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/* * CollisionObject.h * * Writer: Matthew Casperson * Email: * Site: */ #ifndef COLLISIONOBJECT H #define COLLISIONOBJECT H #include “Ogre.h” #include “PersistentFrameListener.h” using namespace Ogre; course CollisionObject: community PersistentFrameListener public: CollisionObject(int collisionType); virtual ~CollisionObject(); gap Start-Up(); void Shutdown(); int GetCollisionType() const return collisionType; virtual void Collision(CollisionObject* other) protected: int collisionType;; #endif CollisionObject.cpp #include “CollisionObject.h” #include “CollisionManager.h” CollisionObject::CollisionObject(int collisionType): collisionType(collisionType) COLLISIONMANAGER.AddCollisionObject(this); CollisionObject::~CollisionObject() COLLISIONMANAGER.RemoveCollisionObject(this); The Startup and Shutdown features add and remove the regional object from the CollisionManager. void CollisionObject::Startup() PersistentFrameListener::Startup(); void CollisionObject::Shutdown() PersistentFrameListener::Shutdown(); PersistentFrameListener.h /* * PersistentFrameListener.h * * Creator: Matthew Casperson * Email: * Website: */ #ifndef PERSISTENTFRAMELISTENER H #define PERSISTENTFRAMELISTENER H #include “Ogre.h” #include “OgreEngineManager.h” #include “GameConstants.h” course PersistentFrameListener: community FrameListener public: PersistentFrameListener(): isStarted(false) ENGINEMANAGER.GetRoot()->addFrameListener(this); personal ~PersistentFrameListener() if (ENGINEMANAGER.GetRoot()!= NULL) ENGINEMANAGER.GetRoot()->removeFrameListener(this); gap Start-Up() isStarted = true; void Shutdown() isStarted = false; bool frameStarted(const FrameEvent& evt) if (this->isStarted) return FrameStarted(GetFixedFrameEvent(evt)); return true; bool frameEnded(const FrameEvent& evt) if (this->isStarted) reunite FrameEnded(GetFixedFrameEvent(evt)); return true; virtual bool FrameStarted(const FrameEvent& evt) return true; online bool FrameEnded(const FrameEvent& evt) return true; bool IsStarted() const return isStarted; protected: FrameEvent GetFixedFrameEvent(const FrameEvent& evt) FrameEvent fixed; fixed.timeSinceLastFrame = evt.timeSinceLastFrame>MAX FRAME TIME? MAX FRAME TIME: evt.timeSinceLastFrame; reunite fixed; bool isStarted; ; #endif /* PERSISTENTFRAMELISTENER H */ The CollisionManager is where most of the items are analyzed against each other for accidents. CollisionManager.h /* * CollisionManager.h * * Writer: Matthew Casperson * Mail: * Website: */ #ifndef COLLISIONMANAGER H #define COLLISIONMANAGER H #include “PersistentFrameListener.h” #include “CollisionObject.h” #include “list” #define COLLISIONMANAGER CollisionManager::Illustration() typedef std::listing CollisionObjectList; school CollisionManager: public PersistentFrameListener public: ~CollisionManager(); fixed CollisionManager& Example() fixed CollisionManager instance; reunite instance; void Startup(); void Shutdown(); void AddCollisionObject(CollisionObject* object); void RemoveCollisionObject(CollisionObject* object); bool FrameEnded(const FrameEvent protected: CollisionManager(); emptiness AddNewObjects(); void RemoveDeletedObjects(); CollisionObjectList collisionObjectList; CollisionObjectList newObjects; CollisionObjectList deletedObjects;; #endif CollisionManager.cpp #include “CollisionManager.h” CollisionManager::CollisionManager() CollisionManager::~CollisionManager() void CollisionManager::Startup() PersistentFrameListener::Startup(); emptiness CollisionManager::Shutdown() newObjects.clear(); deletedObjects.clear(); collisionObjectList.clear(); PersistentFrameListener::Shutdown(); One of the reasons for creating the PersistentFrameListener course was to work-around an issue in Ogre where FrameListeners might nonetheless have their event function termed despite these were taken off the variety maintained by the OgreRoot target using the removeFrameListener functionality. While in the FrameEnded function the CollisionManager rings through most of the CollisionObjects checking for crashes. As was known earlier, one of many outcomes of the impact might be this 1 of the colliding objects is removed by calling its Shutdown purpose. This is a difficulty because in case you change a collection (by claim removing a product from this) while looping over it the applying could freeze. In order to avoid this dilemma brand new and eliminated things are located in the momentary choices newObjects and deletedObjects (via the AddCollisionObject and RemoveCollisionObject functions), using the fresh and deleted materials being synced using the main collection (via the AddNewObjects and RemoveDeletedObjects functions) before we begin looping over it within the FrameEnded purpose. By stretching the PersistentFrameListener school and outstanding in a swimming in a deactivated express (that is what the adversaries and guns previously do), objects that prolong the CollisionObject school still exist and may have their characteristics named without piling the machine.

Speech provide the material in a stylized way so the reader may absorb it quickly.

The key reason why the accident detection rule is while in the FrameEnded functionality is basically because we wish all of our items to get updated with their fresh placements before detecting crashes. Because it would be difficult to ensure that the CollisionManagers FrameStarted purpose was called before or in the end of one other recreation objects, doing the impact detection while in the FrameStarted functionality can lead to a situation where 50% of the game objects updated themselves, the collision detection was assessed, and the final half of other objects updated themselves. void CollisionManager::AddCollisionObject(CollisionObject* object) newObjects.push back(object); gap CollisionManager::RemoveCollisionObject(CollisionObject* object) deletedObjects.push back(object); void CollisionManager::AddNewObjects() for (CollisionObjectList::iterator iter = newObjects.begin(); iter!= newObjects.end(); ++iter) collisionObjectList.push back(*iter); newObjects.clear(); emptiness CollisionManager::RemoveDeletedObjects() for (CollisionObjectList::iterator iter = deletedObjects.begin(); iter!= deletedObjects.end(); ++iter) collisionObjectList.remove(*iter); deletedObjects.clear(); bool CollisionManager::FrameEnded(const FrameEvent& evt) AddNewObjects(); RemoveDeletedObjects(); for (CollisionObjectList::iterator iter1 = collisionObjectList.begin(); iter1!= collisionObjectList.end(); ++iter1) CollisionObjectList::iterator iter2 = iter1; ++iter2; for ( ; iter2!= collisionObjectList.end(); ++iter2) CollisionObject* const object1 = *iter1; CollisionObject* const object2 = *iter2; if (object1->IsStarted() && object2->IsStarted()) const Sphere& object1Sphere = object1->GetBoundingSphere(); const Sphere& object2Sphere = object2->GetBoundingSphere(); if (object1Sphere.intersects(object2Sphere)) object1->Collision(object2); object2->Collision(object1); return true; Under you can see how a Foe class implements the Wreck functionality. void Opponent::Accident(CollisionObject* other) {if (other->GetCollisionType() == PLAYER WEAPON CT) Weapon* gun = static cast(other); this->shields -= weapon->GetDamage(); if (this->shields GetCollisionType() == PLAYER CT) Shutdown(); The BasicEnemy course implements the GetBoundingSphere purpose utilising the built-in getWorldBoundingSphere functionality that is on all Ogre MovableObjects (fundamentally all graphic Ogre objects). The improvements for that Firearm, Topic and Gambler lessons are related. Main.cpp #include “OgreEngineManager.h” #include “WeaponDatabase.h” #include “EnemyDatabase.h” #include “GameLevel.h” #include “CollisionManager.h” #include “IrrKlangEngineManager.h” #if OGRE PLATFORM == OGRE PLATFORM WIN32 #define WIN32 LEAN AND MEAN #include “windows.h” INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT) #else int key(int argc, char **argv) #endif ENGINEMANAGER.AddNewResourceLocation(ResourceLocationDefinition(“FileSystem”, “../../media”, “General”)); ENGINEMANAGER.AddNewResourceLocation(ResourceLocationDefinition(“Zip”, “../../media/media.zip”, “General”)); if (ENGINEMANAGER.Startup(std::string(“plugins.cfg”), std::string(“ogre.cfg”), std::string(“ogre.log”))) IRRKLANGENGINEMANAGER.Startup(); ENEMYDATABASE.Startup(); WEAPONDATABASE.Startup(); COLLISIONMANAGER.Startup(); GAMELEVEL.Startup(“Level1.XML”); ENGINEMANAGER.StartRenderLoop(); COLLISIONMANAGER.Shutdown(); WEAPONDATABASE.Shutdown(); ENEMYDATABASE.Shutdown(); GAMELEVEL.Shutdown(); IRRKLANGENGINEMANAGER.Shutdown(); ENGINEMANAGER.Shutdown(); With these changes the enemies may be shot as well as the person along with the enemies also can collide.

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