Esempio n. 1
0
void Grapple::TryRemoveNodes()
{
  std::list<rope_node_t>::reverse_iterator nodeit;

  int lg;
  Point2d V;
  Point2i handPos, contact_point;
  Double angle;

  ActiveCharacter().GetHandPosition(handPos);

  while (rope_nodes.size() > 1) {

    nodeit = rope_nodes.rbegin();
    ++nodeit;

    V.x = handPos.x - nodeit->pos.x;
    V.y = handPos.y - nodeit->pos.y;
    angle = V.ComputeAngle();
    lg = static_cast<int>(V.Norm());

    if (find_first_contact_point(nodeit->pos, angle, lg, SKIP_DST, contact_point))
      break;

    DetachNode();
  }
}
Esempio n. 2
0
bool Grapple::TryAddNode()
{
  uint lg;
  Point2d V;
  Point2i contact_point;
  Double angle, rope_angle;
  Point2i handPos;

  ActiveCharacter().GetHandPosition(handPos);

  // Compute distance between hands and rope fixation point.

  V.x = handPos.x - m_fixation_point.x;
  V.y = handPos.y - m_fixation_point.y;
  angle = V.ComputeAngle();
  lg = static_cast<int>(V.Norm());

  if (lg < DST_MIN)
    return false;

  // Check if the rope collide something

  if (find_first_contact_point(m_fixation_point, angle, lg, SKIP_DST, contact_point))
    {
      rope_angle = ActiveCharacter().GetRopeAngle() ;

      // if contact point is the same as position of the last node
      // (can happen because of jitter applied in find_first_contact_point),
      // give up adding such node
      if ( rope_nodes.size() > 0 && rope_nodes.back().pos == contact_point )
        return false;

      // The rope has collided something...
      // Add a node on the rope and change the fixation point
      AttachNode(contact_point, rope_angle);

      return true;
    }

  return false;
}