コード例 #1
0
ファイル: CCSFreeCameraMode.cpp プロジェクト: LiMuBei/ovise
void CCS::FreeCameraMode::update(const Ogre::Real &timeSinceLastFrame)
{
    Ogre::Vector3 dirVector = mCameraCS->getOgreCamera()->getRealDirection();
    Ogre::Vector3 lateralVector = dirVector.crossProduct(mFixedAxis).normalisedCopy();
    Ogre::Vector3 upVector = -dirVector.crossProduct(lateralVector).normalisedCopy();

    Ogre::Vector3 displacement = ((dirVector * mLongitudinalDisplacement)
        + (upVector * mVerticalDisplacement)
        + (lateralVector * mLateralDisplacement)) * timeSinceLastFrame * mMoveFactor;

    mCameraPosition += displacement;

    if(mCollisionsEnabled)
    {
        mCameraPosition = collisionDelegate(mCameraCS->getCameraTargetPosition(), mCameraPosition);
    }

    Ogre::Quaternion offsetX(mRotY,Ogre::Vector3::UNIT_X);
    Ogre::Quaternion offsetY(mRotX,mFixedAxis);

	mCameraOrientation = offsetY * offsetX;

    mLongitudinalDisplacement = 0;
    mLateralDisplacement = 0;
    mVerticalDisplacement = 0;            
}
コード例 #2
0
//-----------------------------------------------------------------------------------------
void CCameraEditor::setDirection(const Ogre::Vector3 &vec)
{
    if (vec == Ogre::Vector3::ZERO) return;

    Ogre::Vector3 zAdjustVec = -vec;
    zAdjustVec.normalise();

    Ogre::Quaternion orientation;

    Ogre::Vector3 YawFixedAxis = Ogre::Vector3::UNIT_Y;
    Ogre::Vector3 xVec = YawFixedAxis.crossProduct( zAdjustVec );
    xVec.normalise();

    Ogre::Vector3 yVec = zAdjustVec.crossProduct( xVec );
    yVec.normalise();

    orientation.FromAxes( xVec, yVec, zAdjustVec );

    // transform to parent space
    if (mParentEditor->get())
    {
        orientation = mParentEditor->get()->getNode()->_getDerivedOrientation().Inverse() * orientation;
    }

    mOrientation->set(orientation);
}
コード例 #3
0
	Ogre::Vector3 ParticleChain::computeFrictionDamping(const Ogre::Vector3 &normal, const Ogre::Vector3 &velocity)
	{
		int minAxis = 0;
		if (normal.y*normal.y < normal.x*normal.x) minAxis = 1;
		Ogre::Vector3 axis(0, 0, 0);
		axis[minAxis] = 1;
		Ogre::Vector3 u = normal.crossProduct(axis);
		Ogre::Vector3 v = u.crossProduct(normal);
		return mFriction * (velocity.dotProduct(u) * u + velocity.dotProduct(v) * v);
	}
コード例 #4
0
ファイル: SceneObject.cpp プロジェクト: LiberatorUSA/GUCEF
	Ogre::Vector2 SceneObject::getCoordByTriangle(Ogre::Vector3 _position, const Ogre::Vector3& _corner0, const Ogre::Vector3& _corner1, const Ogre::Vector3& _corner2) const
	{
		Ogre::Vector2 result; // результат

		Ogre::Vector3 dirX = _corner1 - _corner0;
		Ogre::Vector3 dirY = _corner2 - _corner0;

		_position -= _corner0; // расстояние от начала координат (от точки 0)

		Ogre::Vector3 div = (dirX.crossProduct(dirY));
		if (div.x != 0.0)
		{
			result = Ogre::Vector2((_position.crossProduct(dirY)).x, (dirX.crossProduct(_position)).x);
			result /= div.x;
		}
		else if (div.y != 0.0)
		{
			result = Ogre::Vector2((_position.crossProduct(dirY)).y, (dirX.crossProduct(_position)).y);
			result /= div.y;
		}
		else if (div.z != 0.0)
		{
			result = Ogre::Vector2((_position.crossProduct(dirY)).z, (dirX.crossProduct(_position)).z);
			result /= div.z;
		}
		else
		{
			// пипец
		}

		return result;
	}
コード例 #5
0
void EditorApplication::mouseMovedObjectsPalettePreview(const OIS::MouseEvent &arg) {
	float mouse_x=arg.state.X.abs/float(arg.state.width);
	float mouse_y=arg.state.Y.abs/float(arg.state.height);
	viewport->convertMouseToLocalScreen(mouse_x, mouse_y);

	// Raycast from camera to viewport
	Ogre::Vector3 raycast_point(0.0f);
	Ogre::Vector3 raycast_normal(0.0f);
	viewport->raycastPlacement(mouse_x, mouse_y, 15.0f, &raycast_point, &raycast_normal, EDITOR_NODE_QUERY_TERRAIN | EDITOR_NODE_QUERY_HAVOK);

	if (placement_grid_snap > 0.0f) {
		float half_placement_grid_snap = placement_grid_snap/2.0f;

		float grid_offset = fmod(raycast_point.x, placement_grid_snap);
		if (grid_offset < half_placement_grid_snap) raycast_point.x -= grid_offset;
		else raycast_point.x += placement_grid_snap - grid_offset;

		grid_offset = fmod(raycast_point.y, placement_grid_snap);
		if (grid_offset < half_placement_grid_snap) raycast_point.y -= grid_offset;
		else raycast_point.y += placement_grid_snap - grid_offset;

		grid_offset = fmod(raycast_point.z, placement_grid_snap);
		if (grid_offset < half_placement_grid_snap) raycast_point.z -= grid_offset;
		else raycast_point.z += placement_grid_snap - grid_offset;
	}

	// Calculate current preview's center
	Ogre::Vector3 center=Ogre::Vector3::ZERO;
	for (list<ObjectNode *>::iterator it=current_palette_nodes.begin(); it!=current_palette_nodes.end(); it++) {
		center += (*it)->getPosition();
	}
	center /= current_palette_nodes.size();

	// Translate all nodes from center of the list
	Ogre::Vector3 translate = raycast_point - center;
	for (list<ObjectNode *>::iterator it=current_palette_nodes.begin(); it!=current_palette_nodes.end(); it++) {
		(*it)->translate(translate);
	}

	// Calculate rotation
	Ogre::Quaternion rotation;

	if (!raycast_normal.isZeroLength()) {
		Ogre::Vector3 right = raycast_normal.crossProduct(Ogre::Vector3::UNIT_Z);
		Ogre::Vector3 forward = right.crossProduct(raycast_normal);
		rotation = Ogre::Quaternion(right, raycast_normal, forward);
	}

	else {
		rotation = Ogre::Quaternion::IDENTITY;
	}

	// Rotate all nodes
	for (list<ObjectNode *>::iterator it=current_palette_nodes.begin(); it!=current_palette_nodes.end(); it++) {
		(*it)->setRotation(rotation);
	}
}
コード例 #6
0
ファイル: OgreNewt_Body.cpp プロジェクト: brettminnie/BDBGame
void Body::addGlobalForce( Ogre::Vector3& force, Ogre::Vector3& pos )
{
	Ogre::Vector3 bodypos;
	Ogre::Quaternion bodyorient;
	getPositionOrientation( bodyorient, bodypos );

	Ogre::Vector3 topoint = pos - bodypos;
	Ogre::Vector3 torque = topoint.crossProduct( force );

	addForce( force );
	addTorque( torque );
}
void CSpaghettiRigidBody::AddTorqueAtPoint(
		Ogre::Vector3 &force,
		Ogre::Vector3 &point
	)
{
	// Convert to coordinates relative to center of mass.
	Ogre::Vector3 pt = point;
	pt = m_position - pt;

	Ogre::Vector3 ptxi = force.crossProduct(pt);
	m_torque = m_torque + ptxi;
}
コード例 #8
0
void RacketPhysics::testCollisionWithBall()
{
	if (timeSinceLastHit < 0.5f)
		return;
	Ogre::Vector3 racketNormal = Ogre::Vector3::UNIT_Y;
	racketNormal = ori * racketNormal;
	Ogre::Vector3 ballPos = ball->getPosition();
	Ogre::Plane racketPlane(racketNormal, pos);
	float distanceFromPlane = racketPlane.getDistance(ballPos);
	if (distanceFromPlane < 0.0f)
	{
		racketNormal = -racketNormal;
		distanceFromPlane = -distanceFromPlane;
	}
	//if (distanceFromPlane < g_RacketThickness + g_BallRadius)
	if (distanceFromPlane < 0.03f)
	{
		Ogre::Vector3 distanceVector = racketNormal * distanceFromPlane;
		Ogre::Vector3 nearestPointOnPlane = ballPos - distanceVector;
		Ogre::Vector3 distanceOnPlane = nearestPointOnPlane - pos;
		//odprintf("dist before: %f, %f, %f", distanceOnPlane.x, distanceOnPlane.y, distanceOnPlane.z);
		distanceOnPlane.z *= 0.5f;
		distanceOnPlane.y *= 0.5f;
		//odprintf("dist after: %f, %f, %f", distanceOnPlane.x, distanceOnPlane.y, distanceOnPlane.z);
		float projectedDistance = distanceOnPlane.length();
		//odprintf("dist sum: %f", projectedDistance);
		//if (projectedDistance < g_RacketRadiusB)
		if (projectedDistance < 0.3f)
		{
			odprintf("HIT, time sinc last hit: %f", timeSinceLastHit);
			timeSinceLastHit = 0;
			// Collision
			ballPos += distanceVector * (0.03f/abs(distanceFromPlane));
			ball->setPosition(ballPos);
			Ogre::Vector3 ballSpeed = ball->getSpeed();
			ballSpeed = ballSpeed.reflect(racketNormal);
			// Perpendicular element, used for spin
			Ogre::Vector3 speedPerp = racketPlane.projectVector(speed);
			ball->setSpin(speedPerp.crossProduct(racketNormal));
			// Parallel element, used for speed
			Ogre::Vector3 speedPara = speed - speedPerp;
			ballSpeed += speedPara * g_HitStrength;
			ball->setSpeed(ballSpeed);
			gameLogic->onTouchRacket(playerId);
		}
		else
		{
			//odprintf("no hit, time sinc last hit: %f", timeSinceLastHit);
		}
	}

}
コード例 #9
0
      Ogre::Quaternion DetectedVehicle::getOrientation() const
      {
        Ogre::Vector3 speed = getSpeed() ;

        Ogre::Vector3 side(-speed.y,speed.x,-speed.z) ;
        side.normalise() ;
        Ogre::Vector3 forward = speed ;
        forward.normalise() ;
        Ogre::Vector3 up = forward.crossProduct(side) ;
        up.normalise() ;
        
        return Ogre::Quaternion(side,up,forward) ;
      }
コード例 #10
0
ファイル: CombatCamera.cpp プロジェクト: Ablu/freeorion
std::pair<Ogre::Vector3, Ogre::Quaternion>
CombatCamera::CameraPositionAndOrientation(Ogre::Real distance) const
{
    // Here, we calculate where m_camera should be relative to its parent
    // m_camera_node.  m_camera_node always stays on the ecliptic, and the
    // camera moves away from it a bit to look at the position it occupies.
    // This code was originally written using the high-level Ogre::Camera API,
    // but now the camera position sometimes needs to be known without
    // actually moving the camera.  The original lines of code are preserved
    // here as comments, and under each one is the equivalent code cut from
    // OgreCamera.cpp.

    std::pair<Ogre::Vector3, Ogre::Quaternion> retval;

    // Ogre::Camera::setPosition(Ogre::Vector3::ZERO);
    retval.first = Ogre::Vector3::ZERO;

    // Ogre::Camera::setDirection(Ogre::Vector3::NEGATIVE_UNIT_Z);
    {
        Ogre::Vector3 zAdjustVec = -Ogre::Vector3::NEGATIVE_UNIT_Z;
        Ogre::Vector3 xVec = Ogre::Vector3::UNIT_Y.crossProduct( zAdjustVec );
        xVec.normalise();
        Ogre::Vector3 yVec = zAdjustVec.crossProduct( xVec );
        yVec.normalise();
        retval.second.FromAxes( xVec, yVec, zAdjustVec );
    }

    // Ogre::Camera::roll(m_roll);
    {
        Ogre::Vector3 zAxis = retval.second * Ogre::Vector3::UNIT_Z;
        Ogre::Quaternion roll_q(m_roll, zAxis);
        roll_q.normalise();
        retval.second = roll_q * retval.second;
    }

    // Ogre::Camera::pitch(m_pitch);
    {
        Ogre::Vector3 xAxis = retval.second * Ogre::Vector3::UNIT_X;
        Ogre::Quaternion pitch_q(m_pitch, xAxis);
        pitch_q.normalise();
        retval.second = pitch_q * retval.second;
    }

    // Ogre::Camera::moveRelative(Ogre::Vector3(0, 0, distance));
    {
        Ogre::Vector3 trans = retval.second * Ogre::Vector3(0, 0, distance);
        retval.first += trans;
    }

    return retval;
}
コード例 #11
0
ファイル: RigidControlet.cpp プロジェクト: JohnCrash/iRobot
void OrientationControlet::injectMouseMove(int _absx, int _absy, int _absz){
	if( mPick && 
		(_absx!=mMouseX ||
		_absy!=mMouseY) ){
		/*计算和摇杆球面的交点
		*/
		Game& game = Game::getSingleton();
		int sx = game.getScreenWidth();
		int sy = game.getScreenHeight();
		Ogre::Vector3 eye = game.getCamera()->getPosition();
		Ogre::Ray A = game.getCamera()->getCameraToViewportRay(
				(Ogre::Real)mMouseX/(Ogre::Real)sx,
				(Ogre::Real)mMouseY/(Ogre::Real)sy
			);
		Ogre::Ray B = game.getCamera()->getCameraToViewportRay(
				(Ogre::Real)_absx/(Ogre::Real)sx,
				(Ogre::Real)_absy/(Ogre::Real)sy
			);
		//计算和旋转盘的交点,旋转盘是一个平面
		//平面的法向量是Local Z轴,平面通过Local原点
		Ogre::Matrix3 m3 = mNode->getLocalAxes();
		Ogre::Vector3 v3 = mNode->getPosition();
		Ogre::Vector3 axis = m3.GetColumn(2);

		Ogre::Sphere S(v3,mRaduis);

		Math3d::CalcResult result1 = Math3d::CalcRaySphereNearFarPoint(A,S,mNearFar);
		Math3d::CalcResult result2 = Math3d::CalcRaySphereNearFarPoint(B,S,mNearFar);
		if( result1.first && result2.first ){//都相交
			//然后使用直线的参数方程计算出具体的焦点
			Ogre::Vector3 a = result1.second;
			Ogre::Vector3 b = result2.second;
			a -= v3;b -= v3;
			a.normalise();
			b.normalise();
			Ogre::Vector3 c = b.crossProduct(a);
			Ogre::Real sinv = c.length();
			Ogre::Real ang = -asinf(sinv);
			c.normalise();

			mNode->rotate( c,Ogre::Radian(ang),Ogre::Node::TS_WORLD );
			mNotify( mName,c,ang );
		}
		mMouseX = _absx;
		mMouseY = _absy;
	}

	mouseFocus( _absx,_absy );
}
コード例 #12
0
        void setDirection( const Ogre::Vector3 &dir )
        {
            assert(mIndicatorSceneNode);

            // 分别计算出节点三个轴上的方向
            Ogre::Vector3 yAdjustVec = -dir;
            yAdjustVec.normalise();
           
            Ogre::Vector3 xVec = mIndicatorSceneNode->getOrientation().zAxis().crossProduct( yAdjustVec );
            xVec.normalise();

            Ogre::Vector3 zVec = xVec.crossProduct( yAdjustVec );
            zVec.normalise();        
            mIndicatorSceneNode->setOrientation(Ogre::Quaternion( xVec, yAdjustVec, zVec ));     
        }
コード例 #13
0
void PhysicsRagDoll::setInheritedVelOmega(const Ogre::Vector3& vel, const Ogre::Vector3& omega)
{
	// find main position.
	Ogre::Vector3 mainpos = mNode->_getDerivedPosition();

	for (RagBoneMapIterator it = mRagBonesMap.begin(); it != mRagBonesMap.end(); it++)
	{
		Ogre::Vector3 pos;
		Ogre::Quaternion orient;

        if (it->second->getBody())
        {
		    it->second->getBody()->getPositionOrientation(pos, orient);
		    it->second->getBody()->setVelocity(vel + omega.crossProduct(pos - mainpos));
        }
	}
}
コード例 #14
0
void AIFlyNAttack1Strategy::Step(unsigned timeMs)
{		
    /*
     смотрим существует ли цель
     если режим исходный:
     устанавливаем режим подхода
     если режим подхода:
     если цель критически близко - строим вектор отхода за цель (по собств. скорости), не стреляем, смотрим по ходу движения, у подчиненных включаем стратегию смотреть по ходу движения и включаем режим отхода
     если цель на подходящем расстоянии - подходим прямо на нее и атакуем
     если режим отхода:
     если цель на подходящем расстоянии включаем режим подхода
     если цель близко - корректируем вектор скорости
     */
    #ifdef FNAS1_DEBUG
    char log[100];
    #endif
    
    IPhysical *phys = Parent->GetPhysical();
    IScenable *scen = Parent->GetScenable();
	
	if (TargetID<0)
	{		
		return;
	}
	if (TargetID==0)
	{
		if (Owner)
		{
			TargetID = Owner->SelectTargetID();			
		}
		if (TargetID<=0)
		{
			TargetID=-1;
			IEquipped *eq = Parent->GetEquipped();
            if (eq)
            {
                eq->SetTargetPosition(Ogre::Vector3::ZERO);
                eq->SetShooting(false);
            }			
			return;
		}
	}

    IAAObject *obj = CommonDeclarations::GetIDObject(TargetID);
    if (NULL==obj)
    {		
        TargetID=0;
        return;
    }
    IScenable* Target;	
    Target = obj->GetScenable();
    if (NULL==Target)
        return;

	#ifdef FNAS1_DEBUG
    sprintf(log,"start: %d\n", (int)FlyNAttack1State);
    Debugging::Log("fnas",log);
	#endif

    if (FA1_NONE == FlyNAttack1State)
        FlyNAttack1State = FA1_SEEKING;

	Ogre::Vector3 tpos = Target->GetPosition();
	int tradius=300;
    Ogre::Vector3 target_pos = tpos, own_pos = Parent->GetPosition();
    Ogre::Vector3 direction = target_pos - own_pos;
    Ogre::Vector3 orient_direction=Ogre::Vector3::ZERO;
    int actual_rotation_fps = RotationSpeed;
    AIPathFinderStrategy *pf = Owner->GetPathFinder();

	bool is_out_of_rooms = false, is_target_out_of_rooms = false;

	IRoomable *rmbl = obj->GetRoomable();
	if (rmbl)
	{
		IRoomable::RoomsPool *pool = rmbl->GetRooms();
		if (pool->IsEmpty())
			is_target_out_of_rooms = true;
	}

	rmbl = Parent->GetRoomable();
	if (rmbl)
	{
		IRoomable::RoomsPool *pool = rmbl->GetRooms();
		if (pool->IsEmpty())
			is_out_of_rooms = true;
	}

	if (is_out_of_rooms || is_target_out_of_rooms)
	{	
		SwarmStrategy.Step(timeMs);
		return;
	}

	
	{
		PrevState = FlyNAttack1State;

		switch(FlyNAttack1State) {
		case FA1_SEEKING:
			//if (FA1_SEEKING == FlyNAttack1State)
			{
				FleeingTime=0;
				//Ogre::Vector3 target_pos = Target->GetPosition(), own_pos = Parent->GetPosition();
				//Ogre::Vector3 direction = target_pos - own_pos;
				if (direction.squaredLength()<MinDistance*MinDistance)
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"seek close\n");
					Debugging::Log("fnas",log);
					#endif
					FlyNAttack1State = FA1_SEEKING2FLEEING;

					Ogre::Vector3 BoundingPoints[8];
					Target->GetBoundingPoints(Target->GetBoundingBox(false).getSize().z+phys->GetRadius()*2, BoundingPoints);

					IEquipped *eq = Parent->GetEquipped();
					if (eq)
					{
						eq->SetTargetPosition(Ogre::Vector3::ZERO);
						eq->SetShooting(false);
					}

					if (pf)
					{
						Ogre::Vector3 target_point = BoundingPoints[int(7*AAUtilities::Rand())];
						pf->SetTargetPoint(target_point);
						FleeingDirection = target_point - own_pos;
						//orient_direction = target_point - own_pos;
					}
				} else
				{            
					if (direction.squaredLength()<MaxDistance*MaxDistance)
					{
						#ifdef FNAS1_DEBUG
						sprintf(log,"seek go on\n");
						Debugging::Log("fnas",log);
						#endif
						//std::pair<bool, Ogre::Real> intersection_res;
	                    
						IPhysical *phys = obj->GetPhysical();
						IEquipped *eq = Parent->GetEquipped();
						if (phys)
						{
							tpos = eq->CalculateTargetPosition(obj->GetPosition(), phys->GetLastVelocity()/PHYSICS_UPDATE_INTERVAL_MS);
							tradius = phys->GetRadius();
						}                    
						eq->TryToShoot(tpos, tradius);
						Ogre::Vector3 sight_origin = eq->GetSightOrigin();
						sight_origin.z=0;
						tpos -= scen->GetOrientation()*sight_origin;
						direction = tpos - own_pos;
					}      
					if (pf)
					{					
						pf->SetTargetPoint(tpos);
					}
					orient_direction = direction;
					actual_rotation_fps = actual_rotation_fps/4;
				}        
			}
    		break;
		case FA1_SEEKING2FLEEING:
			//if (FA1_SEEKING2FLEEING == FlyNAttack1State)
			{
				FleeingTime+=timeMs;
				if (phys)
					orient_direction = FleeingDirection; //-phys->GetForwardDirection().normalisedCopy();
				/*if (FleeingTime>MaxFleeingTime)
				{
	#ifdef FNAS1_DEBUG
					sprintf(log,"seek2flee to breakaway\n");
					Debugging::Log("fnas",log);
	#endif
					FlyNAttack1State = FA1_BREAKAWAY;
					FleeingTime=0;
				} else*/
				if (direction.squaredLength()>(MinDistance+BufferZone)*(MinDistance+BufferZone))
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"seek2flee switch off\n");
					Debugging::Log("fnas",log);
					#endif
					FlyNAttack1State = FA1_FLEEING;
				} else
				{
					//AIPathFinderStrategy *pf = Owner->GetPathFinder();
					#ifdef FNAS1_DEBUG
					sprintf(log,"seek2flee go on\n");
					Debugging::Log("fnas",log);
					#endif
					//actual_rotation_fps = actual_rotation_fps*4;
					if (pf)
					{
						Ogre::Vector3 target_point = own_pos+orient_direction*100000;
						pf->SetTargetPoint(target_point);                
					}
				}                
			}
    		break;
		case FA1_FLEEING:
			//if (FA1_FLEEING == FlyNAttack1State)
			{
				FleeingTime+=timeMs;
				if (phys)
					orient_direction = -phys->GetForwardDirection();

				//AIPathFinderStrategy *pf = Owner->GetPathFinder();

				if (direction.squaredLength()>(MaxDistance+BufferZone)*(MaxDistance+BufferZone))
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"flee far\n");
					Debugging::Log("fnas",log);
					#endif
					FlyNAttack1State = FA1_FLEEING2SEEKING;                            
				} else
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"flee go on\n");
					Debugging::Log("fnas",log);
					#endif
					if (pf)
					{
						Ogre::Vector3 target_point = own_pos+orient_direction*10000;
						pf->SetTargetPoint(target_point);                
					}
				}
			}
			break;
		case FA1_FLEEING2SEEKING:
			//if (FA1_FLEEING2SEEKING == FlyNAttack1State)
			{
				FleeingTime = 0;
				if (direction.squaredLength()<MaxDistance*MaxDistance)
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"flee2seek switch off\n");
					Debugging::Log("fnas",log);
					#endif
					FlyNAttack1State = FA1_SEEKING;

					/*if (pf)
					{
					Ogre::Vector3 target_point = target_pos;
					pf->SetTargetPoint(target_point);                
					orient_direction = target_point - own_pos;
					}*/
				} else
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"flee2seek go on\n");
					Debugging::Log("fnas",log);
					#endif
					actual_rotation_fps = actual_rotation_fps*5;
					
					if (pf)
					{                
						orient_direction = direction;					
						Ogre::Vector3 target_point = Ogre::Vector3::NEGATIVE_UNIT_Z*10000;
						Ogre::Quaternion orientation = scen->GetOrientation();
						target_point = orientation * target_point;
						target_point = own_pos + target_point;
						pf->SetTargetPoint(target_point);                
					}
					
				}
				//if (phys)
				//    orient_direction = -phys->GetForwardDirection();
			}
			break;    
		case FA1_BREAKAWAY:
			//if (FA1_FLEEING2SEEKING == FlyNAttack1State)
			{
				FleeingTime = 0;
				if (direction.squaredLength()>(MinDistance+BufferZone)*(MinDistance+BufferZone))
				{
					#ifdef FNAS1_DEBUG
					sprintf(log,"BREAKAWAY switch off\n");
					Debugging::Log("fnas",log);
					#endif
					FlyNAttack1State = FA1_FLEEING;
				} else
				{
	#ifdef FNAS1_DEBUG
					sprintf(log,"BREAKAWAY go on\n");
					Debugging::Log("fnas",log);
	#endif
					actual_rotation_fps = actual_rotation_fps*5;

					if (pf)
					{                
						orient_direction = direction;					
						Ogre::Vector3 target_point = Ogre::Vector3::NEGATIVE_UNIT_Z*10000;
						Ogre::Quaternion orientation = scen->GetOrientation();
						target_point = orientation * target_point;
						target_point = own_pos + target_point;
						pf->SetTargetPoint(target_point);                
					}

				}
				//if (phys)
				//    orient_direction = -phys->GetForwardDirection();
			}
			break;
		};

		#ifdef FNAS1_DEBUG
		sprintf(log,"end: %d\n", (int)FlyNAttack1State);
		Debugging::Log("fnas",log);		
		#endif
	}/* else
		{
			actual_rotation_fps = actual_rotation_fps*5;

			if (pf)
			{                
				orient_direction = direction;					
				Ogre::Vector3 target_point = Ogre::Vector3::NEGATIVE_UNIT_Z*10000;
				Ogre::Quaternion orientation = scen->GetOrientation();
				target_point = orientation * target_point;
				target_point = own_pos + target_point;
				pf->SetTargetPoint(target_point);                
			}
		}*/
	
    if (!orient_direction.isZeroLength() && PrevOrientDirection != orient_direction)
    {
        Ogre::Quaternion OurOrientation = scen->GetOrientation();

        //Ogre::Vector3 direction = Target->GetPosition()-scen->GetPosition();

        orient_direction.normalise();

        Ogre::Vector3 up =CommonDeclarations::GetUpVector();
        
        Vector3 xVec = up.crossProduct(orient_direction);
        xVec.normalise();
        Vector3 yVec = orient_direction.crossProduct(xVec);
        yVec.normalise();
        Quaternion unitZToTarget = Quaternion(xVec, yVec, orient_direction);

        Quaternion targetOrientation = Quaternion(-unitZToTarget.y, -unitZToTarget.z, unitZToTarget.w, unitZToTarget.x);

        PrevOrientDirection = orient_direction;        
        RotationUnit.StartRotation(OurOrientation, targetOrientation, actual_rotation_fps);
    }
	
	if(RotationUnit.mRotating)
	{
		RotationUnit.Step();
		if(RotationUnit.mRotating)                                // Process timed rotation
		{				
			Ogre::Quaternion delta = RotationUnit.Slerp();	
			scen->SetOrientation(delta);
		}
	}   
}
コード例 #15
0
ファイル: Axis3d.cpp プロジェクト: gitrider/wxsj2
    bool  
    AxisRenderable::collideAxis(Ogre::Ray& ray)
    {   
        Ogre::Vector3 dir = getWorldPosition() - ray.getOrigin();
        Ogre::Real mAxisGizmoProjLen = mLength / mViewport->getActualWidth() * dir.length() * Ogre::Math::Tan(mCamera->getFOVy());

        dir.normalise();
        mAxisGizmoSelAxis = -1;

        // find axis to use...
        for(unsigned int  i = 0; i < 3; i++)
        {
            Ogre::Vector3 up, normal;

            up = dir.crossProduct(mAxisGizmoVector[i]);
            normal = up.crossProduct(mAxisGizmoVector[i]);

            if(normal.isZeroLength())
                break;

            Ogre::Plane plane(normal,getWorldPosition());


            // width of the axis poly is 1/10 the run   
            Ogre::Vector3 a = up * mAxisGizmoProjLen / 10;
            Ogre::Vector3 b = mAxisGizmoVector[i] * mAxisGizmoProjLen;

            Ogre::Vector3 poly [] = 
            {
                Ogre::Vector3(getWorldPosition() + a),
                    Ogre::Vector3(getWorldPosition() + a + b),
                    Ogre::Vector3(getWorldPosition() - a + b),
                    Ogre::Vector3(getWorldPosition() - a)
            };

            Ogre::Vector3 end = ray.getPoint(mProjectDistance);
            Ogre::Real t = intersect(&plane,ray.getOrigin(), end);

            if(t >= 0 && t <= 1)
            {
                Ogre::Vector3 pos = interpolate(ray.getOrigin(), end, t);

                // check if inside our 'poly' of this axis vector...
                bool inside = true;
                for(unsigned int  j = 0; inside && (j < 4); j++)
                {
                    unsigned int k = (j+1) % 4;
                    Ogre::Vector3 vec1 = poly[k] - poly[j];
                    Ogre::Vector3 vec2 = pos - poly[k];

                    if(vec1.dotProduct(vec2) >0.f)
                        inside = false;   
                }

                //
                if(inside)
                {
                    mAxisGizmoSelAxis = i;
                    return(true);
                }
            }
        }      

        return(false);
    }
void CSpaghettiRigidBody::HandleCollision( 
		CSpaghettiWorld *world,							/*!< The world we are moving in */ 
		CSpaghettiRigidBody *otherRigidBody,			/*!< The other rigid body to compare against */ 
		const float deltaTime,							/*!< Delta time */
		std::vector<CCollision> &worldCollisionList		
	)
{
	std::vector<CCollision> collisions;
	if (!m_bounds->Intersects(otherRigidBody->GetBounds(), collisions))
		return;

	// no collisions stored, but there was a bound overlap
	if (collisions.empty())
		return;

	static const float restitution = 0.9f; 
	float sumOfMass = 0.0f;
	Ogre::Vector3 relativeVeclocity = Ogre::Vector3::ZERO;

	const float inverseMassBodyOne = 1.0f / GetMass();
	const float inverseMassBodyTwo = 1.0f / otherRigidBody->GetMass();

	if (otherRigidBody->IsStatic())
	{
		sumOfMass = inverseMassBodyOne;
		relativeVeclocity = GetVelocity();
	}
	else
	{
		sumOfMass = inverseMassBodyOne + inverseMassBodyTwo;
		relativeVeclocity = GetVelocity() - otherRigidBody->GetVelocity();
	}

	unsigned int noofCollision = collisions.size();
	for (unsigned int collisionIndex = 0; collisionIndex < noofCollision; ++collisionIndex)
	{
		worldCollisionList.push_back(collisions[collisionIndex]);

		Ogre::Vector3 collisionNormal = collisions[collisionIndex].collisionNormal;
		Ogre::Vector3 collisionPoint = collisions[collisionIndex].collisionPoint;

		float rvDn = relativeVeclocity.dotProduct(collisionNormal);
		Ogre::Vector3 impulseLinear = (collisionNormal * -(1 + restitution) * rvDn) / sumOfMass;

		SetVelocity(GetVelocity() + (impulseLinear * inverseMassBodyOne));
		SetPosition(GetPosition() + (-collisionNormal * collisions[collisionIndex].penetration));

		//angular
		Ogre::Vector3 collisionTangent = collisionNormal.crossProduct(relativeVeclocity.normalisedCopy());
		collisionTangent = collisionTangent.crossProduct(collisionNormal);

		static const float mu = -0.2f;
		Ogre::Vector3 frictionForce = ((collisionTangent * impulseLinear.length()) * mu) / deltaTime;
		AddTorqueAtPoint(frictionForce + (impulseLinear / deltaTime), collisionPoint);

		if (!otherRigidBody->IsStatic())
		{
			otherRigidBody->SetVelocity(otherRigidBody->GetVelocity() - (impulseLinear * inverseMassBodyTwo));
			otherRigidBody->SetPosition(otherRigidBody->GetPosition() + (collisionNormal * collisions[collisionIndex].penetration));

			otherRigidBody->AddTorqueAtPoint(-(frictionForce + (impulseLinear / deltaTime)), collisionPoint);
		}
	}

}
コード例 #17
0
ファイル: TriFunc.cpp プロジェクト: rvpoochen/wxsj2
// 是否选中一个三角型
bool IsSelTri(
				Ogre::Vector3 dir, 
				Ogre::Vector3 orig, 
				Ogre::Vector3 v1, 
				Ogre::Vector3 v2, 
				Ogre::Vector3 v3,
				float& t, 
				float& u, 
				float& v 
				)
{

	
	float    fu = 0;
	float    fv = 0;
	float    fDist = 0;
	float    fDet  = 0;
	
	Ogre::Vector3 edge1 = v2 - v1;
	Ogre::Vector3 edge2 = v3 - v1;

	Ogre::Vector3 pvec;
	pvec = dir.crossProduct(edge2);
	fDet = edge1.dotProduct(pvec);
  
    Ogre::Vector3 tvec;
    if( fDet > 0 )
    {
        tvec = orig - v1;
    }
    else
    {
        tvec = v1 - orig;
        fDet = -fDet;
    }

    if( fDet < 0.0001f )
        return false;

    fu = tvec.dotProduct(pvec);
    if( fu < 0.0f || fu > fDet )
	{
        return false;
	}

    // Prepare to test V parameter
    Ogre::Vector3 qvec;
	qvec = tvec.crossProduct(edge1);

    // Calculate V parameter and test bounds
	fv = dir.dotProduct(qvec);
    if( fv < 0.0f || fu + fv > fDet )
	{
        return false;
	}

	fDist = edge2.dotProduct(qvec);
    float fInvDet = 1.0f / fDet;
    fDist *= fInvDet;
    fu *= fInvDet;
    fv *= fInvDet;

	t = fDist;
	u = fu; 
	v = fv;

  return true;

}
コード例 #18
0
	void RenderBoxWrap::updateViewport()
	{
		// при нуле вылетает
		if ((mRenderBox->getWidth() <= 1) || (mRenderBox->getHeight() <= 1) ) return;

		if ((nullptr != mEntity) && (nullptr != mRttCam)) {
			// не ¤сно, нужно ли раст¤гивать камеру, установленную юзером
			mRttCam->setAspectRatio((float)mRenderBox->getWidth() / (float)mRenderBox->getHeight());

			//System::Console::WriteLine("Width {0}, Height {1}", getWidth(), getHeight());

			// вычисл¤ем рассто¤ние, чтобы был виден весь объект
			Ogre::AxisAlignedBox box;// = mNode->_getWorldAABB();//mEntity->getBoundingBox();

			VectorEntity::iterator iter = mVectorEntity.begin();

			while (iter != mVectorEntity.end())
			{
				box.merge((*iter)->getBoundingBox().getMinimum() + (*iter)->getParentSceneNode()->_getDerivedPosition());
				box.merge((*iter)->getBoundingBox().getMaximum() + (*iter)->getParentSceneNode()->_getDerivedPosition());
				iter++;
			}

			if (box.isNull()) return;

			//box.scale(Ogre::Vector3(1.41f,1.41f,1.41f));

			//System::Console::WriteLine("Minimum({0}), Maximum({1})",
			//	gcnew System::String(Ogre::StringConverter::toString(box.getMinimum()).c_str()),
			//	gcnew System::String(Ogre::StringConverter::toString(box.getMaximum()).c_str()));

			//box.getCenter();
			Ogre::Vector3 vec = box.getSize();

			// коррекци¤ под левосторонюю систему координат с осью Z направленную вверх
			#ifdef LEFT_HANDED_CS_UP_Z

				float width = sqrt(vec.x*vec.x + vec.y*vec.y); // самое длинное - диагональ (если крутить модель)
				float len2 = width; // mRttCam->getAspectRatio();
				float height = vec.z;
				float len1 = height;
				if (len1 < len2) len1 = len2;
				len1 /= 0.86; // [sqrt(3)/2] for 60 degrees field of view
				// центр объекта по вертикали + отъехать так, чтобы влезла ближн¤¤ грань BoundingBox'а + чуть вверх и еще назад дл¤ красоты
				Ogre::Vector3 result = box.getCenter() - Ogre::Vector3(vec.y/2 + len1, 0, 0) - Ogre::Vector3(len1*0.2, 0, -height*0.1);
				result.x *= mCurrentScale;
				mCamNode->setPosition(result);

				Ogre::Vector3 x = Ogre::Vector3(0, 0, box.getCenter().z + box.getCenter().z * (1-mCurrentScale)) - mCamNode->getPosition();
				Ogre::Vector3 y = Ogre::Vector3(Ogre::Vector3::UNIT_Z).crossProduct(x);
				Ogre::Vector3 z = x.crossProduct(y);
				mCamNode->setOrientation(Ogre::Quaternion(
					x.normalisedCopy(),
					y.normalisedCopy(),
					z.normalisedCopy()));

			#else

				float width = sqrt(vec.x*vec.x + vec.z*vec.z); // самое длинное - диагональ (если крутить модель)
				float len2 = width / mRttCam->getAspectRatio();
				float height = vec.y;
				float len1 = height;
				if (len1 < len2) len1 = len2;
				len1 /= 0.86; // [sqrt(3)/2] for 60 degrees field of view
				// центр объекта по вертикали + отъехать так, чтобы влезла ближн¤¤ грань BoundingBox'а + чуть вверх и еще назад дл¤ красоты
				Ogre::Vector3 result = box.getCenter() + Ogre::Vector3(0, 0, vec.z/2 + len1) + Ogre::Vector3(0, height*0.1, len1*0.2);
				result.z *= mCurrentScale;
				Ogre::Vector3 look = Ogre::Vector3(0, box.getCenter().y /*+ box.getCenter().y * (1-mCurrentScale)*/, 0);

				mCamNode->setPosition(result);
				mCamNode->lookAt(look, Ogre::Node::TS_WORLD);

			#endif
		}
	}
コード例 #19
0
void AIInConeAttackStrategy::Step(unsigned timeMs)
{        
    IScenable *scen = Parent->GetScenable();
	
	if (TargetID<0)
	{		
		return;
	}
	if (TargetID==0)
	{
		if (Owner)
		{
			TargetID = Owner->SelectTargetID();			
		}
		if (TargetID<=0)
		{
			TargetID=-1;
			IEquipped *eq = Parent->GetEquipped();
			eq->SetTargetPosition(Ogre::Vector3::ZERO);
			eq->SetShooting(false);
			return;
		}
	}
		
	IAAObject *obj = CommonDeclarations::GetIDObject(TargetID);
	if (NULL==obj)
	{		
		TargetID=0;
		return;
	}
		
	IScenable* Target;	
	Target = obj->GetScenable();
	if (NULL==Target/* || phys->IsCollided()*/)
		return;
	
	if(RotationUnit.mRotating)
	{
		RotationUnit.Step();
		if(RotationUnit.mRotating)                                // Process timed rotation
		{				
			Ogre::Quaternion delta = RotationUnit.Slerp();	
			scen->SetOrientation(delta);
		}
	}// else
	{	
		int actual_rotation_speed = RotationSpeed;
		IPhysical *phys = Parent->GetPhysical();
        AICommander *commander = Owner->GetCommander();
        Ogre::Vector3 src = Ogre::Vector3::ZERO;
        if (commander)
        {
            IAAObject *obj = commander->GetParent();
            if (obj)
            {
                IScenable *scen = obj->GetScenable();
                if (scen)
                {
                    src = scen->GetOrientation()*Ogre::Vector3::NEGATIVE_UNIT_Z;
                }
            }
        } else
        {
            src = -phys->GetForwardDirection(); //OurOrientation * Ogre::Vector3::NEGATIVE_UNIT_Z;
        }
		
		Ogre::Vector3 direction = Target->GetPosition()-scen->GetPosition();
        direction.normalise();

        Ogre::Real cs = src.dotProduct(direction);
        if (src.isZeroLength() || cs>=AngleCosinusModule)
        {
			actual_rotation_speed = actual_rotation_speed/2;
			/*char log[100];
			sprintf(log,"in cone %f %f %f\n",direction.x, direction.y, direction.z);
			Debugging::Log("icas",log);*/			
        } else
		{			
			direction = src;
			/*char log[100];
			sprintf(log,"not in cone %f %f %f\n",direction.x, direction.y, direction.z);
			Debugging::Log("icas",log);*/
		}

        Ogre::Vector3 up =CommonDeclarations::GetUpVector();

		Ogre::Quaternion OurOrientation = scen->GetOrientation();
		Vector3 xVec = up.crossProduct(direction);
		xVec.normalise();
		Vector3 yVec = direction.crossProduct(xVec);
		yVec.normalise();
		Quaternion unitZToTarget = Quaternion(xVec, yVec, direction);

		Quaternion targetOrientation = Quaternion(-unitZToTarget.y, -unitZToTarget.z, unitZToTarget.w, unitZToTarget.x);

		RotationUnit.StartRotation(OurOrientation, targetOrientation, actual_rotation_speed);
	}

	std::pair<bool, Ogre::Real> intersection_res;
		
	IEquipped *eq = Parent->GetEquipped();
	Ogre::Ray pl_ray = eq->GetSightRay();

	intersection_res = pl_ray.intersects(Target->GetBoundingBox(true));
	if (intersection_res.first)
	{
        eq->SetTargetPosition(Target->GetPosition(), intersection_res.second);
		eq->SetShooting(true);
	} else
    {
        eq->SetTargetPosition(Ogre::Vector3::ZERO);
        eq->SetShooting(false);
    }
		
}
コード例 #20
0
ファイル: AILookStrategy.cpp プロジェクト: beorc/flare_star
void AILookStrategy::Step(unsigned timeMs)
{		
    IPhysical *phys = Parent->GetPhysical();
    IScenable *scen = Parent->GetScenable();
	
	if(RotationUnit.mRotating)
	{
		RotationUnit.Step();
		if(RotationUnit.mRotating)                                // Process timed rotation
		{				
			Ogre::Quaternion delta = RotationUnit.Slerp();	
			scen->SetOrientation(delta);
		}
	} else
	{
		Ogre::Quaternion OurOrientation = scen->GetOrientation();
		
		//Ogre::Vector3 src = OurOrientation * Ogre::Vector3::NEGATIVE_UNIT_Z;
		Ogre::Vector3 direction = Ogre::Vector3::ZERO;
		switch(LookType) {
		case LT_FORWARD:
			direction = -phys->GetForwardDirection();
			break;
		case LT_DIRECTION:			
			direction = Direction;
			break;
		case LT_OBJECT:
			{
				if (TargetID<0)
				{
					assert(false);					
				}

				if (TargetID==0)
				{
					if (Owner)
					{
						TargetID = Owner->SelectTargetID();			
					}					
				}

				IAAObject *obj = CommonDeclarations::GetIDObject(TargetID);
				//assert(obj);
				if (obj)
					direction = obj->GetPosition()-scen->GetPosition();			
				break;
			}
		};
				
		if (!direction.isZeroLength())
		{
			Vector3 xVec = Ogre::Vector3::UNIT_Y.crossProduct(direction);
			xVec.normalise();
			Vector3 yVec = direction.crossProduct(xVec);
			yVec.normalise();
			Quaternion unitZToTarget = Quaternion(xVec, yVec, direction);

			Quaternion targetOrientation = Quaternion(-unitZToTarget.y, -unitZToTarget.z, unitZToTarget.w, unitZToTarget.x);

			RotationUnit.StartRotation(OurOrientation, targetOrientation);
		}		

	}
}