本文整理汇总了C++中CServerDE::IntersectSegment方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::IntersectSegment方法的具体用法?C++ CServerDE::IntersectSegment怎么用?C++ CServerDE::IntersectSegment使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CServerDE
的用法示例。
在下文中一共展示了CServerDE::IntersectSegment方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ConsolidatePath
void CMovement::ConsolidatePath()
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return;
IntersectQuery IQuery;
IntersectInfo IInfo;
IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
IQuery.m_FilterFn = DNULL;
//check first from our pos to second path point
DLink* pLink1 = m_PathList.m_Head.m_pNext;
// add a little sanity checking (gk 9/2)
if (pLink1->m_pData && pLink1->m_pNext->m_pData)
{
VEC_COPY(IQuery.m_From, m_vPos);
VEC_COPY(IQuery.m_To, *((DVector*)pLink1->m_pNext->m_pData));
if(!pServerDE->IntersectSegment(&IQuery, &IInfo))
{
dl_RemoveAt(&m_PathList,pLink1);
delete pLink1;
}
}
//loop through pathpoint and pathpoint + 2
pLink1 = m_PathList.m_Head.m_pNext;
if (pLink1->m_pData && pLink1->m_pNext->m_pData)
{
DLink* pLink2 = pLink1->m_pNext->m_pNext;
while(pLink1->m_pData && pLink2->m_pData)
{
VEC_COPY(IQuery.m_From, *((DVector*)pLink1->m_pData));
VEC_COPY(IQuery.m_To, *((DVector*)pLink2->m_pData));
if(!pServerDE->IntersectSegment(&IQuery, &IInfo))
{
DLink *pObLink = pLink1->m_pNext;
dl_RemoveAt(&m_PathList,pObLink);
delete pObLink;
pLink2 = pLink2->m_pNext;
}
else
{
pLink1 = pLink1->m_pNext;
pLink2 = pLink2->m_pNext;
}
}
}
return;
}
示例2: ClearToPoint
DBOOL CMovement::ClearToPoint(DVector vStart, DVector vDestPos, DVector vDims, IntersectInfo* IInfo)
{
GlobalFilterFnData globalFilterFnData;
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return DFALSE;
DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;
IntersectQuery IQuery;
IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
IQuery.m_FilterFn = GlobalFilterFn;
globalFilterFnData.m_dwFlags = IGNORE_CHARACTER;
globalFilterFnData.m_nIgnoreObjects = 1;
globalFilterFnData.m_hIgnoreObjects = &m_hObject;
IQuery.m_pUserData = &globalFilterFnData;
DVector vDir;
DRotation rRot;
VEC_SUB(vDir, vDestPos, vStart);
VEC_NORM(vDir);
pServerDE->AlignRotation(&rRot, &vDir, &m_vUp);
DVector vU,vR,vF;
pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);
//check the right side
VEC_ADDSCALED(IQuery.m_From, vStart, vR, fDim);
VEC_ADDSCALED(IQuery.m_To, vDestPos, vR, fDim);
if(pServerDE->IntersectSegment(&IQuery, IInfo))
{
return DFALSE;
}
//check the left side
VEC_ADDSCALED(IQuery.m_From, vStart, vR, (fDim * -1.0f));
VEC_ADDSCALED(IQuery.m_To,vDestPos, vR, (fDim * -1.0f));
if(pServerDE->IntersectSegment(&IQuery, IInfo))
{
return DFALSE;
}
return DTRUE;
}
示例3: FindTurn
DVector CMovement::FindTurn(DVector vStart, DVector vTestDir, DVector vMoveDir, DFLOAT fMoveLen,
DFLOAT fTestLen)
{
DVector vFinal,vCurPos;
DBOOL bStop = DTRUE;
DFLOAT fMaxDist = 0.0f;
VEC_INIT(vFinal);
VEC_COPY(vCurPos, vStart);
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return vFinal;
IntersectQuery IQuery;
IntersectInfo IInfo;
IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
IQuery.m_FilterFn = DNULL;
VEC_COPY(IQuery.m_From,vStart);
VEC_COPY(IQuery.m_Direction,vMoveDir);
//find maximum searchable distance in vMoveDir
if(pServerDE->CastRay(&IQuery,&IInfo))
{
fMaxDist = VEC_DIST(vStart,IInfo.m_Point);
}
//loop til we find a spot to turn
for(float fDist = 0.0f; !((fDist + fMoveLen) >= fMaxDist); fDist += fMoveLen)
{
VEC_ADDSCALED(vCurPos, vCurPos, vMoveDir, fMoveLen);
VEC_COPY(IQuery.m_From,vCurPos);
VEC_ADDSCALED(IQuery.m_To,vCurPos, vTestDir, fTestLen);
if(!pServerDE->IntersectSegment(&IQuery, &IInfo))
{
VEC_ADDSCALED(vFinal, vCurPos, vMoveDir, fMoveLen);
return vFinal;
}
}
if(m_nNumPoints >= 10 || (VEC_DIST(vCurPos,vStart) <= 0.0))
return vCurPos;
//we can't turn here so we add to list and keep searching in new direction
AddPosToPathList(vCurPos);
DVector vNewMoveDir;
VEC_MULSCALAR(vNewMoveDir, vTestDir, -1.0f);
return FindTurn(vCurPos, vMoveDir, vNewMoveDir, fMoveLen, (fMaxDist - fDist) + 1.0f);
}
示例4: EngineMessageFn
DDWORD BugAI::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData)
{
switch(messageID)
{
case MID_PRECREATE:
{
// Need to call base class to have the object name read in before
// we call PostPropRead()
DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData);
if (fData == 1.0)
AI_Mgr::ReadProp((ObjectCreateStruct*)pData); // inside BaseCharacter
PostPropRead((ObjectCreateStruct*)pData);
return dwRet;
}
break;
case MID_INITIALUPDATE:
{
InitialUpdate((DVector *)pData);
break;
}
case MID_UPDATE:
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return 0;
//gotta keep the bug stuck to whatever surface it is on
DRotation rRot;
DVector vU,vR,vF,vVel,vPos;
pServerDE->GetObjectPos(m_hObject,&vPos);
pServerDE->GetObjectRotation(m_hObject,&rRot);
pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);
VEC_MULSCALAR(vVel,vU,-15.0f);
Move(vVel, MATH_EPSILON);
//check if there is something below, if not rotate
IntersectQuery IQuery;
IntersectInfo ii;
IQuery.m_Flags = INTERSECT_OBJECTS;
IQuery.m_FilterFn = DNULL;
DVector vTemp;
VEC_MULSCALAR(vTemp,vU,-2.0f);
VEC_COPY(IQuery.m_From,vPos);
VEC_ADD(IQuery.m_To,IQuery.m_From,vTemp);
if(pServerDE->IntersectSegment(&IQuery, &ii))
{
DRotation rRot;
DVector vDown;
VEC_MULSCALAR(vDown,vU,-1.0f);
pServerDE->AlignRotation(&rRot,&vDown,&vF);
pServerDE->SetObjectRotation(m_hObject,&rRot);
}
}
break;
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
示例5: FindShortestTurn
DVector CMovement::FindShortestTurn(DVector vStart, DRotation* prRot, DFLOAT fMoveLen)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return vStart;
DVector vDir, vEnd, vCurPos;
DVector vUp,vRight,vForward,vLeft;
VEC_COPY(vCurPos, vStart);
IntersectQuery IQuery;
IntersectInfo ii;
DFLOAT fLeftDist = 0.0f, fRightDist = 0.0f, fMaxDist = 0.0f;
pServerDE->GetRotationVectors(prRot,&vUp,&vRight,&vForward);
VEC_MULSCALAR(vLeft,vRight,-1.0f); //create the left rotation vector
IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
IQuery.m_FilterFn = DNULL;
//get the farthest left we could travel
VEC_COPY(IQuery.m_From,vCurPos);
VEC_COPY(IQuery.m_Direction,vLeft);
if(pServerDE->CastRay(&IQuery,&ii))
{
fMaxDist = fLeftDist = VEC_DIST(vCurPos,ii.m_Point);
}
//now get the farthest right
VEC_COPY(IQuery.m_Direction,vRight);
if(pServerDE->CastRay(&IQuery,&ii))
{
fRightDist = VEC_DIST(vCurPos,ii.m_Point);
if(fRightDist > fMaxDist)
fMaxDist = fRightDist;
}
//travel the obstacle in both directions looking for a clearing
VEC_INIT(vDir);
VEC_MULSCALAR(vEnd,vForward,fMoveLen + 5.0f);
for(float fWidth = fMoveLen; !(fWidth >= fRightDist && fWidth >= fLeftDist); fWidth += fMoveLen)
{
//Check the right side
if(fWidth < fRightDist)
{
VEC_ADDSCALED(IQuery.m_From,vCurPos,vRight,fWidth);
VEC_ADD(IQuery.m_To,IQuery.m_From,vEnd);
if(!pServerDE->IntersectSegment(&IQuery,&ii))
{
VEC_ADDSCALED(IQuery.m_From,IQuery.m_From,vRight,fWidth/2);
pServerDE->AlignRotation(prRot, &vLeft, &m_vUp);
return IQuery.m_From;
}
}
//Check the left side
if(fWidth < fLeftDist)
{
VEC_ADDSCALED(IQuery.m_From,vCurPos,vLeft,fWidth);
VEC_ADD(IQuery.m_To,IQuery.m_From,vEnd);
if(!pServerDE->IntersectSegment(&IQuery,&ii))
{
VEC_ADDSCALED(IQuery.m_From,IQuery.m_From,vLeft,fWidth/2);
pServerDE->AlignRotation(prRot, &vRight, &m_vUp);
return IQuery.m_From;
}
}
}
return vStart;
}