Exemple #1
0
void Game::CheckAndRespawnPlayers()
{
	// When A Player is dead, he is simply invisible
	for (std::vector<RenderableChar*>::iterator ite = local_players.begin(); ite != local_players.end(); ++ite) {
		if ( (*ite)->getCharState() == RenderableChar::SPAWNING ) {
			std::cout << "I should respawn!" << std::endl;
			(*ite)->resetVelX();
			(*ite)->resetVelY();
			(*ite)->setCharState(RenderableChar::IDLE);
			
			bool free = false;
			Ogre::RaySceneQuery* msq;
			float x;
			float y;
			int c = 0;
			
			// Here, we look for a position in the level which is collision free
			// TODO: IN NARROW LEVELS, THIS CAN LEAD TO INFINITE LOOPS!
			do {
				if (c > 20) {
					x = 10.0f;
					y = 10.0f;
					free = true;
				}
				x = Ogre::Math::RangeRandom(myLevel->getObjectSide(), myLevel->getObjectSide() * (myLevel->getWidth() -1));
				y = Ogre::Math::RangeRandom(myLevel->getObjectSide(), myLevel->getObjectSide() * (myLevel->getHeight()));	
				
				std::cout << "GENX: " << x << " --- GENY: " << y << std::endl;

				msq = OgreFW::getSingletonPtr()->m_pSceneMgr->createRayQuery(Ogre::Ray(Ogre::Vector3(x, y, 0.0f), Ogre::Vector3::UNIT_Y));
				msq->setSortByDistance(true, 3);
				//Ogre::RaySceneQuery	msq->setRay(Ogre::Ray( ( (*ite)->getWorldPosition() + Ogre::Vector3(0.0f, (*ite)->getAABB().getHalfSize().y, 0.0f) ), Ogre::Vector3::UNIT_Y ));
				Ogre::RaySceneQueryResult& result = msq->execute();
			
				for (Ogre::RaySceneQueryResult::iterator itr = result.begin(); itr != result.end(); ++itr) {
					if ( itr->distance >= (*ite)->getAABB().getSize().x ){
						free = true;
						break;
					}
				}
				c++;
			} while (free != true);
			(*ite)->SetPosition(Ogre::Vector3(x, y + 0.1, 0.0f));
			(*ite)->setVisible(true);
			msq->clearResults();
		}
	}
}
//-------------------------------------------------------------------------------------
bool RollerCoaster::Querytest()
{
	Ogre::RaySceneQuery *mQuery = mSceneMgr->createRayQuery(Ogre::Ray());
	Ogre::Vector3 direction =trainNode->getPosition()+
		trainNode->_getDerivedOrientation()*Ogre::Vector3::UNIT_Z;
	
	Ogre::Ray objRay( trainNode->getPosition(),direction);

	mQuery->setRay(objRay);

	Ogre::RaySceneQueryResult &result = mQuery->execute();
	Ogre::RaySceneQueryResult::iterator iter = result.begin();

	for (iter; iter!=result.end(); iter++)
	{
		if((*iter).movable->getName()== "mTarget")
		{
			return true;
		}
	}

	mQuery->clearResults();
	return false;
}