentModel->GetZ());
		thisVectorModel->ScaleZ(vectorToEnd.Length());
	}

	if (crowdEngine->GetAgentDesiredVector(agentID, tempDestination))
	{
		IModel* thisVectorModel;
		IModel* thisAgentModel;
		thisAgentModel = agentModels.at(agentID);
		thisVectorModel = MovementVectors.at(agentID);

		//Set the vector model to the id model's position
		thisVectorModel->SetPosition(thisAgentModel->GetX(),
			thisAgentModel->GetY() + 10.0f,
			thisAgentModel->GetZ());

		thisVectorModel->LookAt(tempDestination.x + thisAgentModel->GetX(), 10.0f, tempDestination.y + thisAgentModel->GetZ());

		thisVectorModel->ScaleZ(tempDestination.Length());
	}
#endif
}