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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();
currentseq="hover";
texture.loadImage("TextureBird.jpg");
//starting pos
position=ofVec3f(ofGetWidth()/2,ofGetHeight(),-ofGetHeight()/10);
heading=-90;
direction=ofVec3f(0,-1,0); //director for a heading of 0, level
velocity=ofGetWidth()/50;
turnRate=20;
diveRate=0;
fieldofview=60;
lastTime=ofGetElapsedTimef();
centrePoint=ofVec2f(ofGetWidth()/2,600); //quick and dirty
}
void bird::setBounds(ofPlane* _bounds) {
bounds=_bounds;
}
bird::~bird()
{
//dtor
}
void bird::update(map<int,player>& players, float angle){
//movement basics
float time=ofGetElapsedTimef();
float timeSeg=time-lastTime;
lastTime=time;
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*timeSeg; //.rotate(heading,ofVec3f(0,1,0))
//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");
}
//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
//turn formula max(0,90-abs(turnangle))*sign(turnangle)
//avoiding edges is a bit of a nightmare
//what about a force attracting to the middle of the screen?
turnRate=(turnRate*.99)+(0.05f*max(0.0f,1.0f-(pow(edgelength*.0100f,2.0f)))*max(0.0f,90.0f-abs(edgeangle))*sign(edgeangle));
//strip it right back
//bird flying in circle
//bird cruising while avoiding edges
//bird floowing people while avoiding edges
//bird changing height
//morph targets
/*
ofRay relpointer=ofRay(position,-direction.rotated(heading,ofVec3f(0,0,-1))*1000.0f,false);
playang.clear();
playdist.clear();
playpos.clear();
playhead.clear();
playdip.clear();
map<int,player>::iterator it;
for (it=players.begin();it!=players.end();it++) {
if (it->second.active) {
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());
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;
playhead.push_back(headif);
}
}
//check if flying out of play
ofVec3f futurepos=position-direction.rotated(heading,ofVec3f(0,0,-1))*velocity*2.0;
ofPoint futurepoint=ofPoint(futurepos.x,futurepos.y);
centrehead=atan2(position.x-centrePoint.x,position.y-centrePoint.y)*RAD_TO_DEG;
while (centrehead>180) centrehead=centrehead-360;
while (centrehead <-180) centrehead=centrehead+360;
if (0) { //OutsidePolygon(border,futurepoint)) {
//if (ofVec
leaving=true;
turnRate=centrehead/5;
}
else {
leaving=false;
//fly towards nearest visible player
int nearest=-1;
float distance=9999;
for(int i=0;i<playhead.size();i++) {
if ((abs(playhead[i])<(fieldofview/2))&&playdist[i]<distance) {
nearest=i;
distance=playdist[i];
}
}
if (nearest>-1) turnRate=-playhead[nearest];
}
*/
}
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);
char numStr[64];
sprintf(numStr, "close: %4.1f\nangle: %4.1f\nheading: %4.1f", edgelength,edgeangle,heading);
ofDrawBitmapString(numStr,10,10);
}
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