Example #1
0
bool KG3DScenePvsEditor::GetPlaceObjectPos(D3DXVECTOR3& vPos, KG3DSceneOutputWnd* pWnd)
{
    ASSERT(pWnd);

    if (!pWnd || !m_pPvs)
        return false;

    RECT rectWnd;
    POINT ptCursor;

    GetWindowRect(pWnd->m_hWnd, &rectWnd);
    GetCursorPos(&ptCursor);

    if (!PtInRect(&rectWnd, ptCursor))
        return false;

    D3DXVECTOR3 v1;
    D3DXVECTOR3 v2;
    D3DXVECTOR3 dir;
    const D3DXPLANE plane = D3DXPLANE(0.0f, 1.0f, 0.0f, 0.f);

    pWnd->GetPickRay(&v1, &dir, NULL); 
    v2 = v1 + (dir * 100000.0f);
    D3DXPlaneIntersectLine(&vPos, &plane, &v1, &v2);

    D3DXVECTOR3 vSrc[1] = { v1 };
    D3DXVECTOR3 vDst[1] = { v2 };
    float fDis = 0.f;

    if (m_pPvs->GetCameraNearRayIntersect(vDst, vSrc, 1, &fDis))
        vPos = vDst[0] - dir * fDis;

    return true;
}
Example #2
0
//==============================================================================
// Brief  : 衝突判定押し戻し壁擦り処理(点と面)
// Return : bool							: 衝突判定結果(true : 面の裏側)
// Arg    : D3DXVECTOR3* pPoint			: 対象点
// Arg    : D3DXVECTOR3* pVel				: 対象点速度
// Arg    : D3DXPLANE* pPlane				: 対象面
//==============================================================================
bool CCollision::IsCollidedPushAlong(D3DXVECTOR3* pPoint, D3DXVECTOR3* pVel, D3DXPLANE* pPlane)
{
	D3DXVECTOR3	m_posPoint = *pPoint + *pVel;		// 判定座標
	D3DXVECTOR3	vecNormal;						// 面の法線
	float		fDist;							// 対象間の距離

	// 判定
	fDist = D3DXPlaneDotCoord(pPlane, &m_posPoint);
	if(fDist <= 0.0f)
	{
		// 押し戻し
//		m_posPoint = *pPoint;
//		m_posPoint.y -= 1.0f;
		D3DXPlaneIntersectLine(pPoint, pPlane, pPoint, &m_posPoint);

		// 速度設定
		vecNormal.x = pPlane->a;
		vecNormal.y = pPlane->b;
		vecNormal.z = pPlane->c;
		*pVel += -D3DXVec3Dot(pVel, &vecNormal) * vecNormal;

		// 当たっている
		return true;
	}

	// 当たっていない
	return false;
}
Example #3
0
bool TerrainRenderablePlane::RayHit(HippoRay* ray,D3DXVECTOR3* insertPoint)
{
	auto end=ray->GetEndPoint(100000.f);
	auto* insertpoint=D3DXPlaneIntersectLine(insertPoint,&m_phy_shape,&ray->m_OrgPos,&end);

	return insertpoint!=0;
}
//----------------------------------------------------------------------------//
void Direct3D10RenderTarget::unprojectPoint(const GeometryBuffer& buff,
                                            const Vector2& p_in,
                                            Vector2& p_out) const
{
    if (!d_matrixValid)
        updateMatrix();

    const Direct3D10GeometryBuffer& gb =
        static_cast<const Direct3D10GeometryBuffer&>(buff);

    D3D10_VIEWPORT vp;
    setupViewport(vp);

    D3DXVECTOR3 in_vec;
    in_vec.z = 0.0f;

    // project points to create a plane orientated with GeometryBuffer's data
    D3DXVECTOR3 p1;
    D3DXVECTOR3 p2;
    D3DXVECTOR3 p3;
    in_vec.x = 0;
    in_vec.y = 0;
    D3DXVec3Project(&p1, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    in_vec.x = 1;
    in_vec.y = 0;
    D3DXVec3Project(&p2, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    in_vec.x = 0;
    in_vec.y = 1;
    D3DXVec3Project(&p3, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    // create plane from projected points
    D3DXPLANE surface_plane;
    D3DXPlaneFromPoints(&surface_plane, &p1, &p2, &p3);

    // unproject ends of ray
    in_vec.x = vp.Width * 0.5f;
    in_vec.y = vp.Height * 0.5f;
    in_vec.z = -d_viewDistance;
    D3DXVECTOR3 t1;
    D3DXVec3Unproject(&t1, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    in_vec.x = p_in.d_x;
    in_vec.y = p_in.d_y;
    in_vec.z = 0.0f;
    D3DXVECTOR3 t2;
    D3DXVec3Unproject(&t2, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    // get intersection of ray and plane
    D3DXVECTOR3 intersect;
    D3DXPlaneIntersectLine(&intersect, &surface_plane, &t1, &t2);

    p_out.d_x = intersect.x;
    p_out.d_y = intersect.y;
}
Example #5
0
Ray OBB::GetContactPoint(Ray &ray) {
    D3DXMATRIX p, r, world, invWorld;
    D3DXMatrixTranslation(&p, m_pos.x, m_pos.y, m_pos.z);
    D3DXMatrixRotationQuaternion(&r, &m_rot);

    D3DXMatrixMultiply(&world, &r, &p);
    D3DXMatrixInverse(&invWorld, NULL, &world);

    D3DXVECTOR3 org, dir;
    D3DXVec3TransformCoord(&org, &ray.m_org, &invWorld);
    D3DXVec3TransformNormal(&dir, &ray.m_dir, &invWorld);

    D3DXPLANE planes[] = {D3DXPLANE(0.0f, 0.0f, -1.0f, -m_size.z),
                          D3DXPLANE(0.0f, 0.0f, 1.0f,  -m_size.z),
                          D3DXPLANE(0.0f, -1.0f, 0.0f, -m_size.y),
                          D3DXPLANE(0.0f, 1.0f, 0.0f,  -m_size.y),
                          D3DXPLANE(-1.0f, 0.0f, 0.0f, -m_size.x),
                          D3DXPLANE(1.0f, 0.0f, 0.0f,  -m_size.x)
                         };

    D3DXVECTOR3 result, normal;
    int numPlanes = 0;
    int numIntersections = 0;

    for (int i=0; i<6; i++) {
        float d = org.x * planes[i].a +
                  org.y * planes[i].b +
                  org.z * planes[i].c;

        if (d > -planes[i].d) {
            D3DXVECTOR3 r;
            if (D3DXPlaneIntersectLine(&r, &planes[i], &org, &(org + dir * 1000.0f)) != NULL) {
                numPlanes++;

                if (abs(r.x) <= m_size.x &&
                        abs(r.y) <= m_size.y &&
                        abs(r.z) <= m_size.z) {
                    D3DXVec3TransformCoord(&r, &r, &world);
                    result = r;
                    normal = D3DXVECTOR3(planes[i].a, planes[i].b, planes[i].c);
                    numIntersections++;
                }
            }
        }
    }

    if (numIntersections == 0) {
        //Warning! OBB No Intersections!
        return Ray(ray.m_org, -ray.m_dir);
    }

    D3DXVec3Normalize(&normal, &normal);
    D3DXVec3TransformNormal(&normal, &normal, &world);

    return Ray(result, normal);
}
Example #6
0
bool KG3DScenePvsEditor::GetPlacePortalPos(D3DXVECTOR3& vPos, KG3DSceneOutputWnd* pWnd, KG3DPvsPortal* ptl)
{
    ASSERT(pWnd);

    if (!pWnd || !m_pPvs || !ptl)
        return false;

    RECT rectWnd;
    POINT ptCursor;

    GetWindowRect(pWnd->m_hWnd, &rectWnd);
    GetCursorPos(&ptCursor);

    if (!PtInRect(&rectWnd, ptCursor))
        return false;

    D3DXVECTOR3 v1;
    D3DXVECTOR3 v2;
    D3DXVECTOR3 dir;
    const D3DXPLANE plane = D3DXPLANE(0.0f, 1.0f, 0.0f, 0.f);

    pWnd->GetPickRay(&v1, &dir, NULL); 
    v2 = v1 + (dir * 100000.0f);
    D3DXPlaneIntersectLine(&vPos, &plane, &v1, &v2);

    D3DXVECTOR3 vScal;
    ptl->GetScaling(&vScal);
    vScal *= 0.5f;

    D3DXVECTOR3 vSrc[5] = 
    {
        v1,
        v1 - pWnd->GetCamera().GetCameraRight() * vScal.x + pWnd->GetCamera().GetCameraUp() * vScal.y,
        v1 + pWnd->GetCamera().GetCameraRight() * vScal.x + pWnd->GetCamera().GetCameraUp() * vScal.y,
        v1 + pWnd->GetCamera().GetCameraRight() * vScal.x - pWnd->GetCamera().GetCameraUp() * vScal.y,
        v1 - pWnd->GetCamera().GetCameraRight() * vScal.x - pWnd->GetCamera().GetCameraUp() * vScal.y
    };

    D3DXVECTOR3 vDst[5] = 
    {
        v2,
        v2 - pWnd->GetCamera().GetCameraRight() * vScal.x + pWnd->GetCamera().GetCameraUp() * vScal.y,
        v2 + pWnd->GetCamera().GetCameraRight() * vScal.x + pWnd->GetCamera().GetCameraUp() * vScal.y,
        v2 + pWnd->GetCamera().GetCameraRight() * vScal.x - pWnd->GetCamera().GetCameraUp() * vScal.y,
        v2 - pWnd->GetCamera().GetCameraRight() * vScal.x - pWnd->GetCamera().GetCameraUp() * vScal.y
    };

    float fDis = 0.f;

    if (m_pPvs->GetCameraNearRayIntersect(vDst, vSrc, 5, &fDis))
        vPos = v2 - dir * fDis;

    return true;
}
Example #7
0
// Project the mouse cursor from screen space to object space
void EditExt::ProjectScreenToWorld(D3DXVECTOR3* pOut, float screenX, float screenY, float worldZ)
{
	D3DXVECTOR3 lineBegin, lineEnd;

	// Unproject the near and far points given by the screen X,Y coords
	D3DXVECTOR3 screenSpace(screenX, screenY, 0.0f);
	D3DXVec3Unproject(&lineBegin, &screenSpace, &viewport, &projection_matrix, &view_matrix, &worldMatrix);
	screenSpace.z = 1.0f;
	D3DXVec3Unproject(&lineEnd, &screenSpace, &viewport, &projection_matrix, &view_matrix, &worldMatrix);

	// Using a plane intersection, we can determine the object space coordinates of the screen space coords
	// at a certain Z depth, intersecting the line given above.
	orig.z = worldZ;
	D3DXPlaneFromPointNormal(&plane, &orig, &normal);
	D3DXPlaneIntersectLine(pOut, &plane, &lineBegin, &lineEnd);
}
Example #8
0
BOOL KG3DBaseCoordImp::IntersectPlaneAndFindPoint( KG3DCOORD WhichCoord
														  , const D3DXVECTOR3& Center
														  , const D3DXVECTOR3& vSrc
														  , const D3DXVECTOR3& vDir
														  , D3DXVECTOR3& vInter )
{

	_ASSERTE(WhichCoord >= KG3DCOORD_FIRST_AXIS && WhichCoord <= KG3DCOORD_INTEGRATION);

	D3DXPLANE planeUse;
	if(WhichCoord >= KG3DCOORD_FIRST_AXIS && WhichCoord < KG3DCOORD_FIRST_AXIS + KG3DCOORD_AXIS_COUNT)
	{
		//如果选中的是线,那么找过这条线和发射线垂直的面,然后求交点
		const D3DXVECTOR3& vAxis = D3DXVec3GetNormalOfPlane(WhichCoord - KG3DCOORD_FIRST_AXIS);
		D3DXVECTOR3 vUp;
		D3DXVec3Cross(&vUp, &vAxis, &vDir);

		D3DXVECTOR3 vNormalOfBestPlane;
		D3DXVec3Cross(&vNormalOfBestPlane, &vUp, &vAxis);

		D3DXVec3Normalize(&vNormalOfBestPlane, &vNormalOfBestPlane);

		D3DXPlaneFromPointNormal(&planeUse, &Center, &vNormalOfBestPlane);
	}
	else if(WhichCoord >= KG3DCOORD_FIRST_PLANE && WhichCoord < KG3DCOORD_FIRST_PLANE + KG3DCOORD_PLANE_COUNT)
	{
		const D3DXVECTOR3& NormalUse = D3DXVec3GetNormalOfPlane(WhichCoord - KG3DCOORD_FIRST_PLANE);
		D3DXPlaneFromPointNormal(&planeUse, &Center, &NormalUse);
	}
	else if (WhichCoord == KG3DCOORD_INTEGRATION)
	{
		const D3DXPLANE planeIntergration = GetPlaneIntergration();
		const D3DXVECTOR3& NormalUse = (const D3DXVECTOR3&)planeIntergration;

		D3DXPlaneFromPointNormal(&planeUse, &Center, &NormalUse);
	}
	else
	{
		return FALSE;
	}

	const FLOAT someLargeLength = 100000.f;
	return NULL != D3DXPlaneIntersectLine(&vInter, &planeUse, &vSrc, &(vSrc + vDir * someLargeLength));
}
Example #9
0
BOOL cCollision::IntersectLinePlane( cLine& Line,cPlane& TargetPlane,D3DXVECTOR3* pCrossPos/*=NULL*/ ,D3DXVECTOR3* pReflectionVec/*=NULL*/)
{	
	D3DXVECTOR3 posCross;
	D3DXPLANE tempPlane(TargetPlane.GetNormal().x,TargetPlane.GetNormal().y,TargetPlane.GetNormal().z,TargetPlane.GetDistance());
	//평면 교점 구하기
	if ( NULL ==  D3DXPlaneIntersectLine(&posCross,&tempPlane,&Line.GetStart(),&D3DXVECTOR3(Line.GetDirection()+Line.GetStart())) )
		return FALSE;
	
	//반사벡터 구하기
	if (pReflectionVec!=NULL)
	{
		D3DXVECTOR3 CrossNormal,vecLineStartToCross;	
		vecLineStartToCross = posCross - Line.GetStart();
		*pReflectionVec =  (2.0f * TargetPlane.GetNormal()) + vecLineStartToCross;
	}


	return TRUE;
}
Example #10
0
//==============================================================================
// Brief  : 衝突判定押し戻し壁擦り速度保存処理(点と球状地形)
// Return : bool							: 衝突判定結果(true : 面の裏側)
// Arg    : D3DXVECTOR3* pPoint			: 対象点
// Arg    : D3DXVECTOR3* pVel				: 対象点速度
// Arg    : D3DXPLANE* pPlane				: 対象面
//==============================================================================
bool CCollision::IsCollidedPushAlongConservationSphereField(D3DXVECTOR3* pPoint, D3DXVECTOR3* pVel, D3DXPLANE* pPlane)
{
	D3DXVECTOR3	m_posPoint = *pPoint + *pVel;		// 判定座標
	D3DXVECTOR3	vecNormal;						// 面の法線
	D3DXVECTOR3 vecAlong;						// 壁擦り速度ベクトル
	float		fDist;							// 対象間の距離
	float		fMagVel;						// 速度の大きさ
	float		fMagVelAlong;					// 壁擦り速度の大きさ

	// 判定
	fDist = D3DXPlaneDotCoord(pPlane, &m_posPoint);
	if(fDist <= 0.0f)
	{
		// 押し戻し
		m_posPoint = 2.0f * *pPoint;
		m_posPoint.y -= 1.0f;
		D3DXPlaneIntersectLine(pPoint, pPlane, pPoint, &m_posPoint);

		// 速度設定
		fMagVel = D3DXVec3Length(pVel);
		vecNormal.x = pPlane->a;
		vecNormal.y = pPlane->b;
		vecNormal.z = pPlane->c;
		vecAlong = *pVel + (-D3DXVec3Dot(pVel, &vecNormal) * vecNormal);
		fMagVelAlong = D3DXVec3Length(&vecAlong);
		if(fMagVelAlong >= 0.001f)
		{
			vecAlong *= fMagVel / D3DXVec3Length(&vecAlong);
		}
		else
		{
			vecAlong = -*pVel;
		}
		*pVel = vecAlong;

		// 当たっている
		return true;
	}

	// 当たっていない
	return false;
}
Example #11
0
CollideInfo * CBoundBox::CheckCollide( D3DXVECTOR3 *vSrcPos, CBoundBox *pBoundBox )
{
	m_pCollideInfo->m_bCollided = false;
	m_pCollideInfo->m_pPlane = NULL;

	static float length,currLength;
	static int index;
	
	length = 0.f;
	currLength = 0.f;
	index = 0;

	D3DXVECTOR3 *vSrcPoints = pBoundBox->GetTrueVertices();
	for( int i = 0; i < 8; i++ )
	{
		if( DeterminePointInBox( vSrcPoints ) )
		{
			m_pCollideInfo->m_bCollided = true;
			break;
		}
		vSrcPoints++;
	}

	if( m_pCollideInfo->m_bCollided )
	{
		D3DXVECTOR3 vOut;
		for( int i = 0; i < 4; i++ )
		{
			D3DXPlaneIntersectLine( &vOut, m_pPlaneSides[i], vSrcPos, &m_vCenterPoint );
			currLength = D3DXVec3Length( &( vOut - *vSrcPos) );
			if( i == 0 )
				length = currLength;
			if( currLength < length ){
				length = currLength;
				index = i;
			}
		}
		m_pCollideInfo->m_pPlane = m_pPlaneSides[index];
	}

	return m_pCollideInfo;
}
Example #12
0
//==============================================================================
// Brief  : 衝突判定押し戻し停止処理(点と面)
// Return : bool							: 衝突判定結果(true : 面の裏側)
// Arg    : D3DXVECTOR3* pPoint			: 対象点
// Arg    : D3DXVECTOR3* pVel				: 対象点速度
// Arg    : D3DXPLANE* pPlane				: 対象面
//==============================================================================
bool CCollision::IsCollidedPushStop(D3DXVECTOR3* pPoint, D3DXVECTOR3* pVel, D3DXPLANE* pPlane)
{
	D3DXVECTOR3	m_posPoint = *pPoint + *pVel;		// 判定座標
	float		fDist;							// 対象間の距離

	// 判定
	fDist = D3DXPlaneDotCoord(pPlane, &m_posPoint);
	if(fDist <= 0.0f)
	{
		// 押し戻し
//		m_posPoint = *pPoint;
//		m_posPoint.y -= 1.0f;
		D3DXPlaneIntersectLine(pPoint, pPlane, pPoint, &m_posPoint);

		// 当たっている
		return true;
	}

	// 当たっていない
	return false;
}
Example #13
0
void FieldSector::generateHeights()
{
	if(m_heights)
		return;
	m_heights = new D3DXFLOAT16[g_grassSectorSize * g_grassSectorSize];
	TerrainVertex *terrainVertices = core.game->getWorld()->getTerrainManager()->m_vertices;
	int terrainWidth = core.game->getWorld()->getTerrainManager()->m_size;
	float coordinatesModifier = g_grassTileSize / core.game->getWorld()->getTerrainManager()->m_hmGeoStep;
	for(int y = 0; y < g_grassSectorSize; y++)
	{
		for(int x = 0; x < g_grassSectorSize; x++)
		{
			float terrainGrassProportion = g_grassTileSize / core.game->getWorld()->getTerrainManager()->m_hmGeoStep;
			//terrainGrassProportion = 0.5f;
			/// filling heightmap with data up
			D3DXPLANE plane;

			int X = x + m_posX;
			int Y = y + m_posY;
			Vec3 p1 = terrainVertices[(int)(Y*terrainGrassProportion)*terrainWidth+(int)(X*terrainGrassProportion)].pos;
			Vec3 p2 = terrainVertices[(int)((Y*terrainGrassProportion)+1)*terrainWidth+(int)(X*terrainGrassProportion)].pos;
			Vec3 p3 = terrainVertices[(int)(Y*terrainGrassProportion)*terrainWidth+(int)(X*terrainGrassProportion)+1].pos;
			Vec3 p4 = terrainVertices[(int)(Y*terrainGrassProportion+1)*terrainWidth+(int)(X*terrainGrassProportion)+1].pos;

			Vec3 resultPos;
			Vec3 upPoint = Vec3((X)*g_grassTileSize, 2000, (Y)*g_grassTileSize);
			Vec3 downPoint = Vec3((X)*g_grassTileSize, -2000, (Y)*g_grassTileSize);

			f32 pU, pV, pDist;

			if(D3DXIntersectTri(&p1, &p2, &p3, &upPoint, &Vec3(0,-1,0), &pU, &pV, &pDist))
				D3DXPlaneFromPoints(&plane, &p1, &p2, &p3);
			else if(D3DXIntersectTri(&p2, &p3, &p4, &upPoint, &Vec3(0,-1,0), &pU, &pV, &pDist))
				D3DXPlaneFromPoints(&plane, &p2, &p3, &p4);	

			D3DXPlaneIntersectLine(&resultPos, &plane, &upPoint, &downPoint);
			D3DXFloat32To16Array(&m_heights[y * g_grassSectorSize + x], &resultPos.y, 1);
		}
	}
}
Example #14
0
/**
* CABT::splitTriangle
* @date Modified Apr 18, 2006
*/
void CABT::splitTriangle(CMesh::SVertex* pVertex, SPlane& oPlane, std::vector<CMesh::SVertex>& vFront, std::vector<CMesh::SVertex>& vBack)
{
	unsigned int nResA, nResB;
	CMesh::SVertex vA, vB;

	vA = pVertex[2];
	nResA = getPointClassification(vA.vPosition, oPlane);

	std::vector<CMesh::SVertex> vFrontFaces, vBackFaces;

	// Check triangle edges
	for(unsigned int i = 0; i < 3; ++i)
	{
		// Get the next triangle point
		vB = pVertex[i];
		nResB = getPointClassification(vB.vPosition, oPlane);

		if(nResB == PT_FRONT)
		{
			if(nResA == PT_BACK)
			{
				// Find intersection
				D3DXVECTOR3 vIntersect;
				D3DXPLANE oDXPlane;
				D3DXPlaneIntersectLine(&vIntersect, D3DXPlaneFromPointNormal(&oDXPlane, &oPlane.point, &oPlane.normal), &vA.vPosition, &vB.vPosition);

				// Calculate interpolation factor
				D3DXVECTOR3 vNew, vWhole;
				D3DXVec3Subtract(&vNew, &vA.vPosition, &vIntersect);
				D3DXVec3Subtract(&vWhole, &vA.vPosition, &vB.vPosition);
				float fFactor = D3DXVec3Length(&vNew) / D3DXVec3Length(&vWhole);

				// Interpolate vertex data.
				CMesh::SVertex vNewVertex;
				D3DXCOLOR oColor;
				vNewVertex.vPosition = vIntersect;
				D3DXVec3Lerp(&vNewVertex.vNormal, &vA.vNormal, &vB.vNormal, fFactor);
				D3DXVec2Lerp(&vNewVertex.vTexCoord0, &vA.vTexCoord0, &vB.vTexCoord0, fFactor);
				D3DXColorLerp(&oColor, &D3DXCOLOR(vA.Color), &D3DXCOLOR(vB.Color), fFactor);
				vNewVertex.Color = oColor;
				
				vFrontFaces.push_back(vNewVertex);
				vBackFaces.push_back(vNewVertex);
			}

			vFrontFaces.push_back(vB);
		}
		else if(nResB == PT_BACK)
		{
			if(nResA == PT_FRONT)
			{
				// Find intersection
				D3DXVECTOR3 vIntersect;
				D3DXPLANE oDXPlane;
				D3DXPlaneIntersectLine(&vIntersect, D3DXPlaneFromPointNormal(&oDXPlane, &oPlane.point, &oPlane.normal), &vA.vPosition, &vB.vPosition);

				// Calculate interpolation factor
				D3DXVECTOR3 vNew, vWhole;
				D3DXVec3Subtract(&vNew, &vA.vPosition, &vIntersect);
				D3DXVec3Subtract(&vWhole, &vA.vPosition, &vB.vPosition);
				float fFactor = D3DXVec3Length(&vNew) / D3DXVec3Length(&vWhole);

				// Interpolate vertex data.
				CMesh::SVertex vNewVertex;
				D3DXCOLOR oColor;
				vNewVertex.vPosition = vIntersect;
				D3DXVec3Lerp(&vNewVertex.vNormal, &vA.vNormal, &vB.vNormal, fFactor);
				D3DXVec2Lerp(&vNewVertex.vTexCoord0, &vA.vTexCoord0, &vB.vTexCoord0, fFactor);
				D3DXColorLerp(&oColor, &D3DXCOLOR(vA.Color), &D3DXCOLOR(vB.Color), fFactor);
				vNewVertex.Color = oColor;

				vFrontFaces.push_back(vNewVertex);
				vBackFaces.push_back(vNewVertex);
			}
			vBackFaces.push_back(vB);
		}
		else
		{
			vFrontFaces.push_back(vB);
			vBackFaces.push_back(vB);
		}

		// Next Edge
		vA = vB;
		nResA = nResB;
	}

	// Make a triangle list out of the the vertices created.
	for(unsigned int i = 1; i < vFrontFaces.size() - 1; ++i)
	{
		vFront.push_back(vFrontFaces[0]);
		vFront.push_back(vFrontFaces[i]);
		vFront.push_back(vFrontFaces[i+1]);
	}

	for(unsigned int i = 1; i < vBackFaces.size() - 1; ++i)
	{
		vBack.push_back(vBackFaces[0]);
		vBack.push_back(vBackFaces[i]);
		vBack.push_back(vBackFaces[i+1]);
	}
}
Example #15
0
HRESULT KG3DRotationCoordinateOld::FrameMove()
{
    HRESULT hResult  = E_FAIL;
    HRESULT hRetCode = E_FAIL;
    IEKG3DSceneOutputWnd *piCurOutputWnd = NULL;

    D3DXVECTOR3 vCoordX;
    D3DXVECTOR3 vCoordY;
    D3DXVECTOR3 vCoordZ;

    switch (m_dwMode) 
    {
    case KG3DCOORD_WORLD:
        {
           /* D3DXMATRIX matEntity = m_EntityList.GetWorldMatrix();
            D3DXMatrixIdentity(&m_matCoord);
            m_matCoord._41 = matEntity._41;
            m_matCoord._42 = matEntity._42;
            m_matCoord._43 = matEntity._43;*/

			D3DXVECTOR3 vCenter(0,0,0);
			KSF::GetSelectionCenter(m_pAttachScene->GetSelectionTool(), vCenter);
			D3DXMatrixTranslation(&m_matCoord, vCenter.x, vCenter.y, vCenter.z);
        }
        break;
    case KG3DCOORD_LOCAL :
        {
            //m_matCoord = m_EntityList.GetWorldMatrix();
			D3DXVECTOR3 vCenter(0,0,0);
			KSF::GetSelectionCenter(m_pAttachScene->GetSelectionTool(), vCenter);
			D3DXMatrixTranslation(&m_matCoord, vCenter.x, vCenter.y, vCenter.z);

            D3DXVECTOR3 t;
            D3DXVECTOR3 s;
            D3DXMATRIX  q;
            D3DXMATRIX  m;
            MatrixExract(s, t, q, &m_matCoord);
            D3DXMatrixTranslation(&m, t.x, t.y, t.z);
            m_matCoord = q * m;
        }
        break;
    default :
        ASSERT(false);
        break;
    }

    vCoordX = D3DXVECTOR3(m_matCoord._11, m_matCoord._12, m_matCoord._13);
    vCoordY = D3DXVECTOR3(m_matCoord._21, m_matCoord._22, m_matCoord._23);
    vCoordZ = D3DXVECTOR3(m_matCoord._31, m_matCoord._32, m_matCoord._33);


    if (!m_nMoveFlag && m_pAttachScene && m_pCoordMesh && /*m_EntityList.GetSize()*/0 != m_pAttachScene->GetSelectionTool().GetSelectionCount())
    {
        D3DXVECTOR3 vOrg;
        D3DXVECTOR3 vDir;

        hRetCode = m_pAttachScene->GetCurOutputWnd(&piCurOutputWnd);
        KGLOG_COM_PROCESS_ERROR(hRetCode);
        piCurOutputWnd->GetPickRay(&vOrg, &vDir, NULL);
        D3DXVec3Normalize(&vDir, &vDir);
        m_dwCurrSelCoord = GetSelCoord(vOrg, vDir);

    }

    if (m_nMoveFlag && m_pAttachScene && m_pCoordMesh && /*m_EntityList.GetSize()*/0 != m_pAttachScene->GetSelectionTool().GetSelectionCount())
    {
        D3DXVECTOR3 vModelPosition;
        D3DXVECTOR3 vOrg;
        D3DXVECTOR3 vDir;
        D3DXVECTOR3 vCurrOrig;
        D3DXMATRIX  matWorldMatrix;

        hRetCode = m_pAttachScene->GetCurOutputWnd(&piCurOutputWnd);
        KG_PROCESS_ERROR(piCurOutputWnd);
        piCurOutputWnd->GetPickRay(&vOrg, &vDir, NULL);

        matWorldMatrix = m_matEntityWorld;

        vModelPosition.x = matWorldMatrix._41;
        vModelPosition.y = matWorldMatrix._42;
        vModelPosition.z = matWorldMatrix._43;

        D3DXVECTOR3 vCurrCross;
        KG_PROCESS_ERROR(
            D3DXPlaneIntersectLine(
                &vCurrCross, 
                &m_currSelPane,
                &vOrg,
                &(vOrg + vDir * 10000000.0f)
                )
            );
      

        D3DXVECTOR3 vCurrDir;
        D3DXVECTOR3 vPrevDir;

        D3DXVec3Normalize(&vCurrDir, &(vCurrCross   - vModelPosition));
        D3DXVec3Normalize(&vPrevDir, &(m_vPrevCross - vModelPosition)); 

        D3DXVECTOR3 vCross;
        FLOAT fDot = D3DXVec3Dot(&vCurrDir, &vPrevDir);
        if (fDot > 1.0f)
            fDot = 1.0f;
        D3DXVec3Cross(&vCross, &vCurrDir, &vPrevDir);
        FLOAT fAngel = 0.0f;
        D3DXVec3Normalize(&vCross, &vCross);
        D3DXVec3Normalize(&m_currSelNormal, &m_currSelNormal);

        if (fabs(D3DXVec3Dot(&vCross, &m_currSelNormal) - 1) <= 0.05)
            fAngel = -acosf(fDot);
        else
            fAngel =  acosf(fDot);

        D3DXMATRIX mat;
        switch (m_dwCurrSelCoord)
        {
        case 0 :
            D3DXMatrixRotationAxis(&mat, &vCoordY, fAngel);
            m_fAngelY += fAngel;
            break;
        case 1 :
            D3DXMatrixRotationAxis(&mat, &vCoordX, fAngel);
            m_fAngelX += fAngel;
            break;
        case 2 :
            D3DXMatrixRotationAxis(&mat, &vCoordZ, fAngel);
            m_fAngelZ += fAngel;
            break;
        default :
            break;
        }

        //m_EntityList.Rotation(mat);
		KSF::SelectionRotationEntity(m_pAttachScene->GetSelectionTool(), mat);

        m_vPrevCross = vCurrCross;
    }

    IEKG3DSceneEditorBase* pEditorBase = NULL;
    m_pAttachScene->GetSceneEditorBase(&pEditorBase);
    if (pEditorBase)
        pEditorBase->SetRtsActive(m_dwCurrSelCoord != 0xffffffff);

    hResult = S_OK;
Exit0:
    return hResult;

}
Example #16
0
HRESULT KG3DRotationCoordinateOld::RotateBegin()
{
 
	//m_matEntityWorld = m_EntityList.GetWorldMatrix();
	{
		D3DXVECTOR3 vCenter(0,0,0);
		KSF::GetSelectionCenter(m_pAttachScene->GetSelectionTool(), vCenter);
		D3DXMatrixTranslation(&m_matEntityWorld, vCenter.x, vCenter.y, vCenter.z);
	}

	m_vBeginCross.x = m_matEntityWorld._41;
	m_vBeginCross.y = m_matEntityWorld._42;
	m_vBeginCross.z = m_matEntityWorld._43;

	m_vPrevCross = m_vBeginCross;

    HRESULT hResult  = E_FAIL;
    HRESULT hRetCode = E_FAIL;

    D3DXVECTOR3 vOrg;
    D3DXVECTOR3 vDir;

    D3DXMATRIX  matWorldInv;

    D3DXVECTOR3  vCrossXZ;
    D3DXVECTOR3  vCrossYZ;
    D3DXVECTOR3  vCrossXY;

    D3DXPLANE    planeXZ;
    D3DXPLANE    planeXY;
    D3DXPLANE    planeYZ;

    D3DXVECTOR3  vPoint = D3DXVECTOR3(m_matCoord._41, m_matCoord._42, m_matCoord._43);
    D3DXVECTOR3  vNorXZ = D3DXVECTOR3(m_matCoord._21, m_matCoord._22, m_matCoord._23);
    D3DXVECTOR3  vNorXY = D3DXVECTOR3(m_matCoord._31, m_matCoord._32, m_matCoord._33);
    D3DXVECTOR3  vNorYZ = D3DXVECTOR3(m_matCoord._11, m_matCoord._12, m_matCoord._13);

    D3DXVECTOR3 vCross;
    IEKG3DSceneOutputWnd *piCurOutputWnd = NULL;


    KG_PROCESS_ERROR(m_dwCurrSelCoord != 0xFFFFFFFF);
    //KG_PROCESS_ERROR(m_pAttachScene);
    //KG_PROCESS_ERROR(m_EntityList.GetSize());

	_ASSERTE(NULL != m_pAttachScene);
	KG_PROCESS_ERROR(0 != m_pAttachScene->GetSelectionTool().GetSelectionCount());

    hRetCode = m_pAttachScene->GetCurOutputWnd(&piCurOutputWnd);
    KGLOG_COM_PROCESS_ERROR(hRetCode);

    piCurOutputWnd->GetPickRay(&vOrg, &vDir, NULL);

    D3DXPlaneFromPointNormal(
        &planeXZ,
        &vPoint,
        &vNorXZ
        );
    D3DXPlaneFromPointNormal(
        &planeXY,
        &vPoint,
        &vNorXY
        );
    D3DXPlaneFromPointNormal(
        &planeYZ,
        &vPoint,
        &vNorYZ
        );

    D3DXPlaneNormalize(&planeYZ, &planeYZ);
    D3DXPlaneNormalize(&planeXZ, &planeXZ);
    D3DXPlaneNormalize(&planeXY, &planeXY);

    switch (m_dwCurrSelCoord)
    {
    case 0 :    // y
        KG_PROCESS_ERROR(
            D3DXPlaneIntersectLine(
                &vCross, 
                &planeXZ,
                &vOrg,
                &(vOrg + vDir * 10000000.0f)
                )
            );
        m_vPrevCross    = vCross;
        m_currSelPane   = planeXZ;
        m_currSelNormal = vNorXZ;
        break;
    case 1 :    // x
        KG_PROCESS_ERROR(
            D3DXPlaneIntersectLine(
                &vCross, 
                &planeYZ,
                &vOrg,
                &(vOrg + vDir * 10000000.0f)
                )
            );
        m_vPrevCross    = vCross;
        m_currSelPane   = planeYZ;
        m_currSelNormal = vNorYZ;
        break;
    case 2 :    // z
        KG_PROCESS_ERROR(
            D3DXPlaneIntersectLine(
                &vCross, 
                &planeXY,
                &vOrg,
                &(vOrg + vDir * 10000000.0f)
                )
            );
        m_vPrevCross    = vCross;
        m_currSelPane   = planeXY;
        m_currSelNormal = vNorXY;
        break;
    default :
        ASSERT(FALSE);
        break;
    }
    m_vBeginCross = m_vPrevCross;

  
    m_fAngelX = 0.0f;
    m_fAngelY = 0.0f;
    m_fAngelZ = 0.0f;

    m_nMoveFlag = TRUE;
    hResult = S_OK;
Exit0:
    return hResult;
}
Example #17
0
void Character::Move( Real FrameTime, WorldManager* SM )
{

	//declarations
	Real Slope;
	Vector3D SlopeNormal;
	D3DXPLANE TestPlane;

	
	//Move the object down from gravity.
	TargetVelocity.y -= (GRAVITY/2) * FrameTime;

	if(TargetVelocity.y < -GRAVITY)
		TargetVelocity.y = -GRAVITY;

	
	//find the objects current altitude.
	Real GetHeightValue = SM->GetHeightValue(Location);
	

	//Move the object based on the velocity	
	if(fabs(TargetVelocity.x) > 1 || fabs(TargetVelocity.z) > 1)
	{
		Location.x += TargetVelocity.x * FrameTime;
		Location.z += TargetVelocity.z * FrameTime;
	}

	if(fabs(TargetVelocity.y) > .2f)
		Location.y += TargetVelocity.y * FrameTime;
	   
	Real NewHeight = SM->GetHeightValue(Location, &Slope, &SlopeNormal, &TestPlane);

	//adjust the objects height if it's falling through
	//the ground
	if(Location.y< NewHeight)
	{

		if(Slope > .8f)
		{
			Real UpSpeed = (NewHeight-Location.y)*12;

			Location.y+= UpSpeed*FrameTime;

			if(Location.y > NewHeight)
				Location.y = NewHeight;
			TargetVelocity.y = 0;
		}

		else
		{
		
			//Adjust the objects height if it's falling. Take into
			//account slope and "slide" the object if neccesary.

			//first, create a ray to test with
			D3DXVECTOR3 p1, p2, result;

			p1.x = Location.x;
			p1.y = Location.y;
			p1.z = Location.z;

			p2.x = Location.x + SlopeNormal.x * 30;
			p2.y = Location.y + SlopeNormal.y * 30;
			p2.z = Location.z + SlopeNormal.z * 30;

			//Next, find where our ray intersects the plane
			D3DXPlaneIntersectLine(&result, &TestPlane, &p1, &p2);

			//Now, place the player at that intersection point 
			Location.x = result.x;
			Location.y = result.y;
			Location.z = result.z;

			TargetVelocity.y += FRICTION/1.2f * FrameTime;
		}

	
	}

}
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Summary: Responds to key presses
Parameters:
[in] xDelta - Change in mouse x-axis since last frame
[in] yDelta - Change in mouse y-axis since last frame
[in] zDelta - Change in mouse z-axis since last frame
[in] pMouseButtons - Mouse button states
[in] pPressedKeys - Keyboard keys that are pressed and not locked
[in] elapsedTime - Time elapsed since last frame
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void terrain3d::ProcessInput( long xDelta, long yDelta, long zDelta, BOOL* pMouseButtons, BOOL* pPressedKeys, float elapsedTime )
{
    float cameraSpeed = 30.0f;

	if ( pMouseButtons[1] )
	{
			D3DVIEWPORT9 viewport;

			m_pFramework->m_pGraphics->GetDevice()->GetViewport(&viewport);

			D3DXVECTOR3 inP1( (float) m_pFramework->m_mouse.GetX(), (float) m_pFramework->m_mouse.GetY(), 0.1f);
			D3DXVECTOR3 outP1;
			D3DXVECTOR3 outP2;

			D3DXMATRIX viewMatrix;
			m_pFramework->m_pGraphics->GetDevice()->GetTransform( D3DTS_VIEW, &viewMatrix);
			D3DXMATRIX projMatrix;
			m_pFramework->m_pGraphics->GetDevice()->GetTransform( D3DTS_PROJECTION, &projMatrix);
			D3DXMATRIX worldMatrix;
			m_pFramework->m_pGraphics->GetDevice()->GetTransform( D3DTS_WORLD, &worldMatrix);

			outP1 = *m_camera.GetPosition();

			inP1.z = viewport.MaxZ;

			D3DXVec3Unproject(&outP2, &inP1, &viewport, /*&m_camera.m_projection*/ /*m_camera.GetProjectionMatrix()*/ &projMatrix, /*&m_camera.m_view*//*m_camera.GetViewMatrix()*/&viewMatrix, /*&worldMatrix*/ /*m_terrain.GetTransform()*/&worldMatrix);
			//printf("DEBUG: %f, %f, %f\n", outP2.x, outP2.y, outP2.z);

			D3DXVECTOR3 intersection;
			D3DXPLANE p(0.0f, 1.0f, 0.0f, 0.0f);
			D3DXPlaneIntersectLine(&intersection, &p, &outP1, &outP2);

			//printf("DEBUG: %f, %f\n", intersection.x * 100.0f, intersection.z * 100.0f);
			waypoint[0] = intersection.z * 100.0f;
			waypoint[1] = intersection.x * 100.0f;
	}

    if ( pMouseButtons[0] )
    {
        m_camera.Yaw( xDelta * elapsedTime * 0.1f);
        m_camera.Pitch( yDelta * elapsedTime * 0.1f );
		updated = true;
    }
    if ( pPressedKeys[DIK_I] )
    {
        m_camera.MoveForward( cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_J] )
    {
        m_camera.Strafe( -cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_K] )
    {
        m_camera.MoveForward( -cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_L] )
    {
        m_camera.Strafe( cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_Q] )
    {
        m_terrain.ScaleRel( 0.0f, -0.1f * elapsedTime, 0.0f );
		updated = true;
    }
    if ( pPressedKeys[DIK_E] )
    {
        m_terrain.ScaleRel( 0.0f , 0.1f * elapsedTime, 0.0f  );
		updated = true;
    }
    if ( pPressedKeys[DIK_F5] )
    {
        m_pFramework->LockKey( DIK_F5 );
        if ( m_pFramework != NULL )
        {
            m_pFramework->ToggleFullscreen();
        }
    }
    if ( pPressedKeys[DIK_F6] )
    {
        m_pFramework->LockKey( DIK_F6 );
        if ( m_pFramework != NULL )
        {
            m_pFramework->ToggleWireframe();
			updated = true;
        }
    }
}