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<table width="100%" border=0 cellspacing=0 cellpadding=1 bgcolor="#aaaaaa"><tr valign=bottom><td><a href="object.cpp?sortby=date"><IMG SRC="/inc/img/picto-up.gif" ALT="[BACK]" BORDER="0" WIDTH="14" HEIGHT="13"></a> <b>Return to <A HREF="object.cpp?sortby=date">object.cpp</A>
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Revision <B>1.2</B>, <i>Wed Feb 20 18:07:14 2002 UTC</i> (5 months ago) by <i>lecroart</i>
<BR>Branch: <b>MAIN</b>
<BR>CVS Tags: <b>georges_v2, HEAD</b><BR>Changes since <b>1.1: +2 -2
 lines</b><PRE>
#FIXED: doxygen warning
</PRE>
</td></tr></table><HR noshade><PRE>/** \file net_layer5/object.cpp
 * Objects for the sample. Link between 3d instance and collision primitives.
 *
 * $Id: object.cpp,v 1.2 2002/02/20 18:07:14 lecroart Exp $
 */

/* Copyright, 2001 Nevrax Ltd.
 *
 * This file is part of NEVRAX NEL.
 * NEVRAX NEL is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.

 * NEVRAX NEL is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 * General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with NEVRAX NEL; see the file COPYING. If not, write to the
 * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
 * MA 02111-1307, USA.
 */

#include &quot;object.h&quot;

// Pacs includes
#include &lt;nel/pacs/u_move_container.h&gt;
#include &lt;nel/pacs/u_move_primitive.h&gt;

// 3d includes
#include &lt;nel/3d/u_scene.h&gt;
#include &lt;nel/3d/u_instance.h&gt;

// Misc includes
#include &lt;nel/misc/vectord.h&gt;

#define BRAKE_FORCE (-0.1) // (m.s-2)
#define GRAVITY_FORCE (-15.0)
#define SHOCK_ABSORB (1.0) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;//

using namespace NL3D;
using namespace NLNET;
using namespace NLMISC;
using namespace NLPACS;

// ***************************************************************************

CObjectDyn::CObjectDyn (double width, double depth, double height, double orientation, const CVectorD&amp; pos, 
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; const CVectorD&amp; speed, bool obstacle, UMoveContainer &amp;container, UScene &amp;scene, 
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; UMovePrimitive::TReaction reaction, uint8 worldImage, uint8 nbImage, uint8 insertWorldImage)
{
 &nbsp; &nbsp; &nbsp; &nbsp;// Create a box instance
 &nbsp; &nbsp; &nbsp; &nbsp;_Instance = scene.createInstance (&quot;rectangle.shape&quot;);
 &nbsp; &nbsp; &nbsp; &nbsp;nlassert (_Instance);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup the instance
 &nbsp; &nbsp; &nbsp; &nbsp;_Instance-&gt;setScale (CVectorD (width, depth, height));
 &nbsp; &nbsp; &nbsp; &nbsp;_Instance-&gt;setRotQuat (CQuat (CVectorD (0, 0, 1), (float)orientation));

 &nbsp; &nbsp; &nbsp; &nbsp;// Create a collision volume
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive = container.addCollisionablePrimitive (worldImage, nbImage);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;insertInWorldImage (insertWorldImage);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup the collision primitive
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setPrimitiveType (UMovePrimitive::_2DOrientedBox);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setHeight ((float)height);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setOrientation (orientation, insertWorldImage);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setSize ((float)width, (float)depth);

 &nbsp; &nbsp; &nbsp; &nbsp; // This primitive is an obstacle (it blocks others)
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setObstacle (obstacle);

 &nbsp; &nbsp; &nbsp; &nbsp; // Setup reaction type
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setReactionType (reaction);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup absorption value
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setAbsorbtion (0.9f);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup user data
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;UserData=(uint)this;

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup trigger type
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setTriggerType (UMovePrimitive::EnterTrigger);

 &nbsp; &nbsp; &nbsp; &nbsp;// Set pos and speed
 &nbsp; &nbsp; &nbsp; &nbsp;setPos (pos);
 &nbsp; &nbsp; &nbsp; &nbsp;setSpeed (speed);

 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setGlobalPosition (pos, insertWorldImage);
}

// ***************************************************************************

CObjectDyn::CObjectDyn (double diameter, double height, const CVectorD&amp; pos, const CVectorD&amp; speed, 
 &nbsp; &nbsp; &nbsp; &nbsp;bool obstacle, UMoveContainer &amp;container, UScene &amp;scene, UMovePrimitive::TReaction reaction, 
 &nbsp; &nbsp; &nbsp; &nbsp;uint8 worldImage, uint8 nbImage, uint8 insertWorldImage)
{
 &nbsp; &nbsp; &nbsp; &nbsp;// Create a box instance
 &nbsp; &nbsp; &nbsp; &nbsp;_Instance = scene.createInstance (&quot;cylinder.shape&quot;);
 &nbsp; &nbsp; &nbsp; &nbsp;nlassert (_Instance);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup the instance
 &nbsp; &nbsp; &nbsp; &nbsp;_Instance-&gt;setScale (CVectorD (diameter, diameter, height));

 &nbsp; &nbsp; &nbsp; &nbsp;// Create a collision volume
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive = container.addCollisionablePrimitive (worldImage, nbImage);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;insertInWorldImage (insertWorldImage);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup the primitive
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setPrimitiveType (UMovePrimitive::_2DOrientedCylinder);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setHeight ((float)height);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setRadius ((float)diameter/2.f);

 &nbsp; &nbsp; &nbsp; &nbsp;// This primitive is an obstacle (it blocks others)
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setObstacle (true);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup reaction type
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setReactionType (reaction);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup reaction type
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setAbsorbtion (0.9f);

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup user data
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;UserData=(uint)this;

 &nbsp; &nbsp; &nbsp; &nbsp;// Setup trigger type
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setTriggerType (UMovePrimitive::EnterTrigger);

 &nbsp; &nbsp; &nbsp; &nbsp;// Set pos and speed
 &nbsp; &nbsp; &nbsp; &nbsp;setPos (pos);
 &nbsp; &nbsp; &nbsp; &nbsp;setSpeed (speed);
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setGlobalPosition (pos, insertWorldImage);
}

// ***************************************************************************

void CObjectDyn::tryMove (double deltaTime, UMoveContainer &amp;container, uint8 worldImage)
{
 &nbsp; &nbsp; &nbsp; &nbsp;// New speed
 &nbsp; &nbsp; &nbsp; &nbsp;if ( (_MovePrimitive-&gt;getSpeed(worldImage).norm()&gt;0.f) || _Speed.norm()&gt;0.f )
 &nbsp; &nbsp; &nbsp; &nbsp;{
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;// Brake
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;CVectorD newSpeed=_Speed;
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;newSpeed.normalize();
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;newSpeed*=BRAKE_FORCE*deltaTime;
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;newSpeed+=_Speed;

 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;// Stop ?
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (_Speed*newSpeed&lt;=0)
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;newSpeed=CVectorD (0,0,0);

 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;// Set speed
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;setSpeed (newSpeed);

 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;// Try this move
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;move (_Speed, worldImage);
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;_TryMove=true;
 &nbsp; &nbsp; &nbsp; &nbsp;}
 &nbsp; &nbsp; &nbsp; &nbsp;else
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;_TryMove=false;

}

// ***************************************************************************

void CObjectDyn::doMove (double deltaTime, uint8 worldImage)
{
 &nbsp; &nbsp; &nbsp; &nbsp;// New speed
 &nbsp; &nbsp; &nbsp; &nbsp;setSpeed (_MovePrimitive-&gt;getSpeed(worldImage));

 &nbsp; &nbsp; &nbsp; &nbsp;// New position
 &nbsp; &nbsp; &nbsp; &nbsp;setPos (_MovePrimitive-&gt;getFinalPosition (worldImage));
}

// ***************************************************************************

void CObjectDyn::setPos (const CVectorD&amp; pos)
{
 &nbsp; &nbsp; &nbsp; &nbsp;_Position=pos;
 &nbsp; &nbsp; &nbsp; &nbsp;if (_Instance)
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;_Instance-&gt;setPos (pos);
}

// ***************************************************************************

void CObjectDyn::setGlobalPos (UGlobalPosition&amp; gpos, CVectorD&amp; pos, uint8 worldimage)
{
 &nbsp; &nbsp; &nbsp; &nbsp;// Place the primitive the first time
 &nbsp; &nbsp; &nbsp; &nbsp;_MovePrimitive-&gt;setGlobalPosition (gpos, worldimage);
 &nbsp; &nbsp; &nbsp; &nbsp;setPos (pos);
}

// ***************************************************************************

void CObjectDyn::setSpeed (const CVectorD&amp; speed)
{
 &nbsp; &nbsp; &nbsp; &nbsp;_Speed=speed;
}

// ***************************************************************************

void CObjectDyn::remove (NLPACS::UMoveContainer &amp;container, UScene &amp;scene)
{
 &nbsp; &nbsp; &nbsp; &nbsp;// Remove from container
 &nbsp; &nbsp; &nbsp; &nbsp;container.removePrimitive (_MovePrimitive);

 &nbsp; &nbsp; &nbsp; &nbsp;// Remove instance
 &nbsp; &nbsp; &nbsp; &nbsp;if (_Instance)
 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;scene.deleteInstance (_Instance);
}

// ***************************************************************************

</PRE>