コード例 #1
0
Void CharEntity::_PathTracking_End()
{
    Assert( m_pPathController != NULL );

    // Disable path controller
    KinematicBody * pBody = (KinematicBody*)m_pBody;
    m_pPathController->Enabled = false;
    pBody->DetachMotionController();

    PhysicsFn->DestroyController( m_pPathController );
    m_pPathController = NULL;

    // Enable character controller
    m_pController->Enabled = true;
    pBody->AttachController( m_pController );

    // Destroy path data
    EntityFn->SelectMemory( TEXT("Scratch") );

    Delete( m_pAngularTravel );
    m_pAngularTravel = NULL;
    Delete( m_pLinearTravel );
    m_pLinearTravel = NULL;
    Delete( m_pAngularPath );
    m_pAngularPath = NULL;
    Delete( m_pLinearPath );
    m_pLinearPath = NULL;

    EntityFn->UnSelectMemory();
}
コード例 #2
0
ファイル: 104.cpp プロジェクト: Bastorizzel/nxogretutorials
 KinematicBody* makeOrb(const Matrix44& globalPose)
 {
  KinematicBody* orb = mRenderSystem->createKinematicBody(SphereDescription(0.21f), globalPose, "nxogre.orb.mesh");
  Light* light = mSceneMgr->createLight();
  light->setType(Ogre::Light::LT_POINT);
  Ogre::ColourValue colour(65.0f / 255.0f, 105.0f / 255.0f, 225.0f / 255.0f);
  light->setDiffuseColour(colour);
  orb->getSceneNode()->attachObject(light);
  return orb;
 }
コード例 #3
0
Void EngineTests::_CreateWorld()
{
    // Floor
    RigidBody * pFloorBody = PhysicsFn->CreateRigidBody( true, m_pFloorShape, 1.0f, Vertex3(0.0f,0.0f,-10.0f) );
    pFloorBody->SetRestitution( 0.0f );
    pFloorBody->SetFriction( 0.0f );
    pFloorBody->SetRollingFriction( 0.0f );
    pFloorBody->SetCollisionGroup( 0x01 );
    pFloorBody->SetCollisionMask( 0x7f );

    m_pFloor = WorldFn->CreateLeaf( TEXT("Floor") );
    m_pFloor->SetMesh( m_pFloorGeometry );
    m_pFloor->SetEffectInstance( m_pEffectInstanceFloor );
    m_pFloor->SetBody( pFloorBody );
    WorldFn->AddChild( m_pFloor );

    // Character
    Vertex3 vInitialPosition( 0.0f, 0.0f, 2.0f );

    KinematicBody * pCharacterBody = PhysicsFn->CreateKinematicBody( false, m_pCharacterShape, 1.0f );
    pCharacterBody->SetRestitution( 0.0f );
    pCharacterBody->SetFriction( 0.0f );
    pCharacterBody->SetRollingFriction( 0.0f );
    pCharacterBody->SetCollisionGroup( 0x01 );
    pCharacterBody->SetCollisionMask( 0x07 );

    m_pCharacterController = PhysicsFn->CreateCharacterController( TEXT("CharacterController"), vInitialPosition, Quaternion::Identity, Vector3::Null, Vector3::Null );
    m_pCharacterController->Enabled = true;
    m_pCharacterController->EnableForces( false );
    m_pCharacterController->SetMovementSpeed( 5.0f );
    pCharacterBody->AttachController( m_pCharacterController );

    m_pCharacter = WorldFn->CreateLeaf( TEXT("Character") );
    m_pCharacter->SetMesh( m_pCharacterGeometry );
    m_pCharacter->SetEffectInstance( m_pEffectInstanceCharacter );
    m_pCharacter->SetBody( pCharacterBody );
    WorldFn->AddChild( m_pCharacter );

    // Sphere/Box stack
    Vertex3 vBallStackPosition( -10.0f, 10.0f, 0.0f );
    Vertex3 vBoxStackPosition( -10.0f, -10.0f, 0.0f );
    GChar strName[64];

    for( UInt i = 0; i < ENGINE_TEST_STACK_SIZE; ++i ) {
        vBallStackPosition.Z = 5.0f * (Scalar)(i+1);
        vBoxStackPosition.Z = 5.0f * (Scalar)(i+1);

        //StringFn->Format( strName, TEXT("Ball_%d"), i );

        //RigidBody * pBallBody = PhysicsFn->CreateRigidBody( false, m_pSphereShape, 1.0f, vBallStackPosition );
        //pBallBody->SetRestitution( 0.0f );
        //pBallBody->SetFriction( 0.0f );
        //pBallBody->SetRollingFriction( 0.0f );

        //m_arrBallStack[i] = WorldFn->CreateLeaf( strName );
        //m_arrBallStack[i]->SetMesh( m_pSphereGeometry );
        //m_arrBallStack[i]->SetEffectInstance( m_pEffectInstanceA );
        //m_arrBallStack[i]->SetBody( pBallBody );
        //WorldFn->AddChild( m_arrBallStack[i] );

        StringFn->Format( strName, TEXT("Box_%d"), i );

        RigidBody * pBoxBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vBoxStackPosition );
        pBoxBody->SetRestitution( 0.0f );
        pBoxBody->SetFriction( 0.0f );
        pBoxBody->SetRollingFriction( 0.0f );

        m_arrBoxStack[i] = WorldFn->CreateLeaf( strName );
        m_arrBoxStack[i]->SetMesh( m_pBoxGeometry );
        m_arrBoxStack[i]->SetEffectInstance( m_pEffectInstanceA );
        m_arrBoxStack[i]->SetBody( pBoxBody );
        WorldFn->AddChild( m_arrBoxStack[i] );
    }

    // Joint systems
    //Matrix3 matRotation;
    //matRotation.MakeRotate( 0.0f, SCALAR_PI_4, SCALAR_PI_4, EULER_ANGLES_XYZ );

    //Vertex3 vFixedObjectPosition( 10.0f, 10.0f, 10.0f );
    //Vertex3 vObjectAPosition( 12.0f, 10.0f, 10.0f );
    //Quaternion qObjectAOrientation( matRotation );
    //Vertex3 vObjectBPosition( 7.0f, 10.0f, 10.0f );

    //RigidBody * pFixedBody = PhysicsFn->CreateRigidBody( true, m_pSphereShape, 1.0f, vFixedObjectPosition );
    //pFixedBody->SetRestitution( 0.0f );
    //pFixedBody->SetFriction( 0.0f );
    //pFixedBody->SetRollingFriction( 0.0f );
    //pFixedBody->SetCollisionGroup( 0x80 );
    //pFixedBody->SetCollisionMask( 0 );

    //m_pFixedObject = WorldFn->CreateLeaf( TEXT("FixedObject") );
    //m_pFixedObject->SetMesh( m_pSphereGeometry );
    //m_pFixedObject->SetEffectInstance( m_pEffectInstanceC );
    //m_pFixedObject->SetBody( pFixedBody );
    //WorldFn->AddChild( m_pFixedObject );

    //RigidBody * pObjectABody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectAPosition ); //, qObjectAOrientation );
    //pObjectABody->SetRestitution( 0.0f );
    //pObjectABody->SetFriction( 0.0f );
    //pObjectABody->SetRollingFriction( 0.0f );
    //pObjectABody->SetCollisionGroup( 0x02 );
    //pObjectABody->SetCollisionMask( 0x03 );

    //m_pObjectA = WorldFn->CreateLeaf( TEXT("ObjectA") );
    //m_pObjectA->SetMesh( m_pBoxGeometry );
    //m_pObjectA->SetEffectInstance( m_pEffectInstanceA );
    //m_pObjectA->SetBody( pObjectABody );
    //WorldFn->AddChild( m_pObjectA );

    //RigidBody * pObjectBBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectBPosition );
    //pObjectBBody->SetRestitution( 0.0f );
    //pObjectBBody->SetFriction( 0.0f );
    //pObjectBBody->SetRollingFriction( 0.0f );
    //pObjectBBody->SetCollisionGroup( 0x04 );
    //pObjectBBody->SetCollisionMask( 0x05 );

    //m_pObjectB = WorldFn->CreateLeaf( TEXT("ObjectB") );
    //m_pObjectB->SetMesh( m_pBoxGeometry );
    //m_pObjectB->SetEffectInstance( m_pEffectInstanceB );
    //m_pObjectB->SetBody( pObjectBBody );
    //WorldFn->AddChild( m_pObjectB );

    //Transform3 vJointFrame;

    //Matrix3 matJointFrame;
    //matJointFrame.SetColumn( 0, Vector3::eJ );
    //matJointFrame.SetColumn( 1, Vector3::eK );
    //matJointFrame.SetColumn( 2, Vector3::eI );
    //vJointFrame.SetRotate( matJointFrame );
    //vJointFrame.SetTranslate( Vector3(11.0f, 10.0f, 10.0f) );

    //m_pJointAF = PhysicsFn->CreateJoint( JOINT_CONETWIST, pObjectABody, pFixedBody, vJointFrame );
    //( (JointConeTwist*)(m_pJointAF->GetJoint()) )->EnableTwistLimits( -SCALAR_PI_4, SCALAR_PI_4 );
    //( (JointHinge*)(m_pJointAF->GetJoint()) )->EnableSpring( 0.5f, SCALAR_PI_4 );

    //vJointFrame.SetTranslate( Vector3(9.0f, 10.0f, 10.0f) );

    //m_pJointBF = PhysicsFn->CreateJoint( JOINT_SLIDER, pObjectBBody, pFixedBody, vJointFrame );
    //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableLimits( -2.0f, +2.0f );
    //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableSpring( 0.5f, -1.0f );

    // World camera
    m_pRenderCamera = New Camera( true );
    m_pWorldCamera = New WorldCamera3rdPerson( m_pRenderCamera, m_pCharacter, NULL, 3.0f );
    WorldFn->SetWorldCamera( m_pWorldCamera );
}
コード例 #4
0
Void CharEntity::_PathTracking_Update( const Array<WorldPathWaypoint*> & arrPath )
{
    // Destroy path tracking
    _PathTracking_End();

    // Find which waypoint we need to go to next
    Vertex3 vPosition = GetPosition();
    Scalar fSqrDistance, fPrevSqrDistance = SCALAR_INFINITE;
    //Scalar fPrevPrevSqrDistance;

    Assert( m_iLastPassedWaypoint != INVALID_OFFSET );
    UInt iNextWaypoint = m_iLastPassedWaypoint;
    while( iNextWaypoint < arrPath.Count() ) {
        // Detect if the path stops getting closer from our position
        fSqrDistance = ( arrPath[iNextWaypoint]->GetPosition() - vPosition ).NormSqr();
        if ( fSqrDistance > fPrevSqrDistance ) {
            // Either one of those 2 cases : we allways choose i
            // -----*--X--|-----*----------*----
            //     i-1          i
            // -----*-----|--X--*----------*----  where i is iNextWaypoint
            //     i-2         i-1         i
            //if ( iNextWaypoint >= 2 ) {
            //    fPrevPrevSqrDistance = ( arrPath[iNextWaypoint-2]->GetPosition() - vPosition ).NormSqr();
            //    if ( fPrevPrevSqrDistance < fSqrDistance )
            //        --iNextWaypoint;
            //}
            break;
        }
        fPrevSqrDistance = fSqrDistance;

        ++iNextWaypoint;
    }

    // This is a safe assumption ...
    // We allways have the last call to this made way before
    // path tracking is finished, timing is obviously enforced here.
    Assert( iNextWaypoint < arrPath.Count() );
    m_iLastPassedWaypoint = ( iNextWaypoint - 1 );

    WorldPathFinder * pPathFinder = WorldFn->GetPathFinder();
    Bool bFinished = pPathFinder->IsFinished( m_idPathTracking );

    // Recreate path tracking
    EntityFn->SelectMemory( TEXT("Scratch") );

    UInt iControlPointCount = ( arrPath.Count() - iNextWaypoint + 1 );
    UInt iDegree = Min<UInt>( iControlPointCount - 1, 3 );

    Vertex3 * arrControlPoints = New Vertex3[iControlPointCount];
    Scalar * arrParameters = New Scalar[iControlPointCount];
    Vertex2 * arrTravelPoints = New Vertex2[iControlPointCount];

    arrControlPoints[0] = vPosition;
    for( UInt i = 1; i < iControlPointCount - 1; ++i )
        arrControlPoints[i] = arrPath[iNextWaypoint + (i-1)]->GetPosition();
    if ( bFinished )
        arrControlPoints[iControlPointCount - 1] = m_vPathTarget;
    else
        arrControlPoints[iControlPointCount - 1] = arrPath[iNextWaypoint + (iControlPointCount - 2)]->GetPosition();
    m_pLinearPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    m_pLinearPath->SubDivideByParameter( arrParameters, iControlPointCount );
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        Vector3 vTangent = m_pLinearPath->Tangent( arrParameters[i] );
        arrControlPoints[i].X = 0.0f;
        arrControlPoints[i].Y = 0.0f;
        arrControlPoints[i].Z = MathFn->ArcCos( vTangent * Vector3::eI );
    }
    m_pAngularPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    Scalar fLength = m_pLinearPath->Curve3::Length();
    Scalar fTime = ( fLength / m_pCharacter->GetMovementSpeed() );
    Scalar fLengthInterval = ( fLength / (Scalar)(iControlPointCount - 1) );
    Scalar fTimeInterval = ( fTime / (Scalar)(iControlPointCount - 1) );
    Scalar fX = 0.0f, fY = 0.0f;
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        arrTravelPoints[i].X = fX;
        arrTravelPoints[i].Y = fY;
        fX += fLengthInterval;
        fY += fTimeInterval;
    }
    m_pLinearTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );
    m_pAngularTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );

    DeleteA( arrTravelPoints );
    arrTravelPoints = NULL;
    DeleteA( arrParameters );
    arrParameters = NULL;
    DeleteA( arrControlPoints );
    arrControlPoints = NULL;

    EntityFn->UnSelectMemory();

    // Disable character controller
    m_pController->SetStanding();

    KinematicBody * pBody = (KinematicBody*)m_pBody;
    m_pController->Enabled = false;
    pBody->DetachMotionController();

    // Enable path controller
    m_pPathController = PhysicsFn->CreatePathController( TEXT("PathController"), m_pLinearPath, m_pLinearTravel,
                        m_pAngularPath, m_pAngularTravel, EULER_ANGLES_ZYX );

    m_pPathController->Enabled = true;
    m_pPathController->MaxTime = fTime;
    pBody->AttachController( m_pPathController );
}
コード例 #5
0
Void CharEntity::_PathTracking_Start( const Array<WorldPathWaypoint*> & arrPath )
{
    Assert( m_pPathController == NULL );

    WorldPathFinder * pPathFinder = WorldFn->GetPathFinder();
    Bool bFinished = pPathFinder->IsFinished( m_idPathTracking );

    // Create path data
    EntityFn->SelectMemory( TEXT("Scratch") );

    Bool bBias = false;
    UInt iControlPointCount = arrPath.Count();
    if ( iControlPointCount == 1 ) {
        Assert( bFinished );
        ++iControlPointCount;
        bBias = true;
    }
    UInt iDegree = Min<UInt>( iControlPointCount - 1, 3 );

    Vertex3 * arrControlPoints = New Vertex3[iControlPointCount];
    Scalar * arrParameters = New Scalar[iControlPointCount];
    Vertex2 * arrTravelPoints = New Vertex2[iControlPointCount];

    arrControlPoints[0] = GetPosition();
    if ( bBias )
        arrControlPoints[1] = m_vPathTarget;
    else {
        for( UInt i = 1; i < iControlPointCount - 1; ++i )
            arrControlPoints[i] = arrPath[i]->GetPosition();
        if ( bFinished )
            arrControlPoints[iControlPointCount - 1] = m_vPathTarget;
        else
            arrControlPoints[iControlPointCount - 1] = arrPath[iControlPointCount - 1]->GetPosition();
    }
    m_pLinearPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    m_pLinearPath->SubDivideByParameter( arrParameters, iControlPointCount );
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        Vector3 vTangent = m_pLinearPath->Tangent( arrParameters[i] );
        arrControlPoints[i].X = 0.0f;
        arrControlPoints[i].Y = 0.0f;
        arrControlPoints[i].Z = MathFn->ArcCos( vTangent * Vector3::eI );
    }
    m_pAngularPath = New BSplinePatch3( arrControlPoints, iControlPointCount, iDegree, false, false );

    Scalar fLength = m_pLinearPath->Curve3::Length();
    Scalar fTime = ( fLength / m_pCharacter->GetMovementSpeed() );
    Scalar fLengthInterval = ( fLength / (Scalar)(iControlPointCount - 1) );
    Scalar fTimeInterval = ( fTime / (Scalar)(iControlPointCount - 1) );
    Scalar fX = 0.0f, fY = 0.0f;
    for( UInt i = 0; i < iControlPointCount; ++i ) {
        arrTravelPoints[i].X = fX;
        arrTravelPoints[i].Y = fY;
        fX += fLengthInterval;
        fY += fTimeInterval;
    }
    m_pLinearTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );
    m_pAngularTravel = New BSplinePatch2( arrTravelPoints, iControlPointCount, iDegree, false, false );

    DeleteA( arrTravelPoints );
    arrTravelPoints = NULL;
    DeleteA( arrParameters );
    arrParameters = NULL;
    DeleteA( arrControlPoints );
    arrControlPoints = NULL;

    EntityFn->UnSelectMemory();

    // Disable character controller
    m_pController->SetStanding();

    KinematicBody * pBody = (KinematicBody*)m_pBody;
    m_pController->Enabled = false;
    pBody->DetachMotionController();

    // Enable path controller
    m_pPathController = PhysicsFn->CreatePathController( TEXT("PathController"), m_pLinearPath, m_pLinearTravel,
                        m_pAngularPath, m_pAngularTravel, EULER_ANGLES_ZYX );

    m_pPathController->Enabled = true;
    m_pPathController->MaxTime = fTime;
    pBody->AttachController( m_pPathController );
}