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/*
Copyright (C) 1998-2001 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "cssysdef.h"
#include "bot.h"
#include "csengine/engine.h"
#include "iengine/dynlight.h"
#include "iengine/light.h"
#include "iengine/sector.h"
Bot::Bot (iEngine* Engine, iMeshObject* botmesh) :
csMeshWrapper (NULL, botmesh)
{
engine = Engine;
do
{
d.x = 6*(((float)rand ()) / (float)RAND_MAX)-3;
d.y = 6*(((float)rand ()) / (float)RAND_MAX)-3;
d.z = 6*(((float)rand ()) / (float)RAND_MAX)-3;
}
while ((d * d) < EPSILON);
d = d.Unit ();
}
Bot::~Bot ()
{
}
void Bot::set_bot_move (const csVector3& v)
{
GetMovable ().SetPosition (v);
follow = v;
GetMovable ().UpdateMove ();
}
void Bot::move (csTicks elapsed_time)
{
csOrthoTransform old_pos (GetMovable ().GetTransform ().GetO2T (), follow);
csVector3 rd = (8.*(float)elapsed_time)/1000. * d;
follow += rd;
csVector3 new_pos = follow;
iSector* s = f_sector;
bool mirror = false;
csVector3 v_old_pos = new_pos;
s = s->FollowSegment (old_pos, new_pos, mirror);
if (s &&
ABS (v_old_pos.x-new_pos.x) < SMALL_EPSILON &&
ABS (v_old_pos.y-new_pos.y) < SMALL_EPSILON &&
ABS (v_old_pos.z-new_pos.z) < SMALL_EPSILON)
{
f_sector = s;
}
else
{
follow -= rd;
do
{
d.x = 6*(((float)rand ()) / (float)RAND_MAX)-3;
d.y = 6*(((float)rand ()) / (float)RAND_MAX)-3;
d.z = 6*(((float)rand ()) / (float)RAND_MAX)-3;
}
while ((d * d) < EPSILON);
d = d.Unit ();
}
csVector3 old_p = GetMovable ().GetPosition ();
csVector3 dir = follow-old_p;
dir.Normalize ();
csVector3 new_p = old_p + ((3.*(float)elapsed_time)/1000.)*dir;
GetMovable ().SetPosition (new_p);
//@@@
s = GetMovable ().GetSectors ()->Get (0);
mirror = false;
csOrthoTransform old_pos2 (GetMovable ().GetTransform ().GetO2T (), old_p);
s = s->FollowSegment (old_pos2, new_p, mirror);
if (s)
{
GetMovable ().SetSector (s);
iLight* lights[2];
int num_lights = engine->GetNearbyLights (s, new_p,
CS_NLIGHT_STATIC|CS_NLIGHT_DYNAMIC, lights, 2);
UpdateLighting (lights, num_lights);
if (light)
{
light->QueryLight ()->SetSector (s);
light->QueryLight ()->SetCenter (new_p);
light->Setup ();
}
}
GetMovable ().UpdateMove ();
}
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