示例#1
0
void Camera::initialize() {
    Vector3d goalPos = getGoalPosition();
    Quaternion goalOrient = getGoalOrientation();
    mSceneNode->setPosition(toOgre(goalPos, mScene->getOffset()));
    mSceneNode->setOrientation(toOgre(goalOrient));

    setMode(FirstPerson);
}
示例#2
0
/**
 * detecting simple deadlocks
 */
void detectDeadSquare(vector<string> &ground)
{
	vector<Position> goal;
	getGoalPosition(ground, goal);
	vector<string> mark = ground;
	for (int i = 0; i < goal.size(); ++i) {
		for (int j = 0; j < 4; ++j) {
			Position person(goal[i].x  + direction[j][0], goal[i].y + direction[j][1]);
			pullAndMark(mark, goal[i], person);
		}
	}
	for (int i = 0; i < ground.size(); ++i) {
		for (int j = 0; j < ground[i].size(); ++j) {
			if (!isWall(ground[i][j]) && !isPerson(ground[i][j]) && !isBox(ground[i][j]) && mark[i][j] != 'V') {
				ground[i][j] = 'X';
			}
		}
	}
}
示例#3
0
void Camera::tick(const Time& t, const Duration& dt) {
    if (!haveGoal()) return;

    Vector3d goalPos = getGoalPosition();
    Quaternion goalOrient = getGoalOrientation();

    Vector3d pos;
    Quaternion orient;

    if (mMode == FirstPerson) {
        // In first person mode we are tied tightly to the position of
        // the object.
        pos = goalPos;
        orient = goalOrient;
    }
    else {
        // In third person mode, the target is offset so we'll be behind and
        // above ourselves and we need to interpolate to the target.
        // Offset the goal.
        BoundingSphere3f following_bounds = getGoalBounds();
        goalPos += Vector3d(following_bounds.center());
        // > 1 factor gets us beyond the top of the object
        goalPos += mOffset * (following_bounds.radius());
        // Restore the current values from the scene node.
        pos = fromOgre(mSceneNode->getPosition(), mScene->getOffset());
        orient = fromOgre(mSceneNode->getOrientation());
        // And interpolate.
        Vector3d toGoal = goalPos-pos;
        double toGoalLen = toGoal.length();
        if (toGoalLen < 1e-06) {
            pos = goalPos;
            orient = goalOrient;
        } else {
            double step = exp(-dt.seconds()*2.f);
            pos = goalPos - (toGoal/toGoalLen)*(toGoalLen*step);
            orient = (goalOrient*(1.f-step) + orient*step).normal();
        }
    }

    mSceneNode->setPosition(toOgre(pos, mScene->getOffset()));
    mSceneNode->setOrientation(toOgre(orient));
}