• <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(dāng)自強(qiáng)而不息

            Working with Maps and Levels(10)

            Continue now with the cBarrier class declaration:

            When you need to assign a mesh to a barrier, use the set_mesh function, passing the
            barrier’s identification number to set, as well as cMesh objects to use.
            For setting an animation for a barrier, you pass the barrier’s
            identification number, cAnimation object, the name of the animation to use, and the
            time the animation is set (using a timer function such as timeGetTime).

            You need to assign meshes and animations.
            Each barrier has a dedicated cObject to use for orientation, but first a mesh must be
            assigned via the set_mesh function. Animations are sure to follow using the set_anim
            function. Take a look at each of the functions responsible for setting those meshes
            and animations.

            After you've loaded or created barriers, assign the meshes by their respective barrier
            identification numbers. Notice that the set_anim function is just like the
            cObject::set_anim_set function—you have the name of the animation and the starting
            time of the animation.

            Both functions simply scan through the linked list of barriers looking for a matching
            identification number.

                void set_mesh(long id, cMesh* mesh)
                {
                    
            for(sBarrier* bar = m_root_barrier; bar != NULL; bar = bar->next)
                    {
                        
            if(bar->id == id)            
                            bar->
            object.create(mesh);
                    }
                }

                
            void set_anim(long id, cAnimation* anim, pcstr name, long start_time)
                {
                    
            for(sBarrier* bar = m_root_barrier; bar != NULL; bar = bar->next)
                    {
                        
            if(bar->id == id)            
                            bar->
            object.set_anim_set(anim, name, start_time);            
                    }
                }

            After you assign a mesh and animation, you can render a barrier to the display using
            the following render function. The render function takes as arguments the current
            time to update the animations (again using timeGetTime) and the viewing frustum to
            use for clipping out the barriers that are out of the viewpoint.

            The only other exclusive function in cBarrier (as opposed to cTrigger) is Render,
            which takes a time value that is used to update the barriers’ animations and a viewing
            frustum that is used to clip out unseen barrier objects. Take a look at the render
            function code:

            void cBarrier::render(ulong time_now, cFrustum* frustum)
            {
                
            for(sBarrier* bar = m_root_barrier; bar != NULL; bar = bar->next)
                {
                    cObject* 
            object = &bar->object;

                    
            float radius;
                    
            object->get_bounds(NULL, NULL, NULL, NULL, NULL, NULL, &radius);

                    
            if(frustum->is_sphere_in(bar->x_pos, bar->y_pos, bar->z_pos, radius))
                    {
                        
            object->move(bar->x_pos, bar->y_pos, bar->z_pos);
                        
            object->rotate(bar->x_rot, bar->y_rot, bar->z_rot);

                        
            object->update_anim(time_now, true);
                        
            object->render();
                    }
                }
            }

            In the preceding render function, the linked list of barriers is scanned, and for each
            barrier, a frustum check is performed. If a barrier is in the view, its respective animation
            is updated and the mesh is rendered.

            When it comes time to start adding barriers to the linked list, the cBarrier class
            comes packed with as many functions to do so as cTrigger.
             

            public:

                
            void add_sphere(long id, bool enabled,
                                
            float x_pos,  float y_pos,  float z_pos,
                                
            float x_rot,  float y_rot,  float z_rot,
                                
            float cx_pos, float cy_pos, float cz_pos,
                                
            float radius)
                {
                    sBarrier* bar = add_barrier(BARRIER_SPHERE, id, enabled, x_pos, y_pos, z_pos, x_rot, y_rot, z_rot);

                    bar->x1     = cx_pos;
                    bar->y1     = cy_pos;
                    bar->z1     = cz_pos;
                    bar->radius = radius * radius;
                }

                
            void add_box(long id, bool enabled,
                             
            float x_pos,  float y_pos,  float z_pos,
                             
            float x_rot,  float y_rot,  float z_rot,
                             
            float x_min,  float y_min,  float z_min,
                             
            float x_max,  float y_max,  float z_max)
                {
                    sBarrier* bar = add_barrier(BARRIER_SPHERE, id, enabled, x_pos, y_pos, z_pos, x_rot, y_rot, z_rot);

                    
            // setup barrier data (fix for min/max values)
                    bar->x1 = min(x_min, x_max);
                    bar->y1 = min(y_min, y_max);
                    bar->z1 = min(z_min, z_max);
                    bar->x2 = max(x_min, x_max);
                    bar->y2 = max(y_min, y_max);
                    bar->z2 = max(z_min, z_max);
                }

                
            void add_cylinder(long id, bool enabled,
                                  
            float x_pos,  float y_pos,  float z_pos,
                                  
            float x_rot,  float y_rot,  float z_rot,
                                  
            float cx_pos, float cy_pos, float cz_pos,
                                  
            float radius, float height)
                {
                    sBarrier* bar = add_barrier(BARRIER_SPHERE, id, enabled, x_pos, y_pos, z_pos, x_rot, y_rot, z_rot);

                    bar->x1     = cx_pos;
                    bar->y1     = cy_pos;
                    bar->z1     = cz_pos;
                    bar->radius = radius * radius;
                    bar->y2     = height;
                }

                
            void add_triangle(long id, bool enabled,
                                  
            float x_pos,  float y_pos,  float z_pos,
                                  
            float x_rot,  float y_rot,  float z_rot,
                                  
            float x1, float z1,
                                  
            float x2, float z2,
                                  
            float x3, float z3,
                                  
            float cy_pos, float height)
                {
                    sBarrier* bar = add_barrier(BARRIER_SPHERE, id, enabled, x_pos, y_pos, z_pos, x_rot, y_rot, z_rot);

                    bar->x1 = x1;
                    bar->z1 = z1;
                    bar->x2 = x2;
                    bar->z2 = z2;
                    bar->x3 = x3;
                    bar->z3 = z3;
                    bar->y1 = cy_pos;
                    bar->y2 = height;
                }   

                
            void remove(long id)
                {
                    sBarrier* bar = m_root_barrier;

                    
            while(bar != NULL)
                    {
                        sBarrier* next_bar = bar->next;

                        
            if(bar->id == id)
                        {
                            
            // remove from list

                            
            if(bar->prev)
                                bar->prev->next = bar->next;
                            
            else
                                m_root_barrier = bar->next;

                            
            if(bar->next)
                                bar->next->prev = bar->prev;

                            bar->next = NULL;
                            delete bar;

                            m_num_barriers--;
                        }

                        bar = next_bar;
                    }
                }

                
            bool get_enable_state(long id)
                {
                    
            for(sBarrier* bar = m_root_barrier; bar != NULL; bar = bar->next)
                    {
                        
            if(bar->id == id)
                            
            return bar->enabled;
                    }

                    
            return false;
                }

                
            void enable(long id)
                {
                    set_enable_state(id, 
            true);
                }

                
            void disable(long id)
                {
                    set_enable_state(id, 
            false);
                }

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

            public:
                
            bool load(const char* filename);
                
            bool save(const char* filename);

                
            void render(ulong time_now, cFrustum* frustum);
                
            long get_barrier(float x_pos, float y_pos, float z_pos);    
            } *cBarrierPtr;


            Other function:

            bool cBarrier::load(const char* filename)
            {
                free();     
            // remove all current barriers

                FILE* fp = fopen(filename, "rb");
                
            if(fp == NULL)
                    
            return false;

                
            // start looping, reading in until EOF reached.
                for(;;)
                {
                    
            long id = get_next_long_2(fp);
                    
            if(id == -1)
                        
            break;

                    
            long type    = get_next_long_2(fp);
                    
            bool enabled = get_next_long_2(fp) ? true : false;   

                    
            // get coordinate and rotation
                    float x_pos = get_next_float_2(fp);
                    
            float y_pos = get_next_float_2(fp);
                    
            float z_pos = get_next_float_2(fp);
                    
            float x_rot = get_next_float_2(fp);
                    
            float y_rot = get_next_float_2(fp);
                    
            float z_rot = get_next_float_2(fp);

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

                    
            // read in rest depending on type
                    switch(type)
                    {
                    
            case BARRIER_SPHERE:
                        x1     = get_next_float_2(fp);
                        y1     = get_next_float_2(fp);
                        z1     = get_next_float_2(fp);
                        radius = get_next_float_2(fp);

                        add_sphere(id, enabled, 
                                   x_pos, y_pos, z_pos, x_rot, y_rot, z_rot, 
                                   x1, y1, z1, radius);
                        
            break;

                    
            case BARRIER_BOX:
                        x1 = get_next_float_2(fp);
                        y1 = get_next_float_2(fp);
                        z1 = get_next_float_2(fp);
                        x2 = get_next_float_2(fp);
                        y2 = get_next_float_2(fp);
                        z2 = get_next_float_2(fp);

                        add_box(id, enabled, 
                                x_pos, y_pos, z_pos, x_rot, y_rot, z_rot,
                                x1, y1, z1, x2, y2, z2);

                        
            break;

                    
            case BARRIER_CYLINDER:
                        x1     = get_next_float_2(fp);
                        y1     = get_next_float_2(fp);
                        z1     = get_next_float_2(fp);
                        radius = get_next_float_2(fp);
                        y2     = get_next_float_2(fp);

                        add_cylinder(id, enabled, 
                                     x_pos, y_pos, z_pos, x_rot, y_rot, z_rot,
                                     x1, y1, z1, radius, y2);

                        
            break;

                    
            case BARRIER_TRIANGLE:
                        x1 = get_next_float_2(fp);
                        z1 = get_next_float_2(fp);
                        x2 = get_next_float_2(fp);
                        z2 = get_next_float_2(fp);
                        x3 = get_next_float_2(fp);
                        z3 = get_next_float_2(fp);
                        y1 = get_next_float_2(fp);
                        y2 = get_next_float_2(fp);

                        add_triangle(id, enabled, 
                                     x_pos, y_pos, z_pos, x_rot, y_rot, z_rot,
                                     x1, z1, x2, z2, x3, z3, y1, y2);

                        
            break;
                
                    
            default:    // some error occurred
                        fclose(fp);
                        free();
                        
            return false;
                    }
                }

                fclose(fp);
                
            return true;
            }

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

            bool cBarrier::save(const char* filename)
            {
                
            if(m_num_barriers == 0)
                    
            return false;

                FILE* fp = fopen(filename, "wb");
                
            if(fp == NULL)
                    
            return false;

                
            for(sBarrier* bar = m_root_barrier; bar != NULL; bar = bar->next)
                {
                    
            int enabled = bar->enabled ? 1 : 0;

                    
            char buf[1024];

                    sprintf(buf, "%lu %lu %lu %lf %lf %lf %lf %lf %lf",
                            bar->id, bar->type, enabled,
                            bar->x_pos, bar->y_pos, bar->z_pos,
                            bar->x_rot, bar->y_rot, bar->z_rot);

                    
            // write out remaining data depending on type
                    switch(bar->type)
                    {
                    
            case BARRIER_SPHERE:
                        fprintf(fp, "%s %lf %lf %lf %lf\r\n",
                                buf, bar->x1, bar->y1, bar->z1, bar->radius);

                        
            break;

                    
            case BARRIER_BOX:
                        fprintf(fp, "%s %lf %lf %lf %lf %lf %lf\r\n",
                                buf, bar->x1, bar->y1, bar->z1, bar->x2, bar->y2, bar->z2);

                        
            break;

                    
            case BARRIER_CYLINDER:
                        fprintf(fp, "%s %lf %lf %lf %lf %lf\r\n",
                                buf, bar->x1, bar->y1, bar->z1, bar->radius, bar->y2);

                        
            break;

                    
            case BARRIER_TRIANGLE:
                        fprintf(fp, "%s %lf %lf %lf %lf %lf %lf %lf %lf\r\n",
                                buf,
                                bar->x1, bar->z1, bar->x2, bar->z2, bar->x3, bar->z3,
                                bar->y1, bar->y2);

                        
            break;
                    }
                }

                fclose(fp);
                
            return true;
            }

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

            long cBarrier::get_barrier(float x_pos, float y_pos, float z_pos)
            {
                D3DXVECTOR2 norm_vec;

                
            for(sBarrier* bar = m_root_barrier; bar != NULL; bar = bar->next)
                {
                    
            // only bother if enabled
                    if(! bar->enabled)
                        
            continue;

                    
            float x_diff, y_diff, z_diff, dist;

                    
            switch(bar->type)
                    {
                    
            case BARRIER_SPHERE:
                        
            // check distance from sphere
                        x_diff = fabs(bar->x1 - x_pos);
                        y_diff = fabs(bar->y1 - y_pos);
                        z_diff = fabs(bar->z1 - z_pos);

                        dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

                        
            if(dist <= bar->radius)
                            
            return bar->id;
                        
                        
            break;

                    
            case BARRIER_BOX:
                        
            // check if inside box
                        if((x_pos >= bar->x1 && x_pos <= bar->x2) &&
                           (y_pos >= bar->y1 && y_pos <= bar->y2) &&
                           (z_pos >= bar->z1 && z_pos <= bar->z2))
                        {
                            
            return bar->id;
                        }

                        
            break;

                    
            case BARRIER_CYLINDER:
                        
            // first make sure within height bounds
                        if(y_pos >= bar->y1 && y_pos <= bar->y1 + bar->y2)
                        {
                            
            // check distance from cylinder
                            x_diff = fabs(bar->x1 - x_pos);
                            y_diff = fabs(bar->y1 - y_pos);
                            z_diff = fabs(bar->z1 - z_pos);

                            dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

                            
            if(dist <= bar->radius)
                                
            return bar->id;
                        }

                        
            break;

                    
            case BARRIER_TRIANGLE:
                        
            // first make sure within height bounds
                        if(y_pos >= bar->y1 && y_pos <= bar->y1 + bar->y2)
                        {
                            
            // check if point in front of all lines

                            // x1,z1 to x2,z2
                            D3DXVec2Normalize(&norm_vec, &D3DXVECTOR2(bar->z2 - bar->z1, bar->x1 - bar->x2));

                            
            if(D3DXVec2Dot(&D3DXVECTOR2(x_pos - bar->x1, z_pos - bar->z1), &norm_vec) < 0)
                                
            break;

                            
            // x2,z2 to x3,z3
                            D3DXVec2Normalize(&norm_vec, &D3DXVECTOR2(bar->z3 - bar->z2, bar->x2 - bar->x3));

                            
            if(D3DXVec2Dot(&D3DXVECTOR2(x_pos - bar->x2, z_pos - bar->z2), &norm_vec) < 0)
                                
            break;

                            
            // x3,z3 to x1,z1
                            D3DXVec2Normalize(&norm_vec, &D3DXVECTOR2(bar->z1 - bar->z3, bar->x3 - bar->x1));

                            
            if(D3DXVec2Dot(&D3DXVECTOR2(x_pos - bar->x3, z_pos - bar->z3), &norm_vec) < 0)
                                
            break;

                            
            return bar->id;
                        }   

                        
            break;
                    }
                }

                
            return 0;   // means no barrier found
            }

            posted on 2007-12-10 14:11 lovedday 閱讀(257) 評論(0)  編輯 收藏 引用

            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            亚洲伊人久久大香线蕉苏妲己| 久久人妻无码中文字幕| 久久久久女教师免费一区| 一级女性全黄久久生活片免费 | 久久99精品久久久久久| 人妻中文久久久久| 久久超乳爆乳中文字幕| 亚洲精品无码久久久久AV麻豆| 人妻少妇久久中文字幕一区二区 | 久久久黄色大片| 久久亚洲高清观看| 久久精品www人人爽人人| 久久久久一本毛久久久| 国产一级持黄大片99久久| 亚洲国产精品无码久久98| 色8激情欧美成人久久综合电| 久久综合狠狠色综合伊人| 国产精品无码久久久久久| 亚洲中文字幕无码久久综合网| 一本一道久久a久久精品综合| 国产亚洲精午夜久久久久久| 色综合久久综精品| 精品久久久无码人妻中文字幕豆芽| 久久综合亚洲色HEZYO社区| 精品国产婷婷久久久| 国产精品亚洲美女久久久| 国产亚洲欧美精品久久久| 久久九九兔免费精品6| 欧美黑人激情性久久| 久久狠狠爱亚洲综合影院| 久久午夜无码鲁丝片秋霞| 精品综合久久久久久98| 亚洲av成人无码久久精品| 久久亚洲精品成人AV| 99久久精品日本一区二区免费| AV无码久久久久不卡网站下载| 久久天天躁狠狠躁夜夜躁2O2O | 国产精品免费久久| 日韩美女18网站久久精品| 伊人久久大香线蕉av不变影院| 久久99国产乱子伦精品免费|