Example #1
0
void CTank::calcDirBottom()
{
	float x,y,z;
	
	//	移動方向の左右確認
	static D3DXVECTOR2 v1,v2;

	v1.x = _BottomDir.x;
	v1.y = _BottomDir.z;
	v2.x = _MoveVec.x;
	v2.y = _MoveVec.z;

	float fCross = D3DXVec2CCW(&v1,&v2);	//	外積
	float fDot;

	//	左右判定
	if(fCross > 0)
	{
		turnBottom(_fTurnSpeed);
	}
	else if(fCross < 0)
	{
		turnBottom(-_fTurnSpeed);
	}
	else
	{
		fDot = D3DXVec3Dot(&_BottomDir,&_MoveVec);
		
		if(fDot < 0)
		{
			turnBottom(_fTurnSpeed);
		}
	}

	x = _matBottom._41;
	y = _matBottom._42;
	z = _matBottom._43;

	static const D3DXVECTOR3 XV(0.0f,0.0f,1.0f);
	
	D3DXVec3Normalize(&_BottomDir,&_BottomDir);

	_matBottom._41 = _matBottom._42 = _matBottom._43 = 0;

	D3DXMatrixRotationY(&_matBottom,-atan2f(_BottomDir.z,_BottomDir.x) + 0.5F*3.1415f);

	_matBottom._41 = x;
	_matBottom._42 = y;
	_matBottom._43 = z;
}
Example #2
0
//=============================================================================
// is hit line
//=============================================================================
bool CollisionCircle::IsHitLine(const D3DXVECTOR2& position,const D3DXVECTOR2& start,const D3DXVECTOR2& end)const
{
	D3DXVECTOR2 vector_l = end - start;
	D3DXVECTOR2 vector_a = position_ - (start + position);
	D3DXVECTOR2 vector_b = position_ - (end + position);
	f32 distance = D3DXVec2CCW(&vector_l,&vector_a) / D3DXVec2Length(&vector_l);

	if(distance <= radius_)
	{
		if(D3DXVec2Dot(&vector_a,&vector_l) * D3DXVec2Dot(&vector_b,&vector_l) <= 0)
		{
			return true;
		}

		if(D3DXVec2Length(&vector_a) <= radius_ || D3DXVec2Length(&vector_b) <= radius_)
		{
			return true;
		}
	}

	return false;
}
Example #3
0
//=============================================================================
// is hit line
//=============================================================================
bool CollisionPoint::IsHitLine(const D3DXVECTOR2& position,const D3DXVECTOR2& start,const D3DXVECTOR2& end)const
{
	D3DXVECTOR2 vector_l = end - start;
	D3DXVECTOR2 vector_a = position_ - (start + position);
	D3DXVECTOR2 vector_b = position_ - (end + position);
	f32 cross = D3DXVec2CCW(&vector_l,&vector_a);

	if(cross <= 0.0001f || cross >= -0.0001f)
	{
		cross = 0.0f;
	}

	if(cross == 0.0f)
	{
		if(D3DXVec2Dot(&vector_a,&vector_l) >= 0 && D3DXVec2Length(&vector_l) >= D3DXVec2Length(&vector_a))
		{
			return true;
		}
	}

	return false;
}
Example #4
0
int CBgDisp2::MoveTexUV( D3DXMATRIX matView )
{
	int i;
	D3DTLVERTEX* tlvptr1 = m_tlv1;
	D3DTLVERTEX2* tlvptr2 = m_tlv2;

	if( (uanime != 0.0f) || (vanime != 0.0f ) ){		
		for( i = 0; i < BGTLVNUM; i++ ){
			tlvptr2->tu2 += uanime;
			tlvptr2->tv2 += vanime;
			tlvptr2++;
		}
	}

	if( isround ){
		D3DXVECTOR3 vecbef;// = {0.0, 0.0, -1.0};
		D3DXVECTOR3 vecaft;

		vecbef.x = 0.0f; vecbef.y = 0.0f; vecbef.z = -1.0f;

		float lx = vecbef.x;
		float ly = vecbef.y;
		float lz = vecbef.z;

		//!!!! 平行移動成分は、加味しない。
		vecaft.x = matView._11*lx + matView._21*ly + matView._31*lz;// + matView._41;
		vecaft.y = matView._12*lx + matView._22*ly + matView._32*lz;// + matView._42;
		vecaft.z = matView._13*lx + matView._23*ly + matView._33*lz;// + matView._43;

		D3DXVec3Normalize( &vecaft, &vecaft );
		
		
		D3DXVECTOR2 vec0; // = {0.0f, -1.0f};
		D3DXVECTOR2 vec1;
		vec0.x = 0.0f; vec0.y = -1.0f;
		vec1.x = vecaft.x; vec1.y = vecaft.z;
		D3DXVec2Normalize( &vec1, &vec1 );

		float dot;
		dot = D3DXVec2Dot( &vec0, &vec1 );
		float rad;
		if( dot <= -1.0f )
			dot = -1.0f;
		else if( dot >= 1.0f )
			dot = 1.0f;

		rad = (float)acos( dot );
		float ccw;
		ccw = D3DXVec2CCW( &vec0, &vec1 );

		//float roty;
		//if( ccw >= 0.0f ){
		//	roty = -rad;
		//}else{
		//	roty = rad;
		//}
		float roty;
		if( ccw >= 0.0f ){
			roty = rad;
		}else{
			roty = -rad;
		}


		float centeru;
		centeru = 0.5f + roty * ( 0.5f / PI );
		float usize, befu, aftu;
		usize = 0.4f;
		befu = centeru - usize;
		aftu = centeru + usize;
		
		//if( befu < 0.0f )
		//	befu += 1.0f;
		//if( aftu > 1.0f )
		//	aftu -= 1.0f;


		_ASSERT( BGUNUM == 3 );//!!!!!!!!!!!!!!!!!
		int uno, vno;
		int tlvno = 0;
		for( vno = 0; vno < BGVNUM; vno++ ){
			for( uno = 0; uno < BGUNUM; uno++ ){
				if( uno == 0 ){
					m_tlv1[tlvno].tu = befu;
					m_tlv2[tlvno].tu1 = befu;
				}else if( uno == 1 ){
					m_tlv1[tlvno].tu = centeru;
					m_tlv2[tlvno].tu1 = centeru;
				}else if( uno == 2 ){
					m_tlv1[tlvno].tu = aftu;
					m_tlv2[tlvno].tu1 = aftu;
				}else{
					_ASSERT( 0 );
					m_tlv1[tlvno].tu = 0.0f;
					m_tlv2[tlvno].tu1 = 0.0f;
				}
				tlvno++;
			}
		}
	}

	return 0;
}