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#ifndef BIRD_H
#define BIRD_H
/*
Hostile bird character for 'Run the gauntlet' game
Tim Redfern April 2012
??how to manage visibility
Bird should automatically stay within viewing volume of camera
from the birds POV, The visible area is a frustrum extending down from the camera
1) like opensteer, extend the birds heading and decide whether this will hit the edge
2) have an actual model of the volume and work within it
3) how do we make the bird aware of players in front of it
--> this all implies being able to take a sightline from the bird and determine
-visibility of objects
-distance to obstructions
-build basic of time/speed/heading update/draw
-basic anim cycle
MAKING THE BIRD CHASE THE PLAYERS
find distance to edge of play - alter turn behaviour depending on how bird needs to head
detect player in FOV
turn & swoop
pick player and remove
planes frustrum belongs to camera
bird checks ray dist to planes
avoids nearest +ve
*/
#define sign(x) ((x > 0) - (x < 0))
#include "ofMain.h"
#include "morphmesh.h"
#include "normBindTexture.h"
#include "player.h"
#include "outsidePolygon.h"
#include "ofxRay.h"
#define DEBUG 1
class bird
{
public:
bird();
virtual ~bird();
void update(map<int,player>& players,float angle);
void draw();
void drawShadow();
void drawDebug();
void setBounds(ofPlane* _bounds);
void setCentre(ofVec2f _centre);
string currentseq;
morphmesh model;
ofRay pointer;
ofVec3f position;
ofVec2f centrePoint; //2d coords of centre of screen
ofVec3f edgepoint; //point where the bird will hit the edge of the screen
float edgelength,edgeangle;
vector<float> playang;
vector<float> playhead;
vector<float> playdip;
vector<float> playdist;
vector<ofVec3f> playpos;
ofPlane* bounds;
ofVec2f centre;
bool leaving;
float centrehead;
float heading;
protected:
private:
float fieldofview;
ofVec3f direction;
float velocity; //per second relative to ofGetHeight()
float turnRate; //per second
float diveRate; //per second relative to ofGetHeight()
float lastTime;
ofImage texture;
};
#endif // BIRD_H
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