示例#1
0
Command *Command::opItemLookDirection(Script *script, const ResourceReference &itemRef, int32 direction, bool suspend) {
	FloorPositionedItem *item = itemRef.resolve<FloorPositionedItem>();

	Current *current = StarkGlobal->getCurrent();
	Camera *camera = current->getCamera();
	Math::Angle cameraAngle = camera->getHorizontalAngle();
	Math::Angle targetAngle = direction + cameraAngle;

	Math::Matrix3 rot;
	rot.buildAroundZ(-targetAngle);

	Math::Vector3d directionVector(1.0, 0.0, 0.0);
	rot.transformVector(&directionVector);

	Turn *movement = new Turn(item);
	movement->setTargetDirection(directionVector);
	movement->start();

	item->setMovement(movement);

	if (suspend) {
		script->suspend(item);
		item->setMovementSuspendedScript(script);
		return this; // Stay on the same command while suspended
	} else {
		return nextCommand();
	}
}
示例#2
0
/* RotateVector takes a vector and rotates it around
 * the point (0,0,0) by the requested number of degrees.
 * This function is used to calculate the locations for
 * getting on and off of the Bone Wagon and for going up
 * and down the slide with the chain at the end of the world.
 */
void Lua_V1::RotateVector() {
	lua_Object vecObj = lua_getparam(1);
	lua_Object rotObj = lua_getparam(2);

	if (!lua_istable(vecObj) || !lua_istable(rotObj)) {
		lua_pushnil();
		return;
	}

	lua_pushobject(vecObj);
	lua_pushstring("x");
	float x = lua_getnumber(lua_gettable());
	lua_pushobject(vecObj);
	lua_pushstring("y");
	float y = lua_getnumber(lua_gettable());
	lua_pushobject(vecObj);
	lua_pushstring("z");
	float z = lua_getnumber(lua_gettable());
	Math::Vector3d vec(x, y, z);

	lua_pushobject(rotObj);
	lua_pushstring("x");
	Math::Angle pitch = lua_getnumber(lua_gettable());
	lua_pushobject(rotObj);
	lua_pushstring("y");
	Math::Angle yaw = lua_getnumber(lua_gettable());
	lua_pushobject(rotObj);
	lua_pushstring("z");
	Math::Angle roll = lua_getnumber(lua_gettable());

	Math::Matrix3 mat;
	mat.buildFromPitchYawRoll(pitch, yaw, roll);
	mat.transformVector(&vec);

	lua_Object resObj = lua_createtable();
	lua_pushobject(resObj);
	lua_pushstring("x");
	lua_pushnumber(vec.x());
	lua_settable();
	lua_pushobject(resObj);
	lua_pushstring("y");
	lua_pushnumber(vec.y());
	lua_settable();
	lua_pushobject(resObj);
	lua_pushstring("z");
	lua_pushnumber(vec.z());
	lua_settable();

	lua_pushobject(resObj);
}
示例#3
0
文件: walk.cpp 项目: Botje/residualvm
void Walk::onGameLoop() {
	if (!_path->hasSteps()) {
		// There is no path to the destination
		stop();
		return;
	}

	Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();

	// Get the target to walk to
	Math::Vector3d currentPosition = _item3D->getPosition3D();
	Math::Vector3d target = _path->computeWalkTarget(currentPosition);

	// Compute the direction to walk into
	Math::Vector3d direction = target - currentPosition;
	direction.z() = 0;
	direction.normalize();

	// Compute the angle with the current character direction
	Math::Vector3d currentDirection = _item3D->getDirectionVector();
	float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);

	// If the angle between the current direction and the new one is too high,
	// make the character turn on itself until the angle is low enough
	if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
		_turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
	} else {
		_turnDirection = kTurnNone;
	}

	float distancePerGameloop = computeDistancePerGameLoop();

	Math::Vector3d newPosition;
	if (_turnDirection == kTurnNone) {
		// Compute the new position using the distance per gameloop
		if (currentPosition.getDistanceTo(target) > distancePerGameloop) {
			newPosition = currentPosition + direction * distancePerGameloop;
		} else {
			newPosition = target;
		}
	} else {
		// The character does not change position when it is turning
		newPosition = currentPosition;
		direction = currentDirection;

		Math::Matrix3 rot;
		rot.buildAroundZ(_turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
		rot.transformVector(&direction);
	}

	// Some scripts expect the character position to be the exact destination
	if (newPosition == _destination) {
		_reachedDestination = true;
		stop();
	}

	// Update the new position's height according to the floor
	int32 newFloorFaceIndex = floor->findFaceContainingPoint(newPosition);
	if (newFloorFaceIndex >= 0) {
		floor->computePointHeightInFace(newPosition, newFloorFaceIndex);
	} else {
		warning("Item %s is walking off the floor", _item->getName().c_str());
	}

	// Update the item's properties
	_item3D->setPosition3D(newPosition);
	if (direction.getMagnitude() != 0.0) {
		_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
	}
	if (newFloorFaceIndex >= 0) {
		// When unable to find the face containing the new position, keep the previous one
		// to prevent draw order glitches.
		_item3D->setFloorFaceIndex(newFloorFaceIndex);
	}

	changeItemAnim();
}