void GameInterface::walkTo(const Common::Point &mouse) {
	Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
	Resources::ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
	if (!floor || !april) {
		return;
	}

	Math::Ray mouseRay = StarkScene->makeRayFromMouse(mouse);

	// First look for a direct intersection with the floor
	Math::Vector3d destinationPosition;
	int32 destinationFloorFaceIndex = floor->findFaceHitByRay(mouseRay, destinationPosition);

	// Otherwise fall back to the floor face center closest to the ray
	if (destinationFloorFaceIndex < 0) {
		destinationFloorFaceIndex = floor->findFaceClosestToRay(mouseRay, destinationPosition);
	}

	if (destinationFloorFaceIndex < 0) {
		// No destination was found
		return;
	}

	Walk *walk = new Walk(april);
	walk->setDestination(destinationPosition);
	walk->start();

	april->setMovement(walk);
}
Example #2
0
void Walk::updatePath() const {
	Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();

	Math::Vector3d startPosition = _item3D->getPosition3D();
	int32 startFloorFaceIndex = floor->findFaceContainingPoint(startPosition);
	if (startFloorFaceIndex == -1) {
		startFloorFaceIndex = 0;
	}

	Resources::FloorFace *startFloorFace = floor->getFace(startFloorFaceIndex);
	Resources::FloorEdge *startFloorEdge = startFloorFace->findNearestEdge(startPosition);


	int32 destinationFloorFaceIndex = floor->findFaceContainingPoint(_destination);
	Resources::FloorFace *destinationFloorFace = floor->getFace(destinationFloorFaceIndex);
	Resources::FloorEdge *destinationFloorEdge = destinationFloorFace->findNearestEdge(_destination);

	ShortestPath pathSearch;
	ShortestPath::NodeList edgePath = pathSearch.search(startFloorEdge, destinationFloorEdge);

	_path->reset();

	for (ShortestPath::NodeList::const_iterator it = edgePath.begin(); it != edgePath.end(); it++) {
		_path->addStep((*it)->getPosition());
	}

	_path->addStep(_destination);
}
Example #3
0
Math::Vector3d StringPullingPath::computeWalkTarget(const Math::Vector3d &fromPosition) {
	Current *current = StarkGlobal->getCurrent();
	Resources::Floor *floor = current->getFloor();

	// HACK: Sometimes the character gets stuck because of rounding errors
	// If we detect the character is stuck on a step, just make it go to the next one.
	// TODO: Improve the string pulling code so that the targets can also be points between two steps.
	if (fromPosition.getDistanceTo(_steps[_targetStep]) < 1.0 && _targetStep < _steps.size() - 1) {
		_targetStep++;
	}

	for (uint i = _targetStep + 1; i < _steps.size(); i++) {
		Math::Line3d testSegment = Math::Line3d(fromPosition, _steps[i]);
		if (!floor->isSegmentInside(testSegment)) {
			break;
		}

		_targetStep = i;
	}

	return _steps[_targetStep];
}
Example #4
0
void Walk::onGameLoop() {
	if (!_path->hasSteps()) {
		// There is no path to the destination
		stop();
		return;
	}

	Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();

	// Get the target to walk to
	Math::Vector3d currentPosition = _item3D->getPosition3D();
	Math::Vector3d target = _path->computeWalkTarget(currentPosition);

	// Compute the direction to walk into
	Math::Vector3d direction = target - currentPosition;
	direction.z() = 0;
	direction.normalize();

	// Compute the angle with the current character direction
	Math::Vector3d currentDirection = _item3D->getDirectionVector();
	float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);

	// If the angle between the current direction and the new one is too high,
	// make the character turn on itself until the angle is low enough
	if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
		_turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
	} else {
		_turnDirection = kTurnNone;
	}

	float distancePerGameloop = computeDistancePerGameLoop();

	Math::Vector3d newPosition;
	if (_turnDirection == kTurnNone) {
		// Compute the new position using the distance per gameloop
		if (currentPosition.getDistanceTo(target) > distancePerGameloop) {
			newPosition = currentPosition + direction * distancePerGameloop;
		} else {
			newPosition = target;
		}
	} else {
		// The character does not change position when it is turning
		newPosition = currentPosition;
		direction = currentDirection;

		Math::Matrix3 rot;
		rot.buildAroundZ(_turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
		rot.transformVector(&direction);
	}

	// Some scripts expect the character position to be the exact destination
	if (newPosition == _destination) {
		_reachedDestination = true;
		stop();
	}

	// Update the new position's height according to the floor
	int32 newFloorFaceIndex = floor->findFaceContainingPoint(newPosition);
	if (newFloorFaceIndex >= 0) {
		floor->computePointHeightInFace(newPosition, newFloorFaceIndex);
	} else {
		warning("Item %s is walking off the floor", _item->getName().c_str());
	}

	// Update the item's properties
	_item3D->setPosition3D(newPosition);
	if (direction.getMagnitude() != 0.0) {
		_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
	}
	if (newFloorFaceIndex >= 0) {
		// When unable to find the face containing the new position, keep the previous one
		// to prevent draw order glitches.
		_item3D->setFloorFaceIndex(newFloorFaceIndex);
	}

	changeItemAnim();
}