示例#1
0
void PolygonPointMover::move(const WFMath::Vector<3>& directionVector)
{
	if (directionVector.isValid()) {
		getActivePoint()->translate(WFMath::Vector<2>(directionVector.x(), directionVector.y()));
		mPolygon.updateRender();
	}
}
示例#2
0
void EntityMoverBase::move(const WFMath::Vector<3>& directionVector)
{
    if (directionVector.isValid()) {
        mNode->translate(Convert::toOgre(directionVector));
        newEntityPosition(mNode->getPosition());
        Moved.emit();
    }
}
示例#3
0
void InspectWidget::showEntityInfo(EmberEntity* entity)
{
	Eris::Entity* parent = entity->getLocation();
	std::stringstream ss;
	ss.precision(4);

	ss << "Name: " << entity->getName() << "\n";
	ss << "Id: " << entity->getId() << "\n";
	ss << "Parent: ";
	if (parent) {
		ss << parent->getName() << " (Id: " << parent->getId() << ")";
	} else {
		ss << "none";
	}
	ss << "\n";

	if (entity->getPredictedPos().isValid()) {
		ss << "PredPosition: " << entity->getPredictedPos() << "\n";
	}
	if (entity->getPosition().isValid()) {
		ss << "Position: " << entity->getPosition() << "\n";
	}
	WFMath::Vector<3> velocity = entity->getPredictedVelocity();
	if (velocity.isValid()) {
		ss << "Velocity: " << velocity << ": " << sqrt(velocity.sqrMag()) << "\n";
	}

	if (entity->getOrientation().isValid()) {
		ss << "Orientation: " << entity->getOrientation() << "\n";
	}
	if (entity->getBBox().isValid()) {
		ss << "Boundingbox: " << entity->getBBox() << "\n";
	}

	ss << "Type: " << entity->getType()->getName() << "\n";

	ss << "Attributes:\n";

	ss << mAttributesString;

	mInfo->setText(ss.str());
	mChangedThisFrame = false;

}
示例#4
0
void SoundSource::setVelocity(const WFMath::Vector<3>& vel)
{
	assert(vel.isValid());
	alSource3f(mALSource, AL_VELOCITY, vel.x(), vel.y(), vel.z());
	SoundGeneral::checkAlError("Setting sound source velocity.");
}
示例#5
0
void Steering::update()
{
	if (mSteeringEnabled) {
		if (mUpdateNeeded) {
			updatePath();
		}
		auto entity = mAvatar.getEntity();
		if (!mPath.empty()) {
			const auto& finalDestination = mPath.back();
			auto entity3dPosition = entity->getViewPosition();
			const WFMath::Point<2> entityPosition(entity3dPosition.x(), entity3dPosition.z());
			//First check if we've arrived at our actual destination.
			if (WFMath::Distance(WFMath::Point<2>(finalDestination.x(), finalDestination.z()), entityPosition) < 0.1f) {
				//We've arrived at our destination. If we're moving we should stop.
				if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) {
					moveInDirection(WFMath::Vector<2>::ZERO());
				}
				stopSteering();
			} else {
				//We should send a move op if we're either not moving, or we've reached a waypoint, or we need to divert a lot.

				WFMath::Point<2> nextWaypoint(mPath.front().x(), mPath.front().z());
				if (WFMath::Distance(nextWaypoint, entityPosition) < 0.1f) {
					mPath.pop_front();
					nextWaypoint = WFMath::Point<2>(mPath.front().x(), mPath.front().z());
				}

				WFMath::Vector<2> velocity = nextWaypoint - entityPosition;
				WFMath::Point<2> destination;
				velocity.normalize();

				if (mPath.size() == 1) {
					//if the next waypoint is the destination we should send a "move to position" update to the server, to make sure that we stop when we've arrived.
					//otherwise, if there's too much lag, we might end up overshooting our destination and will have to double back
					destination = nextWaypoint;
				}

				//Check if we need to divert in order to avoid colliding.
				WFMath::Vector<2> newVelocity;
				bool avoiding = mAwareness.avoidObstacles(entityPosition, velocity * mSpeed, newVelocity);
				if (avoiding) {
					auto newMag = newVelocity.mag();
					auto relativeMag = mSpeed / newMag;

					velocity = newVelocity;
					velocity.normalize();
					velocity *= relativeMag;
					mUpdateNeeded = true;
				}

				bool shouldSend = false;
				if (velocity.isValid()) {
					if (mLastSentVelocity.isValid()) {
						//If the entity has stopped, and we're not waiting for confirmation to a movement request we've made, we need to start moving.
						if (!entity->isMoving() && !mExpectingServerMovement) {
							shouldSend = true;
						} else {
							auto currentTheta = std::atan2(mLastSentVelocity.y(), mLastSentVelocity.x());
							auto newTheta = std::atan2(velocity.y(), velocity.x());

							//If we divert too much from where we need to go we must adjust.
							if (std::abs(currentTheta - newTheta) > WFMath::numeric_constants<double>::pi() / 20) {
								shouldSend = true;
							}
						}
					} else {
						//If we've never sent a movement update before we should do that now.
						shouldSend = true;
					}
				}
				if (shouldSend) {
					//If we're moving to a certain destination and aren't avoiding anything we should tell the server to move to the destination.
					if (destination.isValid() && !avoiding) {
						moveToPoint(WFMath::Point<3>(destination.x(), entity3dPosition.y(), destination.y()));
					} else {
						moveInDirection(velocity);
					}
				}
			}
		} else {
			//We are steering, but the path is empty, which means we can't find any path. If we're moving we should stop movement.
			//But we won't stop steering; perhaps we'll find a path later.
			if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) {
				moveInDirection(WFMath::Vector<2>::ZERO());
			}
		}
	}

}
示例#6
0
	WFMath::Vector<3> SoundEntity::getVelocity() const
	{
		WFMath::Vector<3> velocity = mParentEntity.getPredictedVelocity();
		return velocity.isValid() ? velocity : WFMath::Vector<3>::ZERO();
	}
示例#7
0
void NodeController::updatePosition()
{
	WFMath::Point<3> pos = mAttachment.getAttachedEntity().getPredictedPos();
	WFMath::Quaternion orientation = mAttachment.getAttachedEntity().getOrientation();
	WFMath::Vector<3> velocity = mAttachment.getAttachedEntity().getPredictedVelocity();
	mAttachment.setPosition(pos.isValid() ? pos : WFMath::Point<3>::ZERO(), orientation.isValid() ? orientation : orientation.identity(), velocity.isValid() ? velocity : WFMath::Vector<3>::ZERO());
}