コード例 #1
0
// check to make sure that the avatar and the exclude region are in the same subworld
bool plExcludeRegionModifier::ICheckSubworlds(plKey avatar)
{
    plSceneObject* avObj = plSceneObject::ConvertNoRef(avatar->GetObjectPtr());
    if (avObj)
    {
        // get the avatar modifier
        const plArmatureMod *avMod = (plArmatureMod*)avObj->GetModifierByType(plArmatureMod::Index());
        if (avMod)
        {
            // get the avatar controller
            plPhysicalControllerCore* avController = avMod->GetController();
            if (avController)
            {
                // get physical of the detector region
                plPhysical* phys = GetPhysical(GetTarget());
                if (phys)
                {
                    // are they in the same subworld?
                    if ( phys->GetWorldKey() == avController->GetSubworld() )
                        return true;
                    else
                        return false;
                }
            }
        }
    }
    return false;
}
コード例 #2
0
int plExcludeRegionModifier::IFindClosestSafePoint(plKey avatar)
{
    float closestDist = 0.f;
    int closestIdx = -1;

    plSceneObject* avObj = plSceneObject::ConvertNoRef(avatar->GetObjectPtr());
    if (!avObj)
        return -1;

    hsVector3 avPos;
    avObj->GetCoordinateInterface()->GetLocalToWorld().GetTranslate(&avPos);

    for (int i = 0; i < fSafePoints.size(); i++)
    {
        plSceneObject* safeObj = plSceneObject::ConvertNoRef(fSafePoints[i]->GetObjectPtr());
        hsVector3 safePos;
        safeObj->GetCoordinateInterface()->GetLocalToWorld().GetTranslate(&safePos);

        float dist = (safePos - avPos).Magnitude();

        if (dist < closestDist || closestIdx == -1)
        {
            closestDist = dist;
            closestIdx = i;
        }
    }

    return closestIdx;
}
コード例 #3
0
plPhysicsSoundMgr::CollidePair::CollidePair(const plKey& firstPhys, const plKey& secondPhys, const hsPoint3& point, const hsVector3& normal)
{
    // To simplify searching and sorting, all pairs are set up with the pointer value of the
    // first element greater than the pointer value of the second.
    if (firstPhys->GetObjectPtr() < secondPhys->GetObjectPtr())
    {
        this->firstPhysKey = secondPhys;
        this->secondPhysKey = firstPhys;
    }
    else
    {
        this->firstPhysKey = firstPhys;
        this->secondPhysKey = secondPhys;
    }

    this->point = point;
    this->normalForce = normal;
}