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#include "bird.h"
/*
keep track of the high-level properties of the bird here
activate and control sequences of targets in the morphmesh
finally drawAnimated()
*/
bird::bird()
{
if (model.loadMesh("Bird-poses.xml")) printf("mesh loaded with %i vertices, %i face indices, %i targets\n",model.getNumVertices(),model.getNumIndices(),model.getNumTargets());
else printf("mesh XML file not parsed\n");
if (model.loadSeqs("Bird-anim.xml")) printf("animation loaded with %i sequences\n",model.getNumSequences());
else printf("animation XML file not parsed\n");
model.sequences["flap"].start();
//how to track state/ bring animation in and out
state=SCANNING;
sounds=new ofSoundPlayer[7];
sounds[0].loadSound("aggressive1.wav");
sounds[1].loadSound("aggressive2.wav");
sounds[2].loadSound("chirp1.wav");
sounds[3].loadSound("chirp2.wav");
sounds[4].loadSound("rattle1.wav");
sounds[5].loadSound("rattle2.wav");
sounds[6].loadSound("rattle3.wav");
texture.loadImage("TextureBird.jpg");
//starting pos
position=ofVec3f(ofRandom(ofGetWidth()/4,(3*ofGetWidth())/4),ofRandom(ofGetHeight()/4,(3*ofGetHeight())/4),-ofGetHeight()/10);
heading=-90;
direction=ofVec3f(0,-1,0); //director for a heading of 0, level
velocity=1.0f/20;
turnRate=20;
diveRate=0;
fieldofview=60;
lastTime=ofGetElapsedTimef();
centrePoint=ofVec2f(ofGetWidth()/2,600); //quick and dirty
}
void bird::setBounds(ofPlane* _bounds) {
bounds=_bounds;
}
void bird::setCentre(ofVec2f _centre) {
//in 2D on plane
centre=_centre;
}
bird::~bird()
{
//dtor
}
void bird::update(map<int,player>& players, float angle){
//movement basics
float time=ofGetElapsedTimef();
float timeSeg=time-lastTime;
lastTime=time;
//tending to straighten unless avoiding an edge
//turnRate *= 0.995;
//create, -->draw a line representing the birds heading
//absolute ray pointer
//put on ground
//do intersection with outline?
//ray: can intersect with another ray
//so: make a ray for each segment of polygon and intersect, find the nearest?
//ray:: intersect returns a ray- shortest line between lines
//or: project bird & heading onto ground
//get intersection with each line of poly bounds
//or maybe just use screen edges- quicker
//find the shortest
//depending on the angle it makes, decide whether to turn left or right to avoid boundary or get back within it
//similar for people - use similar 2d algorithm
//deal with elevation seperately
//bounds is already an array of 4 planes representing edges of screen- does this work?
pointer=ofRay(position.rotated(angle,ofVec3f(1,0,0)),-direction.rotated(heading,ofVec3f(0,0,-1)).rotated(angle,ofVec3f(1,0,0))*1000.0f,false);
//intersect with bounds and find shortest distance to edge of world
//
//
/*
float shortest=1000000.0f;
vector <ofVec3f> pts;
int shnum=-1;
int bdnum=0;
for (int i=0;i<4;i++) {
ofVec3f p;
if (bounds[i].intersect(pointer,p)) {
pts.push_back(p);
if (position.rotated(angle,ofVec3f(1,0,0)).distance(p)<shortest) {
shortest=position.rotated(angle,ofVec3f(1,0,0)).distance(p);
shnum=pts.size()-1;
bdnum=i;
}
}
}
if (shnum>-1) {
edgepoint=pts[shnum];
edgelength=shortest;
ofVec3f bv=bounds[bdnum].getNormal().rotated(angle,ofVec3f(-1,0,0));
edgeangle=((atan2(bv.y,bv.x)*RAD_TO_DEG)+90)+heading;
while (edgeangle>180) edgeangle -=360;
while (edgeangle<-180) edgeangle +=360;
}
else {
printf("error: no bird bounds intersection\n");
}
*/
//avoiding edges is a bit of a nightmare
//turnRate=(turnRate*.99)+(0.05f*max(0.0f,1.0f-(pow(edgelength*.0100f,2.0f)))*max(0.0f,90.0f-abs(edgeangle))*sign(edgeangle));
//decide whether we are running out of space and if so, which way to turn#
//turning tendency is more acute when we are more perpendicular, and closer, to the edge
//mayeb work out how many frames left before we crash
//what about a force attracting to the middle of the screen?
float radius=centre.distance(ofVec2f(position.x,position.y));
//angle from centre to bird position
edgeangle=(180.0f+(90.0f-(atan2(position.y-centre.y,position.x-centre.x)*RAD_TO_DEG)))-heading;
while (edgeangle>180.0f) edgeangle -=360.0f;
while (edgeangle<-180.0f) edgeangle +=360.0f;
turnRate=(turnRate*.90)+(pow(0.01f*radius,1)*edgeangle*0.01f);
//bird cruising while avoiding edges
//bird floowing people while staying on screen
//bird changing height
//morph targets
//make a list of players within view and decide which one is the best target
//1sr draw lines and visualise
ofRay relpointer=ofRay(position,-direction.rotated(heading,ofVec3f(0,0,-1))*1000.0f,false);
playang.clear();
playdist.clear();
playpos.clear();
playhead.clear();
playdip.clear();
float nearest=1000000.0f;
int nearnum=-1;
int in=0;
//
// DEBUGGING feature
//
bool trackPlayers=true;
map<int,player>::iterator it;
for (it=players.begin();it!=players.end();it++) {
if (it->second.active) {
float headif=(atan2(it->second.getWorldPosition().x-position.x,it->second.getWorldPosition().y-position.y)*RAD_TO_DEG)-heading;
while (headif>180) headif=headif-360;
while (headif <-180) headif=headif+360;
if (abs(headif) < 30) { //this could be based on height
playhead.push_back(headif);
ofVec3f p=it->second.getWorldPosition()-position;
playang.push_back(p.angle(-direction.rotated(heading,ofVec3f(0,0,-1))));
playdist.push_back(p.length());
playpos.push_back(it->second.getWorldPosition());
//maybe all of this is unnecessary if we are only following 1 - just save it if nearer
if (p.length() < nearest) {
nearest=p.length();
if (trackPlayers) nearnum=in;
}
in++;
}
}
}
//dive behaviour
if (nearnum>-1) {
//influence direction
turnRate+=playhead[nearnum]*.1;
//check if relatively high
if (position.z<-ofGetHeight()/20) {
if (diveRate<2.0f) {
//increase dive rate
diveRate+=0.1f;
}
}
else {
//low enough
if (diveRate>0.0f) {
diveRate*=0.9f;
}
}
}
else {
if (position.z>-ofGetHeight()/10) {
//below ceiling
if (diveRate>-0.5f) {
//increase climb rate
diveRate-=0.05f;
}
}
else diveRate*=0.9f;
}
switch (state) {
case SCANNING:
if (diveRate>0.5f) {
model.sequences["flap"].fadeout(0.5);
model.sequences["swoop"].start();
state=SWOOPING;
}
break;
case SWOOPING:
if (diveRate<0.5f) {
model.sequences["swoop"].fadeout(0.5);
model.sequences["flap"].start();
state=SCANNING;
}
break;
case ATTACKING:
break;
}
if (diveRate<0.0f) setSpeed(1.0f-diveRate);
else setSpeed(1.0f);
//if (sign(turnRate)) turnRate=min(2.0f,turnRate);
//else turnRate=max(-2.0f,turnRate);
//if high and target is in sight, swoop to gain speed
//if low and no narget is near, climb to gain a view
//for now, when the bird hits the target they both blink and the board comes down?
//initially, get the bird to connect with players-
//integrate new keying
//interface - update info - save data
//do the documentation
//go back to the bird - watch out for dead players (from trap doors) - bird is going out of play - just retrieve it for now?
//flap faster while climbing + swoop
//bird noises
heading=heading+(turnRate*timeSeg);
while (heading>180) heading=heading-360;
while (heading <-180) heading=heading+360;
position-=direction.rotated(heading,ofVec3f(0,0,-1))*(velocity*ofGetHeight()*(1.0f+diveRate))*timeSeg; //.rotate(heading,ofVec3f(0,1,0))
position +=ofVec3f(0,0,5)*diveRate*timeSeg;
}
void bird::draw(){
glEnable(GL_DEPTH_TEST);
ofPushMatrix();
ofTranslate(position);
ofRotate(90,0,0,1);
ofRotate(90,-1,0,0);
ofRotate(heading+90,0,1,0);
ofSetHexColor(0xffffff);
ofScale(.25,.25,.25);
bindTexture(texture);
model.drawAnimated();
unbindTexture(texture);
ofPopMatrix();
glDisable(GL_DEPTH_TEST);
}
void bird::drawShadow(){
ofPushMatrix();
ofTranslate(position);
ofRotate(90,0,0,1);
ofRotate(90,-1,0,0);
ofRotate(heading+90,0,1,0);
ofSetHexColor(0x303030);
ofTranslate(0,(-ofGetHeight()/4)+5,0);
ofScale(.15,0,.15);
model.drawAnimated();
ofPopMatrix();
}
void bird::drawDebug(){
/*
if (leaving) ofSetHexColor(0xff0000);
else ofSetHexColor(0xff00ff);
ofLine(pointer.s,pointer.s+1000*pointer.t);
ofSphere(edgepoint,2.0f);
*/
if (DEBUG) {
ofSetHexColor(0xff00ff);
char numStr[100];
sprintf(numStr, "dive: %4.2f\nheight: %4.2f\n%s", diveRate,position.z,state==1?"SCANNING":state==2?"SWOOPING":"ATTACKING");
ofDrawBitmapString(numStr,10,10);
}
}
void bird::setSpeed(float speed){
model.speed=speed;
}
float bird::getSpeed(){
return model.speed;
}
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