• <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

            久久综合给合综合久久| 一本一本久久a久久综合精品蜜桃| 成人免费网站久久久| 久久亚洲精品人成综合网| AV狠狠色丁香婷婷综合久久| 久久成人国产精品二三区| 亚洲国产成人久久一区WWW| 亚洲欧美成人综合久久久| 久久精品国产免费| 中文字幕精品久久| 18岁日韩内射颜射午夜久久成人 | 国产精品久久久久久久人人看 | 国产精品美女久久久久AV福利| 中文字幕精品无码久久久久久3D日动漫| 一本色道久久88—综合亚洲精品| 久久香蕉一级毛片| 97久久天天综合色天天综合色hd| 伊人久久大香线蕉影院95| 欧美丰满熟妇BBB久久久| 久久中文字幕视频、最近更新| www.久久99| 色欲综合久久中文字幕网| 亚洲午夜福利精品久久| 国产精品美女久久久久AV福利| 久久99国产综合精品免费| 久久99热这里只有精品国产| 久久一区二区三区99| 99久久伊人精品综合观看| 成人综合伊人五月婷久久| 亚洲国产精品无码久久SM| 久久久久久久女国产乱让韩| 色综合合久久天天给综看| 久久91精品综合国产首页| 久久香蕉国产线看观看乱码| 久久91精品国产91久久户| 99久久久精品| 国产精品激情综合久久| 久久国产视频99电影| 久久亚洲欧洲国产综合| 国产免费久久精品99re丫y| 久久一区二区三区99|