///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // CheckLoS(): This function looks at the player and sees if the player is in range and in line of sight. // // Returns: bool = true if the player is in line of sight // // Mod. Name: Josh Morgan // Mod. Date:8/14/12 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CSlimeMonsterIdleAI::CheckLoS(void) { //creating the sound sphere Sphere LoSRadius; LoSRadius.SetRadius(LOS_BUBBLE); LoSRadius.SetCenter(m_pParentObject->GetWorldPos()); CSceneObject LoSSphere; LoSSphere.SetCollidableObject(&LoSRadius); // create a return vector to hold all the objects the kd tree returns std::vector <CSceneObject*> ReturnVector; // create a unsigned int that will tell the kd tree what you want put in the return vector // this uses bit wise operations so you can have more then one object returned // use the return flags enum from the kd tree so you know what you can get back int ReturnParams = 0; int ReturnBody = 0; int ReturnObjects = 1<<OBJ_PLAYER | 1<<OBJ_WORLD_COLLISION; CKdTree::GetNearObjects(&LoSSphere, PSFLAG_SPHERE, ReturnParams, ReturnVector, ReturnBody, ReturnObjects); //bool for checking if there's the player, and the position of the player bool bPlayerInRange = false; vec3f tPlayerPos = vec3f(0.0f, 0.0f, 0.0f); for(unsigned int i = 0; i < ReturnVector.size(); i++) { IBaseObject* pObject = ((IBaseObject*)ReturnVector[i]); if(pObject->GetType() == OBJ_PLAYER) { bPlayerInRange = true; tPlayerPos = pObject->GetWorldPos(); break; } } if(!bPlayerInRange) { return false; } //we make a line to the player since he's in aggro range CSceneObject soLineSceneObject; Line LineToPlayer; LineToPlayer.SetVolumeType(VMT_LINE); LineToPlayer.SetStartPoint(vec3f(m_pParentObject->GetWorldPos().x, m_pParentObject->GetWorldPos().y + 100.0f, m_pParentObject->GetWorldPos().z)); LineToPlayer.SetEndPoint(vec3f(tPlayerPos.x, tPlayerPos.y + 100.0f, tPlayerPos.z)); soLineSceneObject.SetCollidableObject(&LineToPlayer); CKdTree::GetNearObjects(&soLineSceneObject, PSFLAG_LINE, ReturnParams, ReturnVector, ReturnBody, ReturnObjects); soLineSceneObject.SetCollidableObject(nullptr); //loop through all the return objects again and check collision with them. for(unsigned int i = 0; i < ReturnVector.size(); ++i) { IBaseObject* pObject = ((IBaseObject*)ReturnVector[i]); if(pObject->GetType() == OBJ_WORLD_COLLISION) { //check to see if our line to the player is obstructed by this ocject vec3f Intersection = vec3f(FLT_MAX, FLT_MAX, FLT_MAX); if(LineToPlayer.LineToAABB(*((AABB*)pObject->GetCollidableObject()), Intersection)) { //D3DXMATRIX mat; //D3DXMatrixIdentity(&mat); //mat._41 = Intersection.x; //mat._42 = Intersection.y; //mat._43 = -500; //DebugShapes::RenderSphere(mat); //we see that there's something between us so I don't have line of sight return false; } } } //set the slime monster to face the player matrix4f _localMat = (*m_pParentObject->GetLocalMat()); matrix4f rotationMatrix; vec2f DtoP = LineToPlayer.GetEndPoint2D() - LineToPlayer.GetStartPoint2D(); if(DtoP.x <= 0.0f) { //spawn facing left rotationMatrix.make_rotation_y( D3DXToRadian(90) ); } else { //spawn to face right rotationMatrix.make_rotation_y( D3DXToRadian(-90) ); } rotationMatrix.axis_pos = _localMat.axis_pos; _localMat = rotationMatrix; m_pParentObject->SetLocalMat(&_localMat); //I SEE HIM! HE'S RIGHT THERE! return true; }
void SoftBodyNode::DivideTriangle(TDVertexContainer& Vertices, TDConnectContainer& Connections, TDConnectContainer::iterator itFace) { TDConnect::iterator itIdx = itFace->begin(); TDConnect::size_type nIdxA = *itIdx; TDConnect::size_type nIdxB = *(itIdx + 1); TDConnect::size_type nIdxC = *(itIdx + 2); TDConnect::size_type nIdxD = -1; TDConnect::size_type nIdxE = -1; TDConnect::size_type nIdxF = -1; TDVertex A(m_Vertices[nIdxA]); TDVertex B(m_Vertices[nIdxB]); TDVertex C(m_Vertices[nIdxC]); TDVertex AB(B-A); TDVertex AC(C-A); TDVertex BC(C-B); //TDVertex Normal(AB.Cross(AC)); //normals of the edges - I don't know if this idea makes sense - I've never come //across an edge normal before in computer graphics literature. In this program I've defined the normal of //an edge to be the sum of the normals of the adjoining vertices. This is not true in general. //It should be the sum of the normals of the adjoining faces, ie the faces that the edge border, //but in this case because the kernel polyhedron is an octahedron, we may be able to get away with it. TDVertex NormalAB(*(m_Normals[nIdxA]) + *(m_Normals[nIdxB])); TDVertex NormalAC(*(m_Normals[nIdxA]) + *(m_Normals[nIdxC])); TDVertex NormalBC(*(m_Normals[nIdxB]) + *(m_Normals[nIdxC])); NormalAB = 1.0f/bnu::norm_2(NormalAB) * NormalAB; NormalAC = 1.0f/bnu::norm_2(NormalAC) * NormalAC; NormalBC = 1.0f/bnu::norm_2(NormalBC) * NormalBC; TDVertex MidAB(A + 0.5*AB); TDVertex MidAC(A + 0.5*AC); TDVertex MidBC(B + 0.5*BC); Sphere BoundSphere; bnu::vector<double> Center(3); Center[0] = 0.0; Center[1] = 1.0; Center[2] = 0.0; BoundSphere.SetCenter(Center); BoundSphere.SetRadius(0.5); Ray Ray; Ray.SetOrigin(MidAB); Ray.SetDirection(NormalAB); TDVertexContainer Points; FindIntersection(Ray, BoundSphere, Points); assert(Points.size() == 1); TDVertex D(Points[0]); Ray.SetOrigin(MidBC); Ray.SetDirection(NormalBC); FindIntersection(Ray, BoundSphere, Points); assert(Points.size()== 1); TDVertex E(Points[0]); Ray.SetOrigin(MidAC); Ray.SetDirection(NormalAC); FindIntersection(Ray, BoundSphere, Points); assert(Points.size()== 1); TDVertex F(Points[0]); TDVertexContainer::iterator itVec; if ((itVec = find_if(Vertices.begin(), Vertices.end(), bind(Equal<TDVertex>(), _1, D))) == Vertices.end()) { Vertices.push_back(D); nIdxD = Vertices.size() - 1; } else { nIdxD = Vertices.size() - (Vertices.end() - itVec); } if ((itVec = find_if(Vertices.begin(), Vertices.end(), bind(Equal<TDVertex>(), _1, E))) == Vertices.end()) { Vertices.push_back(E); nIdxE = Vertices.size() - 1; } else { nIdxE = Vertices.size() - (Vertices.end() - itVec); } if ((itVec = find_if(Vertices.begin(), Vertices.end(), bind(Equal<TDVertex>(), _1, F))) == Vertices.end()) { Vertices.push_back(F); nIdxF = Vertices.size() - 1; } else { nIdxF = Vertices.size() - (Vertices.end() - itVec); } vector<unsigned> vecFace; vecFace.push_back(nIdxA); vecFace.push_back(nIdxD); vecFace.push_back(nIdxF); Connections.push_back(vecFace); vecFace.clear(); vecFace.push_back(nIdxD); vecFace.push_back(nIdxB); vecFace.push_back(nIdxE); Connections.push_back(vecFace); vecFace.clear(); vecFace.push_back(nIdxF); vecFace.push_back(nIdxE); vecFace.push_back(nIdxC); Connections.push_back(vecFace); vecFace.clear(); vecFace.push_back(nIdxD); vecFace.push_back(nIdxE); vecFace.push_back(nIdxF); Connections.push_back(vecFace); }