• <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(7)

            cTrigger::get_trigger

            get_trigger is the function in the trigger class that you call every time the player’s character
            moves. get_trigger will take the coordinates of the character you are checking and
            return the identification number of the first trigger found at that location (if any). If
            no triggers are found at the specified location, get_trigger returns a value of zero.

            A great deal is going on in get_trigger, but things are not too complicated. As
            the linked list of triggers is scanned, each trigger in question is checked to
            see whether it and the specified coordinates share the same map space.

            If so, the trigger’s identification number is returned.

            CAUTION
            Never assign a value of zero to a trigger because the trigger class uses zero
            to signify that no trigger is found when the get_trigger function is called.

            long cTrigger::get_trigger(float x_pos, float y_pos, float z_pos)
            {
                
            for(sTrigger* trigger = m_root_trigger; trigger != NULL; trigger = trigger->next)
                {
                    
            if(! trigger->enabled)      // only bother if enabled
                        continue;

                    
            float x_diff, y_diff, z_diff, dist;

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

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

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

                        
            break;

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

                        
            break;

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

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

                        
            break;

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

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

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

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

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

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

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

                            
            return trigger->id;
                        }

                        
            break;
                    }
                }

                
            return 0;   // means no trigger found
            }

            At this point, you check a trigger that is enabled to see whether it intersects with
            the coordinates passed in the x_pos, y_pos, and z_pos arguments of the get_trigger function.
            Each trigger has a special way of determining whether the specified coordinates
            are within the trigger space, and by using a switch statement, the following
            code can determine how to process that intersection check:

            For spheres, you use a distance check. If the coordinates have a distance equal to
            or less than the radius of the sphere, the trigger is touched.

            Box triggers use typical bounding boxes to compare the coordinates of the opposing
            corners to the coordinates being checked to see whether they intersect.

            Cylinder triggers use a mixture of spheres and bounding boxes.

            The triangle trigger code shown here checks whether the coordinate in question
            is in front of all three edges of the triangle by using what’s called a dot-product. For
            each edge of the triangle, the dot-product is calculated and checked to see whether
            the coordinates in question are on the inside or the outside of the triangle.

            You can think of the dot-product as the distance of the coordinates in question
            from a triangle edge. A negative distance means that the coordinates in question
            are on the outside of the triangle, whereas a positive distance means that the coordinates
            in question are inside the triangle.

            If all three dot-product checks come up with positive values, the coordinates in question
            must be inside the triangle. You use one last test to determine whether the coordinates
            in question fall within the height range defined in the sTrigger structure.

            posted on 2007-12-10 11:15 lovedday 閱讀(265) 評論(0)  編輯 收藏 引用


            只有注冊用戶登錄后才能發(fā)表評論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計

            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

            www亚洲欲色成人久久精品| 亚洲午夜无码久久久久| 国产精品久久免费| 99精品伊人久久久大香线蕉| 久久久精品波多野结衣| 欧美日韩久久中文字幕| 久久精品国产影库免费看| 91精品婷婷国产综合久久| 欧美激情精品久久久久久久九九九 | 色婷婷狠狠久久综合五月| 久久久国产亚洲精品| 97精品久久天干天天天按摩| 欧美久久一区二区三区| 久久被窝电影亚洲爽爽爽| 武侠古典久久婷婷狼人伊人| 九九精品99久久久香蕉| 一级a性色生活片久久无| 国产精品久久永久免费| 国产色综合久久无码有码| 成人亚洲欧美久久久久| 久久不见久久见免费视频7| 欧美久久亚洲精品| 大香网伊人久久综合网2020| 久久精品国产清高在天天线| 亚洲伊人久久大香线蕉综合图片| 天天影视色香欲综合久久| 亚洲国产成人久久精品动漫| 精品久久久久久久无码| 亚洲精品乱码久久久久66| 久久亚洲AV无码精品色午夜麻豆| 精品久久久久久无码中文字幕| 91精品国产91久久综合| 精品久久久久久国产潘金莲| 亚洲va中文字幕无码久久| 久久婷婷国产剧情内射白浆| 精品久久久久久久久免费影院| 久久久久无码精品| 一本久久精品一区二区| 亚洲精品成人网久久久久久| 无码精品久久一区二区三区| 一本一道久久a久久精品综合 |