• <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(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(256) 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

            亚洲欧美成人久久综合中文网| 亚洲精品美女久久777777| 精品一区二区久久久久久久网站| 精品熟女少妇a∨免费久久| 久久精品国产99国产精偷| 久久精品国产亚洲Aⅴ香蕉| 久久国内免费视频| 久久99精品国产99久久6男男| 国产亚洲精久久久久久无码AV| 人妻无码精品久久亚瑟影视| 久久国产精品一区二区| 久久久精品国产| 亚洲一区二区三区日本久久九| 久久久亚洲欧洲日产国码是AV| 99久久综合国产精品二区| 久久99这里只有精品国产| 91性高湖久久久久| 久久精品99久久香蕉国产色戒| 一级A毛片免费观看久久精品| 国产精品久久久久久福利漫画| 思思久久99热只有频精品66| 国产精品99久久久久久www| 无码超乳爆乳中文字幕久久| 久久久久久毛片免费看| 日本免费久久久久久久网站| 欧美熟妇另类久久久久久不卡| 国产免费久久精品99re丫y| 久久久久18| 久久久久99精品成人片| 久久99精品久久久久久不卡 | 亚洲国产成人精品久久久国产成人一区二区三区综 | 亚洲国产日韩欧美综合久久| 日本精品久久久久中文字幕| 国产亚洲欧美精品久久久| 久久久久99精品成人片欧美| 国产69精品久久久久9999APGF| 无码乱码观看精品久久| 一本大道久久东京热无码AV| 久久久久久国产a免费观看黄色大片| 久久一本综合| 亚洲第一永久AV网站久久精品男人的天堂AV |