Example #1
0
void Projectile::Update(float elapsedTime) 
{
	// Test si les conditions de fin du projectile sont vraies
	if (m_timeToLive <= 0 || !m_shot || elapsedTime == 0)
		return;

	// Test si atteint la cible
	if(	abs(m_destination.x - m_pos.x) < m_collisionRadius.x 
		&& abs(m_destination.y - m_pos.y) < m_collisionRadius.y 
		&& abs(m_destination.z - m_pos.z) < m_collisionRadius.z) {
			Hit();
			return;
	}
	Vector3f speed = m_rot * m_speed;
	speed = speed * m_speed.Lenght();
	// Met a jour la valeur de la vitesse en 
	// fonction de l'acceleration et du temps
	m_speed += m_acceleration * elapsedTime;

	m_timeToLive -= elapsedTime;

	// distance entre le projectile et sa destination
	// chemin le plus court
	Vector3f distance;
	distance.x = m_pos.x - m_destination.x;
	distance.y = m_pos.y - m_destination.y;
	distance.z = m_pos.z - m_destination.z;

	// calculer l'angle entre les 2 vecteurs
	// fix imprecision float
	float n = distance.Dot(speed) / (distance.Lenght() * speed.Lenght());
	if (n > 1)
		n = 1;
	else if (n < -1)
		n = -1;
	float angleA = acos(n);
	std::cout << angleA << std::endl;
	Vector3f axis = distance.Cross(speed);
	axis.Normalize();
	// rotation autour de laxe
	float rotation;
	if (abs(angleA) >= m_maxRot && abs(angleA) < PII - m_maxRot) {
		rotation = (angleA > 0) ? -m_maxRot : m_maxRot;
		rotation *= elapsedTime;
	}
	else
		rotation = angleA - PII;
	Quaternion q;
	q.FromAxis(rotation, axis);
	q.Normalise();

	m_rot = q * m_rot;
	m_rot.Normalise();
	
	// calcul la nouvelle position
	m_pos += speed * elapsedTime;
}
Example #2
0
void Npc::Move(const Vector3f& destination, float elapsedTime) 
{
	if (elapsedTime == 0)
		return;
	// Gravité
	float distanceY = (m_speedGravity * elapsedTime) + (GRAVITY * elapsedTime * elapsedTime / 2.0f);
	if (!CheckCollision(Vector3f(m_pos.x, m_pos.y - distanceY, m_pos.z)))
	{
		m_speedGravity -= GRAVITY * elapsedTime;
	}
	else
	{
		m_speedGravity = 0;
		distanceY = 0;
	}

	// Test si atteint la destination
	if(	abs(destination.x - m_pos.x) < 1
		&& abs(destination.y - m_pos.y) < 1 
		&& abs(destination.z - m_pos.z) < 1) {
	}
	else {
		Vector3f deplacement;
		deplacement = m_rot * m_speed * elapsedTime;

		// chemin le plus court
		Vector3f distance;
		distance.x = m_pos.x - destination.x;
		distance.y = m_pos.y - destination.y;
		distance.z = m_pos.z - destination.z;

		// calculer l'angle entre les 2 vecteurs
		// fix imprecision float
		float n = distance.Dot(deplacement) / (distance.Lenght() * deplacement.Lenght());
		if (n > 1)
			n = 1;
		else if (n < -1)
			n = -1;
		float angleA = acos(n);
		Vector3f axis = distance.Cross(deplacement);
		axis.Normalize();
		// rotation autour de laxe
		float rotation;
		if (abs(angleA) >= m_maxRot && abs(angleA) < PII - m_maxRot)
			rotation = (angleA > 0) ? -m_maxRot : m_maxRot;
		else
			rotation = angleA - PII;
		Quaternion q;
		q.FromAxis(rotation, axis);
		q.Normalise();

		m_rot = q * m_rot;
		m_rot.Normalise();

		// Check collisions
		Vector3f curPos = m_pos;
		Vector3f newPos;
		newPos.x = curPos.x + deplacement.x;
		newPos.y = curPos.y;
		newPos.z = curPos.z;
		if(!CheckCollision(newPos + Vector3f(0,1,0)))
			m_pos.x += deplacement.x;

		newPos.x = curPos.x;
		newPos.y = curPos.y + deplacement.y;
		newPos.z = curPos.z;
		if(!CheckCollision(newPos + Vector3f(0,1,0)))
			m_pos.y += deplacement.y;

		newPos.x = curPos.x;
		newPos.y = curPos.y;
		newPos.z = curPos.z + deplacement.z;
		if(!CheckCollision(newPos + Vector3f(0,1,0)))
			m_pos.z += deplacement.z;

	}

	if (!m_flying)
		m_pos.y += distanceY;
}