Пример #1
0
void CBirdsFlock::SetEnabled( bool bEnabled )
{
	if (!m_bc.bSpawnFromPoint)
		CFlock::SetEnabled(bEnabled);
	else
	{
		if (m_bEnabled != bEnabled)
		{
			SetAttractOutput(false);
			m_bEnabled	= bEnabled;
			for (Boids::iterator it = m_boids.begin(); it != m_boids.end(); ++it)
			{
				CBoidBird *pBoid = (CBoidBird *)*it;
				float radius	= 0.5; // Spawn not far from origin
				float z				= /*gEnv->p3DEngine->GetTerrainElevation(m_origin.x,m_origin.y) + */7.f + Boid::Frand()*2.f;	// z = terrain height + [5-9]
				pBoid->m_pos	= m_origin + Vec3(radius*Boid::Frand(),radius*Boid::Frand(), radius*Boid::Frand());
				z = .25f*Boid::Frand() + .25f;	// z-heading = 0.0 - 0.5
				pBoid->m_heading		= ( Vec3(Boid::Frand(),Boid::Frand(),z) ).GetNormalized(); 
				pBoid->m_scale			= m_bc.boidScale + Boid::Frand()*m_bc.boidRandomScale;
				pBoid->m_speed				= m_bc.MinSpeed + (Boid::Frand()+1)/2.0f*(m_bc.MaxSpeed - m_bc.MinSpeed);
				pBoid->m_dead				= 0;
				pBoid->m_currentAccel(0,0,0);
				pBoid->SetSpawnFromPt(true);
				pBoid->m_fNoCenterAttract = m_bc.factorAttractToOrigin;
				pBoid->m_fNoKeepHeight		= m_bc.factorKeepHeight;
				pBoid->SetAttracted(false);
			}

			if (!bEnabled && m_bEntityCreated)
				DeleteEntities(false);
		}
	}
}
Пример #2
0
    void CBirdsFlock::SetAttractionPoint(const Vec3& point)
    {
        m_bc.attractionPoint = point;
        SetAttractOutput(false);

        for (Boids::iterator it = m_boids.begin(); it != m_boids.end(); ++it)
        {
            ((CBoidBird*)*it)->SetAttracted();
        }
    }