Command *Command::opIsItemNearPlace(const ResourceReference &itemRef, const ResourceReference &positionRef, int32 testDistance) { FloorPositionedItem *item = itemRef.resolve<FloorPositionedItem>(); Math::Vector3d itemPostion = item->getPosition3D(); Math::Vector3d testPosition = getObjectPosition(positionRef); return nextCommandIf(itemPostion.getDistanceTo(testPosition) < testDistance); }
Math::Vector3d StringPullingPath::computeWalkTarget(const Math::Vector3d &fromPosition) { Current *current = StarkGlobal->getCurrent(); Resources::Floor *floor = current->getFloor(); // HACK: Sometimes the character gets stuck because of rounding errors // If we detect the character is stuck on a step, just make it go to the next one. // TODO: Improve the string pulling code so that the targets can also be points between two steps. if (fromPosition.getDistanceTo(_steps[_targetStep]) < 1.0 && _targetStep < _steps.size() - 1) { _targetStep++; } for (uint i = _targetStep + 1; i < _steps.size(); i++) { Math::Line3d testSegment = Math::Line3d(fromPosition, _steps[i]); if (!floor->isSegmentInside(testSegment)) { break; } _targetStep = i; } return _steps[_targetStep]; }
float Path::getEdgeLength(uint edgeIndex) const { Math::Vector3d edgeStart = getVertexPosition(edgeIndex); Math::Vector3d edgeEnd = getVertexPosition(edgeIndex + 1); return edgeStart.getDistanceTo(edgeEnd); }
void Walk::onGameLoop() { if (!_path->hasSteps()) { // There is no path to the destination stop(); return; } Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor(); // Get the target to walk to Math::Vector3d currentPosition = _item3D->getPosition3D(); Math::Vector3d target = _path->computeWalkTarget(currentPosition); // Compute the direction to walk into Math::Vector3d direction = target - currentPosition; direction.z() = 0; direction.normalize(); // Compute the angle with the current character direction Math::Vector3d currentDirection = _item3D->getDirectionVector(); float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction); // If the angle between the current direction and the new one is too high, // make the character turn on itself until the angle is low enough if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) { _turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight; } else { _turnDirection = kTurnNone; } float distancePerGameloop = computeDistancePerGameLoop(); Math::Vector3d newPosition; if (_turnDirection == kTurnNone) { // Compute the new position using the distance per gameloop if (currentPosition.getDistanceTo(target) > distancePerGameloop) { newPosition = currentPosition + direction * distancePerGameloop; } else { newPosition = target; } } else { // The character does not change position when it is turning newPosition = currentPosition; direction = currentDirection; Math::Matrix3 rot; rot.buildAroundZ(_turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed()); rot.transformVector(&direction); } // Some scripts expect the character position to be the exact destination if (newPosition == _destination) { _reachedDestination = true; stop(); } // Update the new position's height according to the floor int32 newFloorFaceIndex = floor->findFaceContainingPoint(newPosition); if (newFloorFaceIndex >= 0) { floor->computePointHeightInFace(newPosition, newFloorFaceIndex); } else { warning("Item %s is walking off the floor", _item->getName().c_str()); } // Update the item's properties _item3D->setPosition3D(newPosition); if (direction.getMagnitude() != 0.0) { _item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0))); } if (newFloorFaceIndex >= 0) { // When unable to find the face containing the new position, keep the previous one // to prevent draw order glitches. _item3D->setFloorFaceIndex(newFloorFaceIndex); } changeItemAnim(); }