[Scummvm-cvs-logs] CVS: residual walkplane.h,1.7,1.8 walkplane.cpp,1.9,1.10 scene.h,1.16,1.17 scene.cpp,1.25,1.26 actor.cpp,1.27,1.28
Daniel Schepler
dschepler at users.sourceforge.net
Fri Mar 26 01:40:00 CET 2004
Update of /cvsroot/scummvm/residual
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv11917
Modified Files:
walkplane.h walkplane.cpp scene.h scene.cpp actor.cpp
Log Message:
Snap actors to walk boxes when appropriate. This (apparently) fixes a
hang after taking the garage elevator back upstairs.
Index: walkplane.h
===================================================================
RCS file: /cvsroot/scummvm/residual/walkplane.h,v
retrieving revision 1.7
retrieving revision 1.8
diff -u -d -r1.7 -r1.8
--- walkplane.h 25 Mar 2004 15:43:05 -0000 1.7
+++ walkplane.h 26 Mar 2004 09:28:13 -0000 1.8
@@ -42,6 +42,8 @@
Vector3d projectToPlane(Vector3d point) const;
Vector3d projectToPuckVector(Vector3d v) const;
+ Vector3d closestPoint(Vector3d point) const;
+
private:
int numVertices_, id_;
Index: walkplane.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/walkplane.cpp,v
retrieving revision 1.9
retrieving revision 1.10
diff -u -d -r1.9 -r1.10
--- walkplane.cpp 25 Mar 2004 15:43:05 -0000 1.9
+++ walkplane.cpp 26 Mar 2004 09:28:13 -0000 1.10
@@ -128,3 +128,37 @@
result.z() -= dot(normal_, v) / normal_.z();
return result;
}
+
+// Find the closest point on the walkplane to the given point
+Vector3d Sector::closestPoint(Vector3d point) const {
+ // First try to project to the plane
+ Vector3d p2 = point;
+ p2 -= (dot(normal_, p2 - vertices_[0])) * normal_;
+ if (isPointInSector(p2))
+ return p2;
+
+ // Now try to project to some edge
+ for (int i = 0; i < numVertices_; i++) {
+ Vector3d edge = vertices_[i + 1] - vertices_[i];
+ Vector3d delta = point - vertices_[i];
+ float scalar = dot(delta, edge) / dot(edge, edge);
+ if (scalar >= 0 && scalar <= 1 &&
+ delta.x() * edge.y() > delta.y() * edge.x())
+ // That last test is just whether the z-component
+ // of delta cross edge is positive; we don't
+ // want to return opposite edges.
+ return vertices_[i] + scalar * edge;
+ }
+
+ // Otherwise, just find the closest vertex
+ float minDist = (point - vertices_[0]).magnitude();
+ int index = 0;
+ for (int i = 1; i < numVertices_; i++) {
+ float currDist = (point - vertices_[i]).magnitude();
+ if (currDist < minDist) {
+ minDist = currDist;
+ index = i;
+ }
+ }
+ return vertices_[index];
+}
Index: scene.h
===================================================================
RCS file: /cvsroot/scummvm/residual/scene.h,v
retrieving revision 1.16
retrieving revision 1.17
diff -u -d -r1.16 -r1.17
--- scene.h 25 Mar 2004 09:33:17 -0000 1.16
+++ scene.h 26 Mar 2004 09:28:13 -0000 1.17
@@ -67,6 +67,7 @@
return NULL;
}
Sector *findPointSector(Vector3d p, int flags);
+ void findClosestSector(Vector3d p, Sector **sect, Vector3d *closestPt);
void addObjectState(ObjectState *s) {
states_.push_back(s);
Index: scene.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/scene.cpp,v
retrieving revision 1.25
retrieving revision 1.26
diff -u -d -r1.25 -r1.26
--- scene.cpp 26 Mar 2004 04:42:27 -0000 1.25
+++ scene.cpp 26 Mar 2004 09:28:13 -0000 1.26
@@ -189,6 +189,31 @@
return NULL;
}
+void Scene::findClosestSector(Vector3d p, Sector **sect, Vector3d *closestPt) {
+ Sector *resultSect = NULL;
+ Vector3d resultPt = p;
+ float minDist;
+
+ for (int i = 0; i < numSectors_; i++) {
+ Sector *sector = sectors_ + i;
+ if ((sector->type() & 0x1000) == 0 ||
+ ! sector->visible())
+ continue;
+ Vector3d closestPt = sector->closestPoint(p);
+ float thisDist = (closestPt - p).magnitude();
+ if (resultSect == NULL || thisDist < minDist) {
+ resultSect = sector;
+ resultPt = closestPt;
+ minDist = thisDist;
+ }
+ }
+
+ if (sect != NULL)
+ *sect = resultSect;
+ if (closestPt != NULL)
+ *closestPt = resultPt;
+}
+
ObjectState *Scene::findState(const char *filename) {
for (StateList::iterator i = states_.begin(); i != states_.end();
i++) {
Index: actor.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/actor.cpp,v
retrieving revision 1.27
retrieving revision 1.28
diff -u -d -r1.27 -r1.28
--- actor.cpp 26 Mar 2004 04:42:27 -0000 1.27
+++ actor.cpp 26 Mar 2004 09:28:13 -0000 1.28
@@ -277,6 +277,13 @@
}
void Actor::update() {
+ // Snap actor to walkboxes if following them. This might be
+ // necessary for example after activating/deactivating
+ // walkboxes, etc.
+ if (constrain_ && ! walking_) {
+ Engine::instance()->currScene()->findClosestSector(pos_, NULL, &pos_);
+ }
+
if (turning_) {
float turnAmt = Engine::instance()->perSecond(turnRate_);
float dyaw = destYaw_ - yaw_;
@@ -308,7 +315,7 @@
pos_ = destPos_;
walking_ = false;
turning_ = false;
- }
+ }
else
pos_ += dir * walkAmt;
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