summaryrefslogtreecommitdiff
path: root/gaunt01/src/bird.h
blob: 3ab0da963288ca398ee9ee3e67e1c8142bdc83d9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
#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

*/

#include "ofMain.h"
#include "morphmesh.h"
#include "normBindTexture.h"
#include "player.h"
#include "outsidePolygon.h"

#include "ofxRay.h"

class bird
{
    public:
        bird();
        virtual ~bird();
        void update(map<int,player>& players,float angle,vector<ofPoint> border);
        void draw();
        void drawShadow();
	void drawDebug();

        string currentseq;
        morphmesh model;
    
	ofRay pointer;
	ofVec3f position;
	ofVec2f centrePoint; //2d coords of centre of screen
    
    	vector<float> playang;
	vector<float> playhead;
	vector<float> playdip;
	vector<float> playdist;
	vector<ofVec3f> playpos;
    
	bool leaving;
	float centrehead;
    
    float heading;
    
    protected:
    private:
	    
	float fieldofview;
    
        ofVec3f direction;

        float velocity; //per second
        float turnRate; //per second
        float diveRate; //per second

        float lastTime;


        ofImage texture;
    


};

#endif // BIRD_H