Exemple #1
0
/**
 * CreateCSphere
 *
 * Creates a new collision sphere.
 */
iCollisionGeometry* CreateCSphere(iPhysics* rb, float radius){
    CSphere* sphere = new CSphere();
    sphere->_cinfo.radius = radius;
    sphere->_boundingRadius = radius;
    sphere->attach(rb);
    return sphere;
}
bool CCollision::SPHEREtoCAPSULE (CSphere* const sphere, CCapsule* const capsule)
{
	XMFLOAT3 closest;

	if(sphere->GetPos().x < capsule->GetTop().x)
		closest.x = capsule->GetTop().x;
	else if(sphere->GetPos().x > capsule->GetBottom().x)
		closest.x = capsule->GetBottom().x;
	else
		closest.x = sphere->GetPos().x;

	if(sphere->GetPos().y > capsule->GetTop().y)
		closest.y = capsule->GetTop().y;
	else if(sphere->GetPos().y < capsule->GetBottom().y)
		closest.y = capsule->GetBottom().y;
	else
		closest.y = sphere->GetPos().y;

	
	if(sphere->GetPos().z < capsule->GetTop().z)
		closest.z = capsule->GetTop().z;
	else if(sphere->GetPos().z > capsule->GetBottom().z)
		closest.z = capsule->GetBottom().z;
	else
		closest.z = sphere->GetPos().z;

	CSphere temp;
	temp.SetPos(closest);
	temp.SetRad(capsule->GetRad());

	return SPHEREtoSPHERE(&temp, sphere);
}
bool CCollision::AABBtoCapsule( CAABB* const aabb, CCapsule* const capsule )
{
	XMFLOAT3 abCenter;
	abCenter.x = (aabb->GetMin().x + aabb->GetMax().x) * 0.5f;
	abCenter.y = (aabb->GetMin().y + aabb->GetMax().y) * 0.5f;
	abCenter.z = (aabb->GetMin().z + aabb->GetMax().z) * 0.5f;

	XMFLOAT3 L;
	L.x = capsule->GetTop().x - capsule->GetBottom().x;
	L.y = capsule->GetTop().y - capsule->GetBottom().y;
	L.z = capsule->GetTop().z - capsule->GetBottom().z;
	XMFLOAT3 N;
	XMStoreFloat3(&N, XMVector3Normalize(XMLoadFloat3(&L)));

	XMFLOAT3 vec; 
	vec.x = abCenter.x - capsule->GetBottom().x;
	vec.y = abCenter.y - capsule->GetBottom().y;
	vec.z = abCenter.z - capsule->GetBottom().z;

	float d = XMVector3Dot(XMLoadFloat3(&N), XMLoadFloat3(&vec)).m128_f32[0];

	XMFLOAT3 closest;
	if(d < 0)
	{
		closest = capsule->GetBottom();
	}
	else if(d > XMVector3Length(XMLoadFloat3(&L)).m128_f32[0])
	{
		closest = capsule->GetTop();
	}
	else
	{
		XMFLOAT3 dis = N;
		dis.x *= d;
		dis.y *= d;
		dis.z *= d;

		closest.x = capsule->GetBottom().x + dis.x;
		closest.y = capsule->GetBottom().y + dis.y;
		closest.z = capsule->GetBottom().z + dis.z;
	}

	CSphere temp;
	temp.SetPos(closest);
	temp.SetRad(capsule->GetRad());

	return AABBtoSPHERE(aabb, &temp);
}
Exemple #4
0
bool CEnvSphere::bCreateWorld()
{
	m_pCamera = 0;
	m_hSphere = 0;
	m_hLight = 0;

	// Create and setup camera ------------------------------------------------
	m_pCamera = new CMyCamera( pGetGraphics() );
	if( !m_pCamera->bCreateRenderCamera( iGetWindowWidth(), iGetWindowHeight() ) )
		return false;

	m_pCamera->CalculateProjection( M3D_PI * 0.5f, 10.0f, 0.1f );

	m_pCamera->SetPosition( vector3( 0, 0, -2 ) );
	m_pCamera->SetLookAt( vector3( 0, 0, 0 ), vector3( 0, 1, 0 ) );
	m_pCamera->CalculateView();

	// Register triangle-entity and create an instance ------------------------
	pGetScene()->RegisterEntityType( "sphere", CSphere::pCreate );
	m_hSphere = pGetScene()->hCreateEntity( "sphere" );
	if( !m_hSphere )
		return false;

	CSphere *pSphere = (CSphere *)pGetScene()->pGetEntity( m_hSphere );
	if( !pSphere->bInitialize( 1.0f, 16, 16, "majestic.cube" ) )
		return false;

	// Create the light -------------------------------------------------------
	m_hLight = pGetScene()->hCreateLight();
	if( !m_hLight )
		return false;

	CLight *pLight = pGetScene()->pGetLight( m_hLight );
	pLight->SetPosition( vector3( 1.5f, 0.25f, 0 ) );
	pLight->SetColor( vector4( 1, 1, 0.75f, 1 ) );

	// Demonstrating smooth-subdivision to get a round sphere
	// disable this and increase sphere-tesselation for better preformance (memory-usage will be higher!)
	pGetGraphics()->SetRenderState( m3drs_subdivisionmode, m3dsubdiv_smooth );
	pGetGraphics()->SetRenderState( m3drs_subdivisionlevels, 1 );
	pGetGraphics()->SetRenderState( m3drs_subdivisionpositionregister, 0 );
	pGetGraphics()->SetRenderState( m3drs_subdivisionnormalregister, 0 );	// using vertex-positions as normals (unit-sphere at origin)

	return true;
}
Exemple #5
0
bool CRayTracer::loadSnowflake (const char *filename) {
    FILE *f = fopen (filename, "r");
    if (!f)
        return false;

    // Add the camera looking at the origin
    camera.setView (VECTOR(2.1, 1.7, 1.3), VECTOR (0,0,0));
    camera.setRenderParameters (1024,1024,45);

	// Define background color
	background_color = COLOR( 0.078, 0.361, 0.753 );

    // Add a two material
    materials["txt001"]=new CSolidMaterial (COLOR(0.8, 0.6, 0.264),1,0);
    materials["txt002"]=new CSolidMaterial (COLOR (0.5, 0.45, 0.35), 0.5,0.5);

//    // Add the ground
    CPlane *plane = new CPlane (VECTOR(0,1,0), 0.0);
    plane->setMaterial (materials["txt001"]);
    //objects.push_back (plane);

	// This is a very simply parser!!
    while (!feof(f)) {
        char buf[512];
        fgets (buf, 511, f);
        if (strncmp (buf, "sphere", 6) == 0) {
            char material[64];
            double x,y,z, rad;
            sscanf (buf, "sphere %s %lf %lf %lf %lf\n", material, &rad, &x,&y,&z);
            CSphere *sph = new CSphere(rad);
            sph->setLocation (VECTOR(x,z,y));
            sph->setMaterial (materials["txt002"]);
            objects.push_back (sph);
        }
    }

    // Add 3 white lights
//    lights.push_back (new CLight(VECTOR ( 4, 2, 3), COLOR (1,1,1)));
    lights.push_back (new CLight(VECTOR ( 1, 4,-4), COLOR (1,1,1)));
    lights.push_back (new CLight(VECTOR (-3, 5, 1), COLOR (1,1,1)));

    fclose (f);
    return true;
}
Exemple #6
0
//Determines whether the ball has intersected the wall
bool CWall::hasIntersected(CSphere& ball){
	// There are two ways to determine intersection
	// |z - z'| <= r		|		|x - x'| <= r
	// |z + vzt - z'| <= r	|		|x + vxt - x'| <= r
	// After Collision
	// z = z' - r | x = x' - r
	
	D3DXVECTOR3 cord = ball.getCenter();
	
	if (cord.x >= (4.5 - M_RADIUS))  return true;
		//cord.x = 4.5 - M_RADIUS;
	if (cord.x <= (-4.5 + M_RADIUS)) return true;
		//cord.x = -4.5 + M_RADIUS;
	if (cord.z <= (-3 + M_RADIUS))	 return true;
		//cord.z = -3 + M_RADIUS;
	if (cord.z >= (3 - M_RADIUS))	 return true;
		//cord.z = 3 - M_RADIUS;
	
	return false;
}
//-----------------------------------------------------------------------------
// initialize the Al object
//-----------------------------------------------------------------------------
bool CModelBomberman::Init()
{
  //aux vars
  CSphere *poSphere;
  float afSpherePos[3];

  m_poObject = new C3DObject();

  if (!m_poObject->Load("../resources/models/player.obj")) {
	  printf("Problem loading model!");
	  return false;
  }

  m_nTotalAl++;

  // heade
  afSpherePos[0] = 0.0f;
  afSpherePos[1] = 0.65f;
  afSpherePos[2] = 0.0f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.35f);
  m_vpoSpheres.push_back(poSphere);

  // chest
  afSpherePos[0] = 0.0f;
  afSpherePos[1] = 0.1f;
  afSpherePos[2] = 0.0f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.5f);
  m_vpoSpheres.push_back(poSphere);

  // right arm
  afSpherePos[0] = -0.5f;
  afSpherePos[1] = 0.25f;
  afSpherePos[2] = -0.1f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.2f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = -0.65f;
  afSpherePos[1] = 0.12f;
  afSpherePos[2] = -0.1f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.17f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = -0.72f;
  afSpherePos[1] = 0.0f;
  afSpherePos[2] = 0.0f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.13f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = -0.8f;
  afSpherePos[1] = -0.15f;
  afSpherePos[2] = 0.1f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.15f);
  m_vpoSpheres.push_back(poSphere);

  // left arm
  afSpherePos[0] = 0.5f;
  afSpherePos[1] = 0.25f;
  afSpherePos[2] = -0.1f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.2f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = 0.65f;
  afSpherePos[1] = 0.12f;
  afSpherePos[2] = -0.1f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.17f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = 0.72f;
  afSpherePos[1] = 0.0f;
  afSpherePos[2] = 0.0f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.13f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = 0.8f;
  afSpherePos[1] = -0.15f;
  afSpherePos[2] = 0.1f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.15f);
  m_vpoSpheres.push_back(poSphere);

  //right leg
  afSpherePos[0] = -0.2f;
  afSpherePos[1] = -0.45f;
  afSpherePos[2] = 0.025f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.18f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = -0.25f;
  afSpherePos[1] = -0.6f;
  afSpherePos[2] = 0.05f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.15f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = -0.25f;
  afSpherePos[1] = -0.8f;
  afSpherePos[2] = 0.05f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.13f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = -0.26f;
  afSpherePos[1] = -0.95f;
  afSpherePos[2] = 0.17f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.13f);
  m_vpoSpheres.push_back(poSphere);

  //right leg
  afSpherePos[0] = 0.2f;
  afSpherePos[1] = -0.45f;
  afSpherePos[2] = 0.025f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.18f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = 0.25f;
  afSpherePos[1] = -0.6f;
  afSpherePos[2] = 0.05f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.15f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = 0.25f;
  afSpherePos[1] = -0.8f;
  afSpherePos[2] = 0.05f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.13f);
  m_vpoSpheres.push_back(poSphere);

  afSpherePos[0] = 0.26f;
  afSpherePos[1] = -0.95f;
  afSpherePos[2] = 0.17f;
  poSphere = new CSphere();
  poSphere->Init(afSpherePos, 0.13f);
  m_vpoSpheres.push_back(poSphere);

  return true;
}
/*-<==>-----------------------------------------------------------------
  / Defines the scene
  /----------------------------------------------------------------------*/
void CRayTracer::load () {

  // Add the camera looking at the origin
  camera.setView (VECTOR(0, 50, 400), VECTOR (0,0,0));
  camera.setRenderParameters (640,480,60);

  // Define some materials
  materials["orange"]  = new CSolidMaterial (COLOR (1, 0.301, 0.074), 0.1);
  materials["blue"]    = new CSolidMaterial (COLOR (0.0, 0.2, 0.8), 0.0);
  //
  materials["red"]    = new CSolidMaterial (COLOR (0.8, 0.2, 0.0), 0.5);
  materials["green"]    = new CSolidMaterial (COLOR (0.1, 0.8, 0.0), 0.7);

  materials["grey"]    = new CSolidMaterial (COLOR (0.5, 0.5, 0.5), 0.5);

  materials["escacs"]  = new CCheckerMaterial(materials["red"],
					     materials["green"],100);

  materials["glass"] = new CTransparentMaterial(COLOR(0.1,0.1,0.2),1.0);

  // Add a sphere
  CSphere *sph = new CSphere(50);
  sph->setLocation (VECTOR(0,-100,0));
  sph->setMaterial (materials["grey"]);
  objects.push_back (sph);

  // Add a sphere
  sph = new CSphere(50);
  sph->setLocation (VECTOR(0,100,0));
  sph->setMaterial (materials["blue"]);
  objects.push_back (sph);

  // Add a sphere
  sph = new CSphere(50);
  sph->setLocation (VECTOR(0,210,0));
  sph->setMaterial (materials["red"]);
  objects.push_back (sph);

    // Add a sphere
  sph = new CSphere(50);
  sph->setLocation (VECTOR(200,50,100));
  sph->setMaterial (materials["glass"]);
  //sph->setMaterial (materials["green"]);
  objects.push_back (sph);

  // Add a sphere
  sph = new CSphere(50);
  sph->setLocation (VECTOR(200,50,0));
  sph->setMaterial (materials["orange"]);
  objects.push_back (sph);

  // And now for something completely different
//   CCylinder* cyl = new CCylinder(100,50);
//   cyl->setLocation (VECTOR(85,0,120));
//   cyl->setMaterial (materials["grey"]);
//   objects.push_back(cyl);
  /*CCylinder* cyl = new CCylinder(100,50);
  cyl->setLocation (VECTOR(150,0,100));
  cyl->setMaterial (materials["green"]);
  objects.push_back(cyl);*/


  // Add the ground
  CPlane *plane = new CPlane (VECTOR(0,1,0), 0);
  plane->setMaterial (materials["escacs"]);
  objects.push_back (plane);

  // Add a single white light
  CLight *light = new CLight(VECTOR (400,200,50), COLOR (1,1,1));
  lights.push_back (light);
}
Exemple #9
0
bool
CFrustum::SphereInFrustum( const CSphere & sphere  ) const
{
  return SphereInFrustum(sphere.GetPosition().x, sphere.GetPosition().y, sphere.GetPosition().z, sphere.GetRadius());
}
Exemple #10
0
//changes x-velocity and z-velocity of the ball after collision
void CWall::hitBy(CSphere& ball){
	
	if (!this->hasIntersected(ball)) return;

	D3DXVECTOR3 cord = ball.getCenter();

	if (cord.x >= (4.5 - M_RADIUS)) // 공의 X값이 우측으로 치우친 경우 ( 우측 벽에 부딪힌 경우 )
	{
		ball.setCenter(4.5 - M_RADIUS, cord.y, cord.z);
		ball.setPower(ball.getVelocity().x*(-0.5), ball.getVelocity().z); // 방향 전환
	}
	if (cord.x <= (-4.5 + M_RADIUS)) // 공의 X값이 좌측으로 치우친 경우 ( 좌측 벽에 부딪힌 경우 )
	{
		ball.setCenter(-4.5 + M_RADIUS, cord.y, cord.z);
		ball.setPower(ball.getVelocity().x*(-0.5), ball.getVelocity().z); // 방향 전환
	}
	if (cord.z <= (-3 + M_RADIUS)) // 공의 Z값이 아래로 치우친 경우 ( 하측 벽에 부딪힌 경우 )
	{
		ball.setCenter(cord.x, cord.y, -3 + M_RADIUS);
		ball.setPower(ball.getVelocity().x, ball.getVelocity().z*(-0.5)); // 방향 전환
	}
	if (cord.z >= (3 - M_RADIUS))  // 공의 Z값이 위로 치우친 경우 ( 상측 벽에 부딪힌 경우 )
	{
		ball.setCenter(cord.x, cord.y, 3 - M_RADIUS);
		ball.setPower(ball.getVelocity().x, ball.getVelocity().z*(-0.5)); // 방향 전환
	}
}