• <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

            久久综合中文字幕| 亚洲精品无码成人片久久| 久久99久久99精品免视看动漫| 亚洲国产另类久久久精品小说| 久久不见久久见免费视频7| 国产精品成人久久久久久久| 亚洲国产成人久久综合野外| 人妻精品久久久久中文字幕69 | 精品久久久久久无码中文字幕一区 | 久久国产色av免费看| 久久久久亚洲av无码专区| 大美女久久久久久j久久| 2021最新久久久视精品爱| 久久久久久a亚洲欧洲aⅴ| 久久精品中文字幕大胸| 91久久精品国产免费直播| 狠狠色丁香久久婷婷综合_中| 精品国际久久久久999波多野| 性做久久久久久久久浪潮| 久久久久夜夜夜精品国产| 久久久久久久波多野结衣高潮 | 亚洲国产精品成人久久蜜臀| 女人香蕉久久**毛片精品| 久久午夜伦鲁片免费无码| 伊人久久大香线蕉AV一区二区| 91精品久久久久久无码| 国产精品久久99| 亚洲av日韩精品久久久久久a| 少妇久久久久久被弄到高潮 | 99久久免费国产特黄| 蜜臀av性久久久久蜜臀aⅴ麻豆 | 亚洲AV无码久久精品色欲| 亚洲国产精品综合久久网络| 久久99精品国产麻豆蜜芽| 伊人久久免费视频| 久久国产精品-国产精品| 69久久夜色精品国产69| 99re久久精品国产首页2020| 99999久久久久久亚洲| 久久午夜电影网| 久久精品无码一区二区日韩AV|