Exemple #1
0
void CCamera::Update(float ftDelta)
{
	SRotator  Rot = this->Location().Rotation;

	if(m_bImpact)
	{
		if(m_ftElapsedTime < m_ftImpactTime/2.0f)
		{
			m_vctTargetEye = m_vctTargetEye*m_ftElapsedTime + m_vctCurrentEye*(m_ftImpactTime/2.0f-m_ftElapsedTime);
			m_vctTargetEye *= m_ftImpactTime/2.0f;
		}
		else
		{
			m_vctTargetEye = m_vctTargetEye*(m_ftElapsedTime-m_ftImpactTime/2.0f) + m_vctCurrentEye*(m_ftImpactTime-m_ftElapsedTime);
			m_vctTargetEye *= m_ftImpactTime/2.0f;
		}
	}
	
	float ftVelocityEye = 10.0f;
	
	SVector vctDelta = m_vctTargetEye - m_vctCurrentEye;

	if(vctDelta.Size2D() < ftDelta * ftVelocityEye)
	{
		m_vctCurrentEye = m_vctTargetEye;
	}
	else
	{
		vctDelta.Normalize();
		m_vctCurrentEye = m_vctCurrentEye + vctDelta * ftDelta * ftVelocityEye;
	}

	m_vctCurrentEye = m_vctTargetEye;

	if(m_bJerk)
	{		
		// if(((int)(m_fFlashTime * 5.0f)) % 2 == 0)
		SVector vctDelta = m_vctCurrentEye - m_vctCurrentAt;
		m_vctCurrentAt.Y += float(rand()%10-5)/10.0f * m_ftJerk * vctDelta.Size() / 20.0f;
	}

	CreateLookAt(m_vctCurrentEye, m_vctCurrentAt, SVector(0.0f, 1.0f, 0.0f));
}
Exemple #2
0
void CCamera::Tick(float ftDelta)
{
	if(m_bImpact)
	{
		m_ftElapsedTime += ftDelta;
		if(m_ftElapsedTime > m_ftImpactTime)
		{
			m_bImpact = false;
		}
		else
		{
			if(m_pImpactCharacter)
			{
				m_vctTargetAt = m_pImpactCharacter->GetLocation()->Location;
				m_vctTargetAt.Y = m_ftFocusHeight;
				if(m_ftElapsedTime < m_ftImpactTime/2.0f)
				{
					m_vctTargetAt = m_vctTargetAt*m_ftElapsedTime + m_vctCurrentAt*(m_ftImpactTime/2.0f-m_ftElapsedTime);
					m_vctTargetAt *= m_ftImpactTime/2.0f;
				}
				else
				{
					m_vctTargetAt = m_vctTargetAt*(m_ftElapsedTime-m_ftImpactTime/2.0f) + m_vctCurrentAt*(m_ftImpactTime-m_ftElapsedTime);
					m_vctTargetAt *= m_ftImpactTime/2.0f;
				}
			}
		}
	}
	else
	{
		if(m_pCharacter&&m_pBall&&m_pRim)
		{
			SVector vctRim(0.0f, 0.0f, 0.0f);

			vctRim.X = m_pRim->X;
			if(vctRim.X > 0)
			{
				vctRim.X += m_ftRimOffset;
			}
			else
			{
				vctRim.X -= m_ftRimOffset;
			}

			SVector vctBall = m_pBall->GetLocation()->Location;
			SVector vctChar = m_pCharacter->GetLocation()->Location;

			if(m_pBall->Ani())
			{
				vctBall = m_pBall->GetCharacter()->GetLocation()->Location;
			}

			m_vctTargetAt = (m_ftRatioChar*vctChar+m_ftRatioBall*vctBall+m_ftRatioRim*vctRim)/
				(m_ftRatioChar+m_ftRatioBall+m_ftRatioRim);
			m_vctTargetAt.Y = m_ftFocusHeight;
		}
	}

	float ftVelocityAt = 5.0f;

	SVector vctDelta = m_vctTargetAt - m_vctCurrentAt; 
	
	if(vctDelta.Size2D() < ftDelta*ftVelocityAt)
	{
		m_vctCurrentAt = m_vctTargetAt;
	}
	else
	{
		vctDelta.Normalize();
		m_vctCurrentAt = m_vctCurrentAt + vctDelta * ftDelta * ftVelocityAt;
	}
	
	//	m_vctCurrentAt = m_vctTargetAt;
	m_bJerk = false;
	if(m_ftJerk > 0.0f)
	{
		for(int i=0; i<30; i++)
		{
			if( m_ftJerk-ftDelta < 0.03*i && m_ftJerk > 0.03*i )
			{
				m_bJerk = true;
			}
		}
		m_ftJerk -= ftDelta;
	}
}
Exemple #3
0
bool DDynamicActor::Collision_LineCheck( int )
{
	DLogWriteSystem(" Collision_LineCheck : %p", this );

	SVector Location = m_Locus.Location;
	SVector StartTest = Physics::g_vStartTest;
	SVector End = Physics::g_vEnd;
	if( m_dwColFlag & CF_COLLIDEDBY_ROOT_INTERNAL )
	{
		Location = GMath.ZeroVector;
		SMatrix Matrix = (this->m_matRootMatrixForCollision * m_Locus.LocalToWorld).Inverse();
		StartTest = Matrix.TransformVector( StartTest );
		End = Matrix.TransformVector( End );
	}

	// quick rejecct
	SVector vExtent = Physics::g_vExtent + this->m_vExtent;
	SVector MaxLocation = Location + vExtent;
	SVector MinLocation = Location - vExtent;
	if( StartTest.X > MaxLocation.X && End.X > MaxLocation.X ) return false;
	if( StartTest.X < MinLocation.X && End.X < MinLocation.X ) return false;
	if( StartTest.Y > MaxLocation.Y && End.Y > MaxLocation.Y ) return false;
	if( StartTest.Y < MinLocation.Y && End.Y < MinLocation.Y ) return false;
	if( StartTest.Z > MaxLocation.Z && End.Z > MaxLocation.Z ) return false;
	if( StartTest.Z < MinLocation.Z && End.Z < MinLocation.Z ) return false;

	// top of cylinder
	Physics::g_fT0 = 0.f;
	Physics::g_fT1 = Physics::g_SingleResult.m_fTime;
	SVector Normal = GMath.YAxis;	// DEBUG!!
	if( StartTest.Y > MaxLocation.Y && End.Y < MaxLocation.Y )
	{
		float T = ( MaxLocation.Y - StartTest.Y ) / ( End.Y - StartTest.Y );
		if( T > Physics::g_fT0 )
		{
			Physics::g_fT0 = ::Max( Physics::g_fT0 , T );
			Normal = GMath.YAxis;
		}
	}
	else if( StartTest.Y < MaxLocation.Y && End.Y > MaxLocation.Y )
		Physics::g_fT1 = ::Min( Physics::g_fT1, ( MaxLocation.Y - StartTest.Y ) / ( End.Y - StartTest.Y ) );

	// bottom of cylinder
	if( StartTest.Y < MinLocation.Y && End.Y > MinLocation.Y )
	{
		float T = ( MinLocation.Y - StartTest.Y ) / ( End.Y - StartTest.Y );
		if( T > Physics::g_fT0 )
		{
			Physics::g_fT0 = ::Max( Physics::g_fT0, T );
			Normal = -GMath.YAxis;
		}
	}
	else if( StartTest.Y > MinLocation.Y && End.Y < MinLocation.Y )
		Physics::g_fT1 = ::Min( Physics::g_fT1, ( MinLocation.Y - StartTest.Y ) / ( End.Y - StartTest.Y ) );

	if( Physics::g_fT0 >= Physics::g_fT1 ) return false;

	// Test
	float A, B, C;
	{
		float DX = End.X - StartTest.X;
		float DZ = End.Z - StartTest.Z;
		float TX = StartTest.X - Location.X;
		float TZ = StartTest.Z - Location.Z;
		A = DX*DX + DZ*DZ;
		B = 2.f * (TX*DX + TZ*DZ);
		C = TX*TX + TZ*TZ - vExtent.X*vExtent.X;
	}

	if( C < DYNAMIC_DIST_ERROR && StartTest.Y > MinLocation.Y && StartTest.Y < MaxLocation.Y )
	{
		A = StartTest.X - Location.X;
		B = StartTest.Z - Location.Z;
		if( A * (End.X-StartTest.X) + B * (End.Z-StartTest.Z) < -0.1f )
		{
			SColResult *Result = ( Physics::g_bMultiCheck ? new(Physics::g_aMultiResult) SColResult : &Physics::g_SingleResult );
			Result->m_nActorIndex	= m_dwID;
			Result->m_nMeshIndex	= -1;
			Result->m_fTime	= 0.f;
			Result->m_vNormal	= SVector(A,0,B).SafeNormal();
			Result->m_vLocation= Physics::g_vStart;
			Result->m_vContactPoint = Location + this->m_vExtent.X * Result->m_vNormal;
			return true;
		}
		else return false;
	}

	float D	= B*B - 4.f*A*C;
	if( D < 0.f ) return false;

	if( A < DYNAMIC_DIST_ERROR*DYNAMIC_DIST_ERROR )
	{
		if( C > 0.f ) return false;
	}
	else
	{
		A  = 0.5f / A;
		D  = appSqrt(D);
		Physics::g_fT1 = ::Min( Physics::g_fT1, (D-B) * A );
		float T = -(D+B) * A;
	
		if( ::Max(T,Physics::g_fT0) >= Physics::g_fT1 ) return false;

		if( T > Physics::g_fT0 )
		{
			Physics::g_fT0 = T;
			Normal.X = StartTest.X + (End.X-StartTest.X)*Physics::g_fT0 - Location.X;
			Normal.Y = 0;
			Normal.Z = StartTest.Z + (End.Z-StartTest.Z)*Physics::g_fT0 - Location.Z;
			Normal.Normalize();
		}
	}

	SColResult *Result = ( Physics::g_bMultiCheck ? new(Physics::g_aMultiResult) SColResult : &Physics::g_SingleResult );
	Result->m_nActorIndex = m_dwID;
	Result->m_nMeshIndex  = -1;
	Result->m_fTime  = Physics::g_fT0;
	Result->m_vLocation = CalcInterpolatedValue( Result->m_fTime, Physics::g_vStart, Physics::g_vEnd );
	Result->m_vNormal = Normal;
	Result->m_vContactPoint = Location + this->m_vExtent.X * Normal;
	Result->m_ActorType = this->m_ActorType;
	return true;
}