示例#1
0
//レイとモデルのあたり判定
CollisionParameter Actor::RayModelStep(const Actor& other)const{
	Vector3 pos = RCMatrix4::getPosition(parameter.matrix) + RCMatrix4::getUp(parameter.matrix) * 3.0f;
	Vector3 rad = RCVector3::normalize(parameter.moveVec);
	Vector3 start = pos + rad	* 0.5f;	
	Vector3 end = pos - rad		* 0.5f;
	//Graphic::GetInstance().DrawLine(start, end);
	
	CollisionParameter colpara = ModelRay(other.parameter.matrix, other.parameter.octId, start, end);
	Vector3 nor = colpara.colNormal;
	if (!colpara.colFlag)return colpara;

	while (true){
		pos = pos - rad * 0.1f;
		start = pos + rad	* 0.5f;
		end = pos - rad		* 0.5f;
		colpara = ModelRay(other.parameter.matrix, other.parameter.octId, start, end);
		if (!colpara.colFlag){
			colpara.colFlag = true;
			colpara.id = COL_ID::RAY_MODEL_STEP_COLL;
			colpara.colPos = pos - rad * 0.3f;
			colpara.colNormal = nor;
			break;
		}
	}

	return colpara;
}
示例#2
0
//レイとモデルのあたり判定
CollisionParameter Actor::RayModel(const Actor& other)const{
	Vector3 pos = RCMatrix4::getPosition(parameter.matrix);
	float rad = parameter.radius;
	Vector3 down = -RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
	Vector3 end = pos + down* rad;
	//Graphic::GetInstance().DrawLine(pos, end);
	return ModelRay(other.parameter.matrix, other.parameter.octId, pos, end);
}
示例#3
0
void Thread::Update(float frameTime){
	//始点と終点の距離が一定以下かつ、ショット中でなければ死亡
	if (RCVector3::length(threadParam.startPosition - threadParam.currentEndPosition) < 0.3f && !IsShot())
		parameter.isDead = true;

	//糸発射処理
	if (IsShot()){
		ThreadShot(frameTime);
		//shotSpeed = THREAD_SPEED;
		//当たり判定のセット
		world.SetCollideSelect(this->shared_from_this(),parameter.id == ACTOR_ID::PLAYER_THREAD_ACTOR ? ACTOR_ID::ENEMY_THREADWEB_ACTOR : ACTOR_ID::PLAYER_THREADWEB_ACTOR, COL_ID::TRIANGLE_LINE_T_COLL);
	}


	CollisionParameter col_;
	if (!IsShot()){
		col_ = ModelRay(*stage._Get()->ReturnMat(), OCT_ID::STAGE_OCT, threadParam.startPosition + threadParam.endNormal * 0.1f, threadParam.endPosition + threadParam.startNormal * 0.1f);
		if (col_.colFlag){
			threadParam.endPosition = col_.colPos;
			threadParam.currentEndPosition = col_.colPos;
		}
	}
	if (dangle){
		threadParam.startNormal = RCVector3::normalize(threadParam.startPosition - threadParam.endPosition);
		threadParam.endNormal = RCVector3::normalize(threadParam.endPosition - threadParam.startPosition);
	}
	else{
		col_ = ModelRay(*stage._Get()->ReturnMat(), OCT_ID::STAGE_OCT, threadParam.endPosition + threadParam.startNormal * 0.1f, threadParam.startPosition + threadParam.endNormal * 0.1f);
		if (col_.colFlag){
			threadParam.startPosition = col_.colPos;
		}
	}
	color = vector3(1, 0.5f, 0.5f);
	if (parameter.id == ACTOR_ID::ENEMY_THREAD_ACTOR)color = vector3(0.5f, 0.5f, 1);
	if (selectThread)color = vector3(1, 1, 1);
	selectThread = false;

	if (RCVector3::length(threadParam.startPosition - threadParam.endPosition) < 2.0f && !dangle){
		parameter.isDead = true;
	}
}
示例#4
0
Thread::Thread(IWorld& world_, std::weak_ptr<Player> player_, std::weak_ptr<Stage> stage_, CAMERA_ID cID, bool startPosGroundTouch_, int playerNum_)
:Actor(world_),
player(player_),
stage(stage_),
playerNum(playerNum_){
	//各種パラメーターに値をセット
	parameter.isDead = false;
	threadParam.startPosition = RCMatrix4::getPosition(*player._Get()->ReturnMat());
	threadParam.currentEndPosition = threadParam.startPosition;
	threadParam.startPosIsGroundTouch = startPosGroundTouch_;
	isRewind = false;
	isGoingEnd = false;
	goingVec = vector3(0, 0, 0);
	rewindSpeed = 12.0f;
	isShot = true;
	shotSpeed = THREAD_SPEED;
	threadHit = false;
	rootActor = player._Get()->GetParameter().id;
	if (rootActor == ACTOR_ID::PLAYER_ACTOR) parameter.id = ACTOR_ID::PLAYER_THREAD_ACTOR;
	else parameter.id = ACTOR_ID::ENEMY_THREAD_ACTOR;

	//糸の発射
	Vector3 eye = Device::GetInstance().GetCamera(cID)->CameraParam()->Eye;
	Vector3 target = Device::GetInstance().GetCamera(cID)->CameraParam()->Target;
	Vector3 vec =RCVector3::normalize(target - eye);
	//カメラからモデルへのヒット地点へ向けた判定
	CollisionParameter col = ModelRay(*stage._Get()->ReturnMat(), OCT_ID::STAGE_OCT, eye,eye + vec * 10000.0f);
	threadParam.endPosition = col.colPos;
	if (col.colFlag){
		////プレイヤーからヒット地点へ向けた判定
		//CollisionParameter col_ = ModelRay(*stage._Get()->ReturnMat(), OCT_ID::STAGE_OCT, threadParam.startPosition + RCVector3::normalize(RCMatrix4::getUp(*player._Get()->ReturnMat())) * 0.1f, col.colPos);
		//
		//threadParam.endPosition = col_.colPos;

	}
	else{
		parameter.isDead = true;
	}
		threadParam.startNormal = RCVector3::normalize(threadParam.startPosition - threadParam.endPosition);
		threadParam.endNormal = RCVector3::normalize(threadParam.endPosition - threadParam.startPosition);
		dangle = false;

	selectThread = false;

	AddThreadWebInit();

}
示例#5
0
ThreadWeb::ThreadWeb(IWorld& world, std::shared_ptr<Thread> parent1, std::shared_ptr<Thread> parent2)
:Actor(world), mParent1(parent1), mParent2(parent2){
	parameter.id = ACTOR_ID::PLAYER_THREADWEB_ACTOR;
	if (parent1->GetRootActor() != ACTOR_ID::PLAYER_ACTOR)
		parameter.id = ACTOR_ID::ENEMY_THREADWEB_ACTOR;
	parameter.isDead = false;
	hitCount = 0;
	mWebParamater = {
		mParent1._Get()->GetThreadParameter().startPosition,
		mParent1._Get()->GetThreadParameter().endPosition,
		mParent2._Get()->GetThreadParameter().endPosition };
	mWebThreads.clear();
	mDivide = 20;

	//蜘蛛の巣の間に敷く糸の座標を計算し格納
	WebThreadsCalc();

	float size2 = 3.0f;
	Matrix4 stageMatrix = RCMatrix4::matrix(
		vector3(size2, size2, size2),
		0.0f,
		0,
		0.0f,
		vector3(-1, -2.0f, 0));
	for (int i = 0; i < mDivide * 2; i += 2)
	{
		CollisionParameter cp = ModelRay(stageMatrix, OCT_ID::STAGE_OCT, mWebThreads[i], mWebThreads[i + 1]);
		if (cp.colFlag){
			mWebParamater.b = mWebThreads[i-2];
			mWebParamater.c = mWebThreads[i-2 + 1];

			break;
		}
	}

	mWebThreads.clear();
	//蜘蛛の巣の間に敷く糸の座標を計算し格納
	WebThreadsCalc();


	selectThreadWeb = false;
}
示例#6
0
//レイとモデルのあたり判定(蜘蛛版)
CollisionParameter Actor::RayModelNaturalTest(Vector3 pos_)const{
	CollisionParameter colpara;
	colpara.colFlag = false;
	colpara.colPos = vector3(0, 0, 0);
	colpara.colNormal = vector3(0, 1, 0);
	float downVec = 2.0f;
	Vector3 down = -RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
	Vector3 up = RCVector3::normalize(RCMatrix4::getUp(parameter.matrix)) * 0.3f;
	Vector3 pos = pos_ + up;
	Vector3 end = down * downVec + pos;
	float len = RCVector3::length(end - pos);

	float size2 = 3.0f;
	Matrix4 stageMat = RCMatrix4::matrix(
		vector3(size2, size2, size2),
		0.0f,
		0,
		0.0f,
		vector3(-1, -2.0f, 0));

	colpara = ModelRay(stageMat, OCT_ID::STAGE_OCT, pos, end);

	if (colpara.colFlag){
		float zure = 0.2f;
		float rad = 0.45f;
		Vector3 down1 = -RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 up1 = RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 pos1 = pos_ + RCVector3::normalize(RCMatrix4::getLeft(parameter.matrix)) * 1 * rad + up;
		Vector3 end1 = pos1 + down1 * downVec + RCVector3::normalize(pos1 - pos) * zure;
		float len1 = RCVector3::length(end1 - pos);
		CollisionParameter colpara1 = ModelRay(stageMat, OCT_ID::STAGE_OCT, pos1, end1);

		Vector3 down2 = -RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 up2 = RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 pos2 = pos_ - RCVector3::normalize(RCMatrix4::getLeft(parameter.matrix)) * 1 * rad + up;
		Vector3 end2 = pos2 + down2 * downVec + RCVector3::normalize(pos2 - pos) * zure;
		float len2 = RCVector3::length(end2 - pos);
		CollisionParameter colpara2 = ModelRay(stageMat, OCT_ID::STAGE_OCT, pos2, end2);

		Vector3 down3 = -RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 up3 = RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 pos3 = pos_ + RCVector3::normalize(RCMatrix4::getFront(parameter.matrix)) * 1 * rad + up;
		Vector3 end3 = pos3 + down3 * downVec + RCVector3::normalize(pos3 - pos) * zure;
		float len3 = RCVector3::length(end3 - pos);
		CollisionParameter colpara3 = ModelRay(stageMat, OCT_ID::STAGE_OCT, pos3, end3);

		Vector3 down4 = -RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 up4 = RCVector3::normalize(RCMatrix4::getUp(parameter.matrix));
		Vector3 pos4 = pos_ - RCVector3::normalize(RCMatrix4::getFront(parameter.matrix)) * 1 * rad + up;
		Vector3 end4 = pos4 + down4 * downVec + RCVector3::normalize(pos4 - pos) * zure;
		float len4 = RCVector3::length(end4 - pos);
		CollisionParameter colpara4 = ModelRay(stageMat, OCT_ID::STAGE_OCT, pos4, end4);

		if (Device::GetInstance().GetInput()->KeyDown(INPUTKEY::KEY_R)){
			/*Graphic::GetInstance().DrawLine(pos, end);
			Graphic::GetInstance().DrawLine(pos1, end1);
			Graphic::GetInstance().DrawLine(pos2, end2);
			Graphic::GetInstance().DrawLine(pos3, end3);
			Graphic::GetInstance().DrawLine(pos4, end4);*/
		}

		if (!colpara1.colFlag || !colpara2.colFlag || !colpara3.colFlag || !colpara4.colFlag){
			colpara.id = COL_ID::RAY_MODEL_NATURAL_COLL;
			return colpara;
		}
		Vector3 centerLeft = RCVector3::lerp(colpara1.colPos, colpara2.colPos, 0.5f);
		Vector3 centerFront = RCVector3::lerp(colpara3.colPos, colpara4.colPos, 0.5f);

		Vector3 dummyHitPos;
		down = (down + pos_);
		if (RCVector3::length(centerFront - down) >=
			RCVector3::length(centerLeft - down)){
			dummyHitPos = centerFront;
		}
		else dummyHitPos = centerLeft;
		if (RCVector3::length(colpara.colPos - down) >= RCVector3::length(dummyHitPos - down)){
			dummyHitPos = colpara.colPos;
		}
		colpara.colPos = dummyHitPos;
		Vector3 left = RCVector3::normalize(colpara1.colPos - colpara2.colPos);
		Vector3 front = RCVector3::normalize(colpara3.colPos - colpara4.colPos);

		colpara.colNormal = -RCVector3::cross(left, front);
	}
	colpara.id = COL_ID::RAY_MODEL_NATURAL_COLL;
	return colpara;
}