示例#1
0
//test if object is within BoundingBox
bool Obstacle::objectWithinBoundingBox(Obstacle testObj)
{
	if (   (testObj.getOrigin().x>=minX && testObj.getOrigin().x<=maxX)
		&& (testObj.getOrigin().y>=minY && testObj.getOrigin().y<=maxY)
		&& (testObj.getOrigin().z>=minZ && testObj.getOrigin().z<=maxZ))
	{ 
			return true;
	}
	return false;
}
示例#2
0
bool BezierPatch::objectWithinBoundingBox(Obstacle testObj)
{
	//test each bounding box
	for(int i=0;i<levelOfDetail;i++)
	{
		if (   testObj.getOrigin().x>=boundingBoxes[i].minPoints.x
			&& testObj.getOrigin().x<=boundingBoxes[i].maxPoints.x
			&& testObj.getOrigin().y>=boundingBoxes[i].minPoints.y 
			&& testObj.getOrigin().y<=boundingBoxes[i].maxPoints.y
			&& testObj.getOrigin().z>=boundingBoxes[i].minPoints.z
			&& testObj.getOrigin().z<=boundingBoxes[i].maxPoints.z)
		{ 
				return true;
		}
	}
	return false;
}
示例#3
0
bool Obstacle::objectWithinRadius(Obstacle testObj)
{
 float actualDistance= getDistanceFromObject(testObj.getOrigin());
	if( actualDistance < (spaceDimensions.x ) &&
		actualDistance < (spaceDimensions.y ) &&
		actualDistance < (spaceDimensions.z ) )
		return true;

	return objectWithinBoundingBox(testObj);
}
示例#4
0
float Obstacle::getDistanceFromObject(Obstacle testObj)
{
	float distance = ( sqrt( (testObj.getOrigin().x-getOrigin().x)*(testObj.getOrigin().x-getOrigin().x) +
			 (testObj.getOrigin().y-getOrigin().y)*(testObj.getOrigin().y-getOrigin().y) +
			  (testObj.getOrigin().z-getOrigin().z)*(testObj.getOrigin().z-getOrigin().z) ));
	return distance;
}
示例#5
0
文件: main.cpp 项目: chunkyan/DirectX
bool	processCollision(Obstacle &tmpObject)
{
	if (!gameInPlay)
		return false;

	Point pointOnField = tmpObject.getOrigin() +tmpObject.getVelocity();
	tmpObject.setOrigin(pointOnField);

	//Point pointOnField = currentOrigin +velocity;
	//Point currentVehicleOrigin = vehicle.getOrigin();
	//pointOnField = pointOnField + originInSpace;
	//vehicle.setOrigin(pointOnField);

	//collision with Wall/Floor
	if ( abs(pointOnField.x) > courseDepth 
		||abs(pointOnField.z) > courseDepth 
		||abs(pointOnField.y) > courseDepth )
	{
		//velocity=Point(0,0,0);
		//speed=0;
		tmpObject.setSpeed(0);

		//adjust the course Velocity so we don't get stuck in a wall
		if ( tmpObject.getOrigin().x > courseDepth)
			tmpObject.setOrigin(Point( courseDepth,tmpObject.getOrigin().y,tmpObject.getOrigin().z));
		if ( tmpObject.getOrigin().x < -courseDepth)
			tmpObject.setOrigin(Point( -courseDepth,tmpObject.getOrigin().y,tmpObject.getOrigin().z));
		if ( tmpObject.getOrigin().z > courseDepth)
			tmpObject.setOrigin(Point(tmpObject.getOrigin().x,tmpObject.getOrigin().y, courseDepth));
		if ( tmpObject.getOrigin().z < -courseDepth)
			tmpObject.setOrigin(Point(tmpObject.getOrigin().x,tmpObject.getOrigin().y, -courseDepth));
		if ( tmpObject.getOrigin().y > courseDepth)
			tmpObject.setOrigin(Point(tmpObject.getOrigin().x, courseDepth,tmpObject.getOrigin().z));
		if ( tmpObject.getOrigin().y < -courseDepth)
			tmpObject.setOrigin(Point(tmpObject.getOrigin().x, -courseDepth,tmpObject.getOrigin().z));
		//cout <<"Collision with Wall "<<pointOnField  <<"  x> depth("<<courseDepth<<endl;
		return true;
	}

	//collision vehicle With Pond
	//if(pond.objectWithinBoundingBox(tmpObject))
	pond.setOrigin(pond.getOrigin()+Point(0,-30,0));
	if(	pond.objectWithinRadius(tmpObject))
	{
		pond.setOrigin(pondOrigin);
		tmpObject.setSpeed(0);
		//cout << "collision with pond  vehicle at "<<pointOnField<<endl;
		return true;
	}
	pond.setOrigin(pondOrigin);

	//collision with snowdrift 2;
	if(snowcave2.objectWithinBoundingBox(tmpObject))
	{
  		velocity = Point(0,0,0);
		tmpObject.setSpeed(0);
		//cout << "collision with   snowcave2 at "<<pointOnField<<endl;
		return true;
	}

	if(snowcave.objectWithinBoundingBox(tmpObject))
	{
  		velocity = Point(0,0,0);
		tmpObject.setSpeed(0);
		//cout << "collision with   snowcave at "<<pointOnField<<endl;
		return true;
	}

	//collision with snowman
	if(snowman.objectWithinBoundingBox(tmpObject)
		|| snowman2.objectWithinBoundingBox(tmpObject)
		|| snowman3.objectWithinBoundingBox(tmpObject))
	{
		tmpObject.setSpeed(0);
		//cout << "collision with   snowman at "<<pointOnField<<endl;
		return true;
	}

	//put back the vehicleOrigin()
	//vehicle.setOrigin(currentVehicleOrigin);
	return false;

}//end of processCollision