float EmberEntity::getHeight(const WFMath::Point<2>& localPosition) const { if (mHeightProvider) { float height = 0; if (mHeightProvider->getHeight(WFMath::Point<2>(localPosition.x(), localPosition.y()), height)) { return height; } } //A normal EmberEntity shouldn't know anything about the terrain, so we can't handle the area here. //Instead we just pass it on to the parent until we get to someone who knows how to handle this (preferably the terrain). if (getEmberLocation()) { WFMath::Point<2> adjustedLocalPosition(getPredictedPos().x(), getPredictedPos().y()); WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(getOrientation()); double theta = atan2(xVec.y(), xVec.x()); // rotation about Z WFMath::RotMatrix<2> rm; WFMath::Vector<2> adjustment(localPosition.x(), localPosition.y()); adjustment.rotate(rm.rotation(theta)); adjustedLocalPosition += adjustment; return getEmberLocation()->getHeight(adjustedLocalPosition) - getPredictedPos().z(); } WFMath::Point<3> predictedPos = getPredictedPos(); if (predictedPos.isValid()) { return predictedPos.z(); } else { return 0.0f; } }
void PolygonPointMover::move(const WFMath::Vector<3>& directionVector) { if (directionVector.isValid()) { getActivePoint()->translate(WFMath::Vector<2>(directionVector.x(), directionVector.y())); mPolygon.updateRender(); } }
void HeightMapFlatSegment::getHeightAndNormal(float x, float y, float& height, WFMath::Vector<3>& normal) const { height = mHeight; normal.x() = 0; normal.y() = 0; normal.z() = 1; }
void Position2DAdapter::fillElementFromGui() { WFMath::Vector<2> vector; if (mXWindow) { vector.x() = atof(mXWindow->getText().c_str()); } if (mYWindow) { vector.y() = atof(mYWindow->getText().c_str()); } mEditedElement = vector.toAtlas(); }
void Steering::moveInDirection(const WFMath::Vector<2>& direction) { WFMath::Vector<3> fullDirection(direction.x(), 0, direction.y()); WFMath::Quaternion orientation; if (direction != WFMath::Vector<2>::ZERO()) { orientation.rotation(WFMath::Vector<3>(0, 0, 1), WFMath::Vector<3>(fullDirection).normalize(), WFMath::Vector<3>(0, 1, 0)); } mAvatar.moveInDirection(fullDirection, orientation); mLastSentVelocity = direction; mExpectingServerMovement = true; }
void SoundService::updateListenerPosition(const WFMath::Point<3>& pos, const WFMath::Vector<3>& direction, const WFMath::Vector<3>& up) { if (!isEnabled()) { return; } alListener3f(AL_POSITION, pos.x(), pos.y(), pos.z()); SoundGeneral::checkAlError("Setting the listener position."); //Set the direction of the listener. ALfloat aluVectors[6]; aluVectors[0] = direction.x(); aluVectors[1] = direction.y(); aluVectors[2] = direction.z(); aluVectors[3] = up.x(); aluVectors[4] = up.y(); aluVectors[5] = up.z(); alListenerfv(AL_ORIENTATION, aluVectors); SoundGeneral::checkAlError("Setting the listener orientation."); }
void PolygonPointMover::setPosition(const WFMath::Point<3>& position) { if (position.isValid()) { //We need to offset into local space. Ogre::Vector3 posOffset = Ogre::Vector3::ZERO; if (getActivePoint()->getNode()->getParent()) { posOffset = getActivePoint()->getNode()->getParent()->_getDerivedPosition(); } Ogre::Vector3 newPos = Convert::toOgre(position) - posOffset; newPos = getActivePoint()->getNode()->getParent()->_getDerivedOrientation().Inverse() * newPos; WFMath::Vector<3> translation = Convert::toWF<WFMath::Vector<3>>(newPos - getActivePoint()->getNode()->getPosition()); //adjust it so that it moves according to the ground for example getActivePoint()->translate(WFMath::Vector<2>(translation.x(), translation.y())); mPolygon.updateRender(); } }
bool TerrainArea::parseArea() { if (!mEntity.hasAttr("area")) { S_LOG_FAILURE("TerrainArea created for entity with no area attribute"); return false; } const Atlas::Message::Element areaElem(mEntity.valueOfAttr("area")); if (!areaElem.isMap()) { S_LOG_FAILURE("TerrainArea element ('area') must be of map type."); return false; } const Atlas::Message::MapType& areaData(areaElem.asMap()); int layer = 0; WFMath::Polygon<2> poly; TerrainAreaParser parser; if (parser.parseArea(areaData, poly, layer)) { if (!mArea) { mArea = new Mercator::Area(layer, false); } else { //A bit of an ugly hack here since the Mercator system doesn't support changing the layer. We need to swap the old area for a new one if the layer has changed. if (mArea->getLayer() != layer) { mOldArea = mArea; mArea = new Mercator::Area(layer, false); } } // transform polygon into terrain coords WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(mEntity.getOrientation()); double theta = atan2(xVec.y(), xVec.x()); // rotation about Z WFMath::RotMatrix<2> rm; poly.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0)); poly.shift(WFMath::Vector<2>(mEntity.getPosition().x(), mEntity.getPosition().y())); mArea->setShape(poly); return true; } else { return false; } }
Mercator::TerrainMod* InnerTranslatorImpl<ModT, ShapeT>::createInstance(const WFMath::Point<3>& pos, const WFMath::Quaternion& orientation) { ShapeT<2> shape = this->mShape; if (!shape.isValid() || !pos.isValid()) { return nullptr; } if (orientation.isValid()) { /// rotation about Z axis WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(orientation); WFMath::CoordType theta = std::atan2(xVec.y(), xVec.x()); WFMath::RotMatrix<2> rm; shape.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0)); } shape.shift(WFMath::Vector<2>(pos.x(), pos.y())); float level = TerrainModTranslator::parsePosition(pos, this->mData); return new ModT<ShapeT>(level, shape); }
bool TerrainArea::placeArea(WFMath::Polygon<2>& poly) { //If the position if invalid we can't do anything with the area yet. if (!mEntity.getPosition().isValid()) { return false; } // transform polygon into terrain coords if (mEntity.getOrientation().isValid()) { WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(mEntity.getOrientation()); double theta = atan2(xVec.y(), xVec.x()); // rotation about Z WFMath::RotMatrix<2> rm; poly.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0)); } poly.shift(WFMath::Vector<2>(mEntity.getPosition().x(), mEntity.getPosition().y())); return true; }
void SoundSource::setVelocity(const WFMath::Vector<3>& vel) { assert(vel.isValid()); alSource3f(mALSource, AL_VELOCITY, vel.x(), vel.y(), vel.z()); SoundGeneral::checkAlError("Setting sound source velocity."); }
void Steering::update() { if (mSteeringEnabled) { if (mUpdateNeeded) { updatePath(); } auto entity = mAvatar.getEntity(); if (!mPath.empty()) { const auto& finalDestination = mPath.back(); auto entity3dPosition = entity->getViewPosition(); const WFMath::Point<2> entityPosition(entity3dPosition.x(), entity3dPosition.z()); //First check if we've arrived at our actual destination. if (WFMath::Distance(WFMath::Point<2>(finalDestination.x(), finalDestination.z()), entityPosition) < 0.1f) { //We've arrived at our destination. If we're moving we should stop. if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) { moveInDirection(WFMath::Vector<2>::ZERO()); } stopSteering(); } else { //We should send a move op if we're either not moving, or we've reached a waypoint, or we need to divert a lot. WFMath::Point<2> nextWaypoint(mPath.front().x(), mPath.front().z()); if (WFMath::Distance(nextWaypoint, entityPosition) < 0.1f) { mPath.pop_front(); nextWaypoint = WFMath::Point<2>(mPath.front().x(), mPath.front().z()); } WFMath::Vector<2> velocity = nextWaypoint - entityPosition; WFMath::Point<2> destination; velocity.normalize(); if (mPath.size() == 1) { //if the next waypoint is the destination we should send a "move to position" update to the server, to make sure that we stop when we've arrived. //otherwise, if there's too much lag, we might end up overshooting our destination and will have to double back destination = nextWaypoint; } //Check if we need to divert in order to avoid colliding. WFMath::Vector<2> newVelocity; bool avoiding = mAwareness.avoidObstacles(entityPosition, velocity * mSpeed, newVelocity); if (avoiding) { auto newMag = newVelocity.mag(); auto relativeMag = mSpeed / newMag; velocity = newVelocity; velocity.normalize(); velocity *= relativeMag; mUpdateNeeded = true; } bool shouldSend = false; if (velocity.isValid()) { if (mLastSentVelocity.isValid()) { //If the entity has stopped, and we're not waiting for confirmation to a movement request we've made, we need to start moving. if (!entity->isMoving() && !mExpectingServerMovement) { shouldSend = true; } else { auto currentTheta = std::atan2(mLastSentVelocity.y(), mLastSentVelocity.x()); auto newTheta = std::atan2(velocity.y(), velocity.x()); //If we divert too much from where we need to go we must adjust. if (std::abs(currentTheta - newTheta) > WFMath::numeric_constants<double>::pi() / 20) { shouldSend = true; } } } else { //If we've never sent a movement update before we should do that now. shouldSend = true; } } if (shouldSend) { //If we're moving to a certain destination and aren't avoiding anything we should tell the server to move to the destination. if (destination.isValid() && !avoiding) { moveToPoint(WFMath::Point<3>(destination.x(), entity3dPosition.y(), destination.y())); } else { moveInDirection(velocity); } } } } else { //We are steering, but the path is empty, which means we can't find any path. If we're moving we should stop movement. //But we won't stop steering; perhaps we'll find a path later. if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) { moveInDirection(WFMath::Vector<2>::ZERO()); } } } }