• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Working with Maps and Levels(9)

            Blocking the Path with Barriers

            You know—detecting when your character is walking around the map bumping into walls or standing
            on solid ground. What about objects such as doors blocking your character’s way?
            Because a door is not part of the terrain, I didn’t include a door when I constructed
            the collision detection code. Now is the time to remedy that situation.

            Anything that bars clear passage of a character’s movement is called a barrier.
            Barriers can exist in two states—open (disabled) or closed (enabled). Characters
            are allowed to pass through a barrier when it is open, but they cannot pass through
            when the barrier is closed.

            You can treat barriers much as you do triggers. You can define a barrier similar to
            the way you define a trigger on a map. You can define barriers as spheres, boxes,
            cylinders, and triangles. Barriers can also have an enabled state, with true meaning
            that the barrier is blocking the character’s passage and false meaning that the way
            through the barrier is clear.

            The big difference between barriers and triggers is that barriers can have meshes
            and animation assigned to them. This relieves you of the burden of drawing the
            barrier and gives the job to the barrier engine. All you have to do is assign the
            meshes and animations.

            You start off using barriers with the barrier class declaration,
            which looks very similar to the trigger class declaration. Notice that I also
            define an enum list and structure (sBarrier) used to contain each barrier’s data:

            enum BarrierType
            {
                BARRIER_SPHERE = 0, BARRIER_BOX, BARRIER_CYLINDER, BARRIER_TRIANGLE
            };

            /********************************************************************************************/

            typedef 
            struct sBarrier
            {
                
            long    type;  // BARRIER_SPHERE, BARRIER_BOX, etc.
                long    id;
                
            bool    enabled;

                
            float   x_pos, y_pos, z_pos;
                
            float   x_rot, y_rot, z_rot;

                
            float   x1, y1, z1;
                
            float   x2, y2, z2;
                
            float   x3, z3;

                
            float   radius;

                cObject 
            object;

                sBarrier*   prev;
                sBarrier*   next;

                
            //////////////////////////////////////////////////////////////////////

                sBarrier()  
                { 
                    prev = next = NULL; 
                }

                ~sBarrier() 
                { 
                    delete next; next = NULL;  
                }
            } *sBarrierPtr;

            Here’s where the similarities between the triggers and barrier end. A barrier needs
            a graphical representation (a 3-D mesh), so the code adds a Graphics
            Core cObject object that is used to contain the barrier’s mesh and animation data.

            Getting back to the similarities of the trigger and barrier classes, notice the pointers
            that maintain the linked list as well as the sBarrier structure constructor and
            destructor.

            The similarities between triggers and barrier continue with the declaration of the
            barrier class:

            typedef class cBarrier
            {
            private:
                
            long        m_num_barriers;
                sBarrier*   m_root_barrier;

                
            //////////////////////////////////////////////////////////////////////

            public:
                cBarrier()
                {
                    m_num_barriers = 0;
                    m_root_barrier = NULL;
                }
                
                ~cBarrier()
                {
                    free();
                }

                
            void free()
                {
                    delete m_root_barrier;
                    m_root_barrier = NULL;

                    m_num_barriers = 0;
                }

                
            long get_num_barriers()
                {
                    
            return m_num_barriers;
                }

                sBarrier* get_root_barrier()
                {
                    
            return m_root_barrier;
                }
             

            Shift your focus for a moment to the arguments that the add_barrier function is taking.
            Aside from the position in which to position the barrier (using the x_pos, y_pos,
            and z_pos arguments), the add_barrier function takes the rotational values in which to
            draw the barrier’s mesh (using the x_rot, y_rot, and z_rot arguments that represent the
            X-, Y-, and Z-rotational values, in radians, respectively).

            Notice that the addition of rotational values throughout the barrier class, as well as
            the addition of an extra trio of coordinates that define the mesh’s position in the
            world. As you come upon these additional values, I’ll be sure to point them out.

                sBarrier* add_barrier(long type, long id, bool enabled,
                                      
            float x_pos, float y_pos, float z_pos,
                                      
            float x_rot, float y_rot, float z_rot)
                {
                    
            // allocate a new barrier structure and link in

                    sBarrier* bar = 
            new sBarrier;

                    bar->prev = NULL;
                    bar->next = m_root_barrier;

                    
            if(m_root_barrier)
                        m_root_barrier->prev = bar;

                    m_root_barrier = bar;

                    bar->type    = type;
                    bar->id      = id;
                    bar->enabled = enabled;
                    bar->x_pos   = x_pos;
                    bar->y_pos   = y_pos;
                    bar->z_pos   = z_pos;
                    bar->x_rot   = x_rot;
                    bar->y_rot   = y_rot;
                    bar->z_rot   = z_rot;

                    m_num_barriers++;

                    
            return bar;
                }  

            posted on 2007-12-10 13:50 lovedday 閱讀(187) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            99久久精品国产一区二区| 久久国产乱子精品免费女| 久久人人爽人人爽人人片AV高清 | 久久不见久久见免费视频7| 成人资源影音先锋久久资源网| 久久精品国产99国产精偷| 亚洲午夜精品久久久久久浪潮| 久久精品人人槡人妻人人玩AV| 精品久久久久久无码国产| 无码国内精品久久人妻蜜桃| 国产成人精品久久亚洲高清不卡 | 中文国产成人精品久久不卡| 国产精久久一区二区三区| av无码久久久久不卡免费网站 | 亚洲国产香蕉人人爽成AV片久久| 韩国免费A级毛片久久| 久久久久久毛片免费看| 精品一区二区久久| 老色鬼久久亚洲AV综合| 女人高潮久久久叫人喷水| 韩国三级中文字幕hd久久精品| 久久综合九色综合网站| 久久WWW免费人成一看片| 日韩久久久久中文字幕人妻| 久久精品国产只有精品66 | 久久国产精品一区二区| 精品国产VA久久久久久久冰 | 国产精品熟女福利久久AV| 男女久久久国产一区二区三区| 一本大道久久东京热无码AV| 久久乐国产精品亚洲综合| 国产精品亚洲美女久久久| 国产福利电影一区二区三区,免费久久久久久久精 | 99久久精品久久久久久清纯| 国产情侣久久久久aⅴ免费| 久久99精品久久久久子伦| 精品久久久久中文字幕日本| 久久er国产精品免费观看2| 久久国产免费观看精品| 91久久香蕉国产熟女线看| 久久久久人妻精品一区三寸蜜桃 |