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forked from metin2/client
client/src/GameLib/ActorInstanceCollisionDetection.cpp

745 lines
23 KiB
C++

#include "StdAfx.h"
#include "../eterLib/GrpMath.h"
#include "ActorInstance.h"
void CActorInstance::__InitializeCollisionData()
{
m_canSkipCollision=false;
}
void CActorInstance::EnableSkipCollision()
{
m_canSkipCollision=true;
}
void CActorInstance::DisableSkipCollision()
{
m_canSkipCollision=false;
}
bool CActorInstance::CanSkipCollision()
{
return m_canSkipCollision;
}
void CActorInstance::UpdatePointInstance()
{
TCollisionPointInstanceListIterator itor;
for (itor = m_DefendingPointInstanceList.begin(); itor != m_DefendingPointInstanceList.end(); ++itor)
UpdatePointInstance(&(*itor));
}
void CActorInstance::UpdatePointInstance(TCollisionPointInstance * pPointInstance)
{
if (!pPointInstance)
{
assert(!"CActorInstance::UpdatePointInstance - pPointInstance is NULL"); // 레퍼런스로 교체하시오
return;
}
D3DXMATRIX matBone;
if (pPointInstance->isAttached)
{
if (pPointInstance->dwModelIndex>=m_LODControllerVector.size())
{
//Tracenf("CActorInstance::UpdatePointInstance - rInstance.dwModelIndex=%d >= m_LODControllerVector.size()=%d",
// pPointInstance->dwModelIndex>m_LODControllerVector.size());
return;
}
CGrannyLODController* pGrnLODController=m_LODControllerVector[pPointInstance->dwModelIndex];
if (!pGrnLODController)
{
//Tracenf("CActorInstance::UpdatePointInstance - m_LODControllerVector[pPointInstance->dwModelIndex=%d] is NULL", pPointInstance->dwModelIndex);
return;
}
CGrannyModelInstance * pModelInstance = pGrnLODController->GetModelInstance();
if (!pModelInstance)
{
//Tracenf("CActorInstance::UpdatePointInstance - pGrnLODController->GetModelInstance() is NULL");
return;
}
D3DXMATRIX * pmatBone = (D3DXMATRIX *)pModelInstance->GetBoneMatrixPointer(pPointInstance->dwBoneIndex);
matBone = *(D3DXMATRIX *)pModelInstance->GetCompositeBoneMatrixPointer(pPointInstance->dwBoneIndex);
matBone._41 = pmatBone->_41;
matBone._42 = pmatBone->_42;
matBone._43 = pmatBone->_43;
matBone *= m_worldMatrix;
}
else
{
matBone = m_worldMatrix;
}
// Update Collsion Sphere
CSphereCollisionInstanceVector::const_iterator sit = pPointInstance->c_pCollisionData->SphereDataVector.begin();
CDynamicSphereInstanceVector::iterator dit=pPointInstance->SphereInstanceVector.begin();
for (;sit!=pPointInstance->c_pCollisionData->SphereDataVector.end();++sit,++dit)
{
const TSphereData & c = sit->GetAttribute();//c_pCollisionData->SphereDataVector[j].GetAttribute();
D3DXMATRIX matPoint;
D3DXMatrixTranslation(&matPoint, c.v3Position.x, c.v3Position.y, c.v3Position.z);
matPoint = matPoint * matBone;
dit->v3LastPosition = dit->v3Position;
dit->v3Position.x = matPoint._41;
dit->v3Position.y = matPoint._42;
dit->v3Position.z = matPoint._43;
}
}
void CActorInstance::UpdateAdvancingPointInstance()
{
// 말을 탔을 경우 사람은 이동값을 가지고 있지 않기 때문에 말로 부터 얻어와야 한다 - [levites]
D3DXVECTOR3 v3Movement = m_v3Movement;
if (m_pkHorse)
v3Movement = m_pkHorse->m_v3Movement;
// 말은 업데이트 하지 않아도 된다 - [levites]
if (m_pkHorse)
m_pkHorse->UpdateAdvancingPointInstance();
D3DXMATRIX matPoint;
D3DXMATRIX matCenter;
TCollisionPointInstanceListIterator itor = m_BodyPointInstanceList.begin();
for (; itor != m_BodyPointInstanceList.end(); ++itor)
{
TCollisionPointInstance & rInstance = *itor;
if (rInstance.isAttached)
{
if (rInstance.dwModelIndex>=m_LODControllerVector.size())
{
Tracenf("CActorInstance::UpdateAdvancingPointInstance - rInstance.dwModelIndex=%d >= m_LODControllerVector.size()=%d",
rInstance.dwModelIndex, m_LODControllerVector.size());
continue;
}
CGrannyLODController* pGrnLODController=m_LODControllerVector[rInstance.dwModelIndex];
if (!pGrnLODController)
{
Tracenf("CActorInstance::UpdateAdvancingPointInstance - m_LODControllerVector[rInstance.dwModelIndex=%d] is NULL", rInstance.dwModelIndex);
continue;
}
CGrannyModelInstance * pModelInstance = pGrnLODController->GetModelInstance();
if (!pModelInstance)
{
//Tracenf("CActorInstance::UpdateAdvancingPointInstance - pGrnLODController->GetModelInstance() is NULL");
continue;
}
matCenter = *(D3DXMATRIX *)pModelInstance->GetBoneMatrixPointer(rInstance.dwBoneIndex);
matCenter *= m_worldMatrix;
}
else
{
matCenter = m_worldMatrix;
}
// Update Collision Sphere
const NRaceData::TCollisionData * c_pCollisionData = rInstance.c_pCollisionData;
if (c_pCollisionData)
{
for (DWORD j = 0; j < c_pCollisionData->SphereDataVector.size(); ++j)
{
const TSphereData & c = c_pCollisionData->SphereDataVector[j].GetAttribute();
CDynamicSphereInstance & rSphereInstance = rInstance.SphereInstanceVector[j];
D3DXMatrixTranslation(&matPoint, c.v3Position.x, c.v3Position.y, c.v3Position.z);
matPoint = matPoint * matCenter;
rSphereInstance.v3LastPosition.x = matPoint._41;
rSphereInstance.v3LastPosition.y = matPoint._42;
rSphereInstance.v3LastPosition.z = matPoint._43;
rSphereInstance.v3Position = rSphereInstance.v3LastPosition;
rSphereInstance.v3Position += v3Movement;
}
}
}
}
bool CActorInstance::CheckCollisionDetection(const CDynamicSphereInstanceVector * c_pAttackingSphereVector, D3DXVECTOR3 * pv3Position)
{
if (!c_pAttackingSphereVector)
{
assert(!"CActorInstance::CheckCollisionDetection - c_pAttackingSphereVector is NULL"); // 레퍼런스로 교체하시오
return false;
}
TCollisionPointInstanceListIterator itor;
for (itor = m_DefendingPointInstanceList.begin(); itor != m_DefendingPointInstanceList.end(); ++itor)
{
const CDynamicSphereInstanceVector * c_pDefendingSphereVector = &(*itor).SphereInstanceVector;
for (DWORD i = 0; i < c_pAttackingSphereVector->size(); ++i)
for (DWORD j = 0; j < c_pDefendingSphereVector->size(); ++j)
{
const CDynamicSphereInstance & c_rAttackingSphere = c_pAttackingSphereVector->at(i);
const CDynamicSphereInstance & c_rDefendingSphere = c_pDefendingSphereVector->at(j);
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rAttackingSphere, c_rDefendingSphere))
{
// FIXME : 두 원의 교점을 찾아내는 식으로 바꿔야 한다.
*pv3Position = (c_rAttackingSphere.v3Position + c_rDefendingSphere.v3Position) / 2.0f;
return true;
}
}
}
return false;
}
bool CActorInstance::CreateCollisionInstancePiece(DWORD dwAttachingModelIndex, const NRaceData::TAttachingData * c_pAttachingData, TCollisionPointInstance * pPointInstance)
{
if (!c_pAttachingData)
{
assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData is NULL"); // 레퍼런스로 교체하시오
return false;
}
if (!c_pAttachingData->pCollisionData)
{
assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData->pCollisionData is NULL"); // 레퍼런스로 교체하시오
return false;
}
if (!pPointInstance)
{
assert(!"CActorInstance::CreateCollisionInstancePiece - pPointInstance is NULL"); // 레퍼런스로 교체하시오
return false;
}
pPointInstance->dwModelIndex = dwAttachingModelIndex;
pPointInstance->isAttached = FALSE;
pPointInstance->dwBoneIndex = 0;
pPointInstance->c_pCollisionData = c_pAttachingData->pCollisionData;
if (c_pAttachingData->isAttaching)
{
int iAttachingBoneIndex;
CGrannyModelInstance * pModelInstance = m_LODControllerVector[dwAttachingModelIndex]->GetModelInstance();
if (pModelInstance && pModelInstance->GetBoneIndexByName(c_pAttachingData->strAttachingBoneName.c_str(),
&iAttachingBoneIndex))
{
pPointInstance->isAttached = TRUE;
pPointInstance->dwBoneIndex = iAttachingBoneIndex;
}
else
{
//TraceError("CActorInstance::CreateCollisionInstancePiece: Cannot get matrix of bone %s ModelInstance 0x%p", c_pAttachingData->strAttachingBoneName.c_str(), pModelInstance);
pPointInstance->isAttached = TRUE;
pPointInstance->dwBoneIndex = 0;
}
}
const CSphereCollisionInstanceVector & c_rSphereDataVector = c_pAttachingData->pCollisionData->SphereDataVector;
pPointInstance->SphereInstanceVector.clear();
pPointInstance->SphereInstanceVector.reserve(c_rSphereDataVector.size());
CSphereCollisionInstanceVector::const_iterator it;
CDynamicSphereInstance dsi;
dsi.v3LastPosition = D3DXVECTOR3(0.0f,0.0f,0.0f);
dsi.v3Position = D3DXVECTOR3(0.0f,0.0f,0.0f);
for (it = c_rSphereDataVector.begin(); it!=c_rSphereDataVector.end(); ++it)
{
const TSphereData & c_rSphereData = it->GetAttribute();
dsi.fRadius = c_rSphereData.fRadius;
pPointInstance->SphereInstanceVector.push_back(dsi);
}
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
BOOL CActorInstance::__SplashAttackProcess(CActorInstance & rVictim)
{
D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z);
float fDistance = D3DXVec3LengthSq(&v3Distance);
if (fDistance >= 1000.0f*1000.0f)
return FALSE;
// Check Distance
if (!__IsInSplashTime())
return FALSE;
const CRaceMotionData::TMotionAttackingEventData * c_pAttackingEvent = m_kSplashArea.c_pAttackingEvent;
const NRaceData::TAttackData & c_rAttackData = c_pAttackingEvent->AttackData;
THittedInstanceMap & rHittedInstanceMap = m_kSplashArea.HittedInstanceMap;
// NOTE : 이미 때렸다면 때릴 수 없음
if (rHittedInstanceMap.end() != rHittedInstanceMap.find(&rVictim))
{
return FALSE;
}
// NOTE : Snipe 모드이고..
if (NRaceData::ATTACK_TYPE_SNIPE == c_rAttackData.iAttackType)
{
// Target 이 PC 라면..
if (__IsFlyTargetPC())
// 다른 객체는 때릴 수 없다
if (!__IsSameFlyTarget(&rVictim))
return FALSE;
/*
if (IsFlyTargetObject())
{
CActorInstance * pActorInstance = (CActorInstance *)m_kFlyTarget.GetFlyTarget();
// NOTE : Target 이 PC 일때는 한명만 때릴 수 있다.
if (pActorInstance->IsPC())
if (&rVictim != pActorInstance)
return FALSE;
}
*/
}
D3DXVECTOR3 v3HitPosition;
if (rVictim.CheckCollisionDetection(&m_kSplashArea.SphereInstanceVector, &v3HitPosition))
{
rHittedInstanceMap.insert(std::make_pair(&rVictim, GetLocalTime()+c_rAttackData.fInvisibleTime));
int iCurrentHitCount = rHittedInstanceMap.size();
int iMaxHitCount = (0 == c_rAttackData.iHitLimitCount ? 16 : c_rAttackData.iHitLimitCount);
//Tracef(" ------------------- Splash Hit : %d\n", iCurrentHitCount);
if (iCurrentHitCount > iMaxHitCount)
{
//Tracef(" ------------------- OVER FLOW :: Splash Hit Count : %d\n", iCurrentHitCount);
return FALSE;
}
NEW_SetAtkPixelPosition(NEW_GetCurPixelPositionRef());
__ProcessDataAttackSuccess(c_rAttackData, rVictim, v3HitPosition, m_kSplashArea.uSkill, m_kSplashArea.isEnableHitProcess);
return TRUE;
}
return FALSE;
}
BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim)
{
// Check Distance
// NOTE - 일단 근접 체크만 하고 있음
D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z);
float fDistance = D3DXVec3LengthSq(&v3Distance);
extern bool IS_HUGE_RACE(unsigned int vnum);
if (IS_HUGE_RACE(rVictim.GetRace()))
{
if (fDistance >= 500.0f*500.0f)
return FALSE;
}
else
{
if (fDistance >= 300.0f*300.0f)
return FALSE;
}
if (!isValidAttacking())
return FALSE;
const float c_fAttackRadius = 20.0f;
const NRaceData::TMotionAttackData * pad = m_pkCurRaceMotionData->GetMotionAttackDataPointer();
const float motiontime = GetAttackingElapsedTime();
NRaceData::THitDataContainer::const_iterator itorHitData = pad->HitDataContainer.begin();
for (; itorHitData != pad->HitDataContainer.end(); ++itorHitData)
{
const NRaceData::THitData & c_rHitData = *itorHitData;
// NOTE : 이미 맞았는지 체크
THitDataMap::iterator itHitData = m_HitDataMap.find(&c_rHitData);
if (itHitData != m_HitDataMap.end())
{
THittedInstanceMap & rHittedInstanceMap = itHitData->second;
THittedInstanceMap::iterator itInstance;
if ((itInstance=rHittedInstanceMap.find(&rVictim)) != rHittedInstanceMap.end())
{
if (pad->iMotionType==NRaceData::MOTION_TYPE_COMBO || itInstance->second > GetLocalTime())
continue;
}
}
NRaceData::THitTimePositionMap::const_iterator range_start, range_end;
range_start = c_rHitData.mapHitPosition.lower_bound(motiontime-CTimer::Instance().GetElapsedSecond());
range_end = c_rHitData.mapHitPosition.upper_bound(motiontime);
float c = cosf(D3DXToRadian(GetRotation()));
float s = sinf(D3DXToRadian(GetRotation()));
for(;range_start!=range_end;++range_start)
{
const CDynamicSphereInstance& dsiSrc=range_start->second;
CDynamicSphereInstance dsi;
dsi = dsiSrc;
dsi.fRadius = c_fAttackRadius;
{
D3DXVECTOR3 v3SrcDir=dsiSrc.v3Position-dsiSrc.v3LastPosition;
v3SrcDir*=__GetReachScale();
const D3DXVECTOR3& v3Src = dsiSrc.v3LastPosition+v3SrcDir;
D3DXVECTOR3& v3Dst = dsi.v3Position;
v3Dst.x = v3Src.x * c - v3Src.y * s;
v3Dst.y = v3Src.x * s + v3Src.y * c;
v3Dst += GetPosition();
}
{
const D3DXVECTOR3& v3Src = dsiSrc.v3LastPosition;
D3DXVECTOR3& v3Dst = dsi.v3LastPosition;
v3Dst.x = v3Src.x * c - v3Src.y * s;
v3Dst.y = v3Src.x * s + v3Src.y * c;
v3Dst += GetPosition();
}
TCollisionPointInstanceList::iterator cpit;
for(cpit = rVictim.m_DefendingPointInstanceList.begin(); cpit!=rVictim.m_DefendingPointInstanceList.end();++cpit)
{
int index = 0;
const CDynamicSphereInstanceVector & c_DefendingSphereVector = cpit->SphereInstanceVector;
CDynamicSphereInstanceVector::const_iterator dsit;
for(dsit = c_DefendingSphereVector.begin(); dsit!= c_DefendingSphereVector.end();++dsit, ++index)
{
const CDynamicSphereInstance& sub = *dsit;
if (DetectCollisionDynamicZCylinderVSDynamicZCylinder(dsi, sub))
{
THitDataMap::iterator itHitData = m_HitDataMap.find(&c_rHitData);
if (itHitData == m_HitDataMap.end())
{
THittedInstanceMap HittedInstanceMap;
HittedInstanceMap.insert(std::make_pair(&rVictim, GetLocalTime()+pad->fInvisibleTime));
//HittedInstanceMap.insert(make_pair(&rVictim, GetLocalTime()+HIT_COOL_TIME));
m_HitDataMap.insert(make_pair(&c_rHitData, HittedInstanceMap));
//Tracef(" ----------- First Hit\n");
}
else
{
itHitData->second.insert(std::make_pair(&rVictim, GetLocalTime()+pad->fInvisibleTime));
//itHitData->second.insert(make_pair(&rVictim, GetLocalTime()+HIT_COOL_TIME));
//Tracef(" ----------- Next Hit : %d\n", itHitData->second.size());
int iCurrentHitCount = itHitData->second.size();
// NOTE : 보통 공격은 16명이 한계
if (NRaceData::MOTION_TYPE_COMBO == pad->iMotionType || NRaceData::MOTION_TYPE_NORMAL == pad->iMotionType)
{
if (iCurrentHitCount > 16)
{
//Tracef(" Type NORMAL :: Overflow - Can't process, skip\n");
return FALSE;
}
}
else
{
if (iCurrentHitCount > pad->iHitLimitCount)
{
//Tracef(" Type SKILL :: Overflow - Can't process, skip\n");
return FALSE;
}
}
}
D3DXVECTOR3 v3HitPosition = (GetPosition() + rVictim.GetPosition()) *0.5f;
// #0000780: [M2KR] 수룡 타격구 문제
extern bool IS_HUGE_RACE(unsigned int vnum);
if (IS_HUGE_RACE(rVictim.GetRace()))
{
v3HitPosition = (GetPosition() + sub.v3Position) * 0.5f;
}
__ProcessDataAttackSuccess(*pad, rVictim, v3HitPosition, m_kCurMotNode.uSkill);
return TRUE;
}
}
}
}
}
return FALSE;
}
BOOL CActorInstance::AttackingProcess(CActorInstance & rVictim)
{
if (rVictim.__isInvisible())
return FALSE;
if (__SplashAttackProcess(rVictim))
return TRUE;
if (__NormalAttackProcess(rVictim))
return TRUE;
return FALSE;
}
BOOL CActorInstance::TestPhysicsBlendingCollision(CActorInstance & rVictim)
{
if (rVictim.IsDead())
return FALSE;
TPixelPosition kPPosLast;
GetBlendingPosition( &kPPosLast );
D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - kPPosLast.x, rVictim.m_y - kPPosLast.y, rVictim.m_z - kPPosLast.z);
float fDistance = D3DXVec3LengthSq(&v3Distance);
if (fDistance > 800.0f*800.0f)
return FALSE;
// NOTE : 공격 중일때는 Defending Sphere로 Collision Check를 합니다.
// NOTE : Wait로 블렌딩 되는 도중에 뚫고 들어가는 문제가 있어서.. - [levites]
TCollisionPointInstanceList * pMainList;
TCollisionPointInstanceList * pVictimList;
if (isAttacking() || IsWaiting())
{
pMainList = &m_DefendingPointInstanceList;
pVictimList = &rVictim.m_DefendingPointInstanceList;
}
else
{
pMainList = &m_BodyPointInstanceList;
pVictimList = &rVictim.m_BodyPointInstanceList;
}
TPixelPosition kPDelta;
m_PhysicsObject.GetLastPosition(&kPDelta);
D3DXVECTOR3 prevLastPosition, prevPosition;
const int nSubCheckCount = 50;
TCollisionPointInstanceListIterator itorMain = pMainList->begin();
TCollisionPointInstanceListIterator itorVictim = pVictimList->begin();
for (; itorMain != pMainList->end(); ++itorMain)
{
for (; itorVictim != pVictimList->end(); ++itorVictim)
{
CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
CDynamicSphereInstanceVector & c_rVictimSphereVector = (*itorVictim).SphereInstanceVector;
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
{
CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
//adjust main sphere center
prevLastPosition = c_rMainSphere.v3LastPosition;
prevPosition = c_rMainSphere.v3Position;
c_rMainSphere.v3LastPosition = prevPosition;
for( int i = 1; i <= nSubCheckCount; ++ i )
{
c_rMainSphere.v3Position = prevPosition + (float)(i/(float)nSubCheckCount) * kPDelta;
for (DWORD j = 0; j < c_rVictimSphereVector.size(); ++j)
{
CDynamicSphereInstance & c_rVictimSphere = c_rVictimSphereVector[j];
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rMainSphere, c_rVictimSphere))
{
BOOL bResult = GetVector3Distance(c_rMainSphere.v3Position, c_rVictimSphere.v3Position) <= GetVector3Distance(c_rMainSphere.v3LastPosition, c_rVictimSphere.v3Position);
c_rMainSphere.v3LastPosition = prevLastPosition;
c_rMainSphere.v3Position = prevPosition;
return bResult;
}
}
}
//restore
c_rMainSphere.v3LastPosition = prevLastPosition;
c_rMainSphere.v3Position = prevPosition;
}
}
}
return FALSE;
}
BOOL CActorInstance::TestActorCollision(CActorInstance & rVictim)
{
/*
if (m_pkHorse)
{
if (m_pkHorse->TestActorCollision(rVictim))
return TRUE;
return FALSE;
}
*/
if (rVictim.IsDead())
return FALSE;
// Check Distance
// NOTE : 적당히 멀면 체크 안함
// 프레임 스킵시나 대상 오브젝트의 크기가 클경우 문제가 생길 여지가 있음
// 캐릭터가 자신의 Body Sphere Radius 보다 더 크게 이동했는지를 체크하고,
// 만약 그렇지 않다면 거리로 체크해서 걸러준다.
D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - m_x, rVictim.m_y - m_y, rVictim.m_z - m_z);
float fDistance = D3DXVec3LengthSq(&v3Distance);
if (fDistance > 800.0f*800.0f)
return FALSE;
// NOTE : 공격 중일때는 Defending Sphere로 Collision Check를 합니다.
// NOTE : Wait로 블렌딩 되는 도중에 뚫고 들어가는 문제가 있어서.. - [levites]
TCollisionPointInstanceList * pMainList;
TCollisionPointInstanceList * pVictimList;
if (isAttacking() || IsWaiting())
{
pMainList = &m_DefendingPointInstanceList;
pVictimList = &rVictim.m_DefendingPointInstanceList;
}
else
{
pMainList = &m_BodyPointInstanceList;
pVictimList = &rVictim.m_BodyPointInstanceList;
}
TCollisionPointInstanceListIterator itorMain = pMainList->begin();
TCollisionPointInstanceListIterator itorVictim = pVictimList->begin();
for (; itorMain != pMainList->end(); ++itorMain)
for (; itorVictim != pVictimList->end(); ++itorVictim)
{
const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
const CDynamicSphereInstanceVector & c_rVictimSphereVector = (*itorVictim).SphereInstanceVector;
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
for (DWORD j = 0; j < c_rVictimSphereVector.size(); ++j)
{
const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
const CDynamicSphereInstance & c_rVictimSphere = c_rVictimSphereVector[j];
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rMainSphere, c_rVictimSphere))
{
if (GetVector3Distance(c_rMainSphere.v3Position, c_rVictimSphere.v3Position) <=
GetVector3Distance(c_rMainSphere.v3LastPosition, c_rVictimSphere.v3Position))
{
return TRUE;
}
return FALSE;
}
}
}
return FALSE;
}
bool CActorInstance::AvoidObject(const CGraphicObjectInstance& c_rkBGObj)
{
#ifdef __MOVIE_MODE__
if (IsMovieMode())
return false;
#endif
if (this==&c_rkBGObj)
return false;
if (!__TestObjectCollision(&c_rkBGObj))
return false;
__AdjustCollisionMovement(&c_rkBGObj);
return true;
}
bool CActorInstance::IsBlockObject(const CGraphicObjectInstance& c_rkBGObj)
{
if (this==&c_rkBGObj)
return false;
if (!__TestObjectCollision(&c_rkBGObj))
return false;
return true;
}
void CActorInstance::BlockMovement()
{
if (m_pkHorse)
{
m_pkHorse->__InitializeMovement();
return;
}
__InitializeMovement();
}
BOOL CActorInstance::__TestObjectCollision(const CGraphicObjectInstance * c_pObjectInstance)
{
if (m_pkHorse)
{
if (m_pkHorse->__TestObjectCollision(c_pObjectInstance))
return TRUE;
return FALSE;
}
if (m_canSkipCollision)
return FALSE;
if (m_v3Movement.x == 0.0f && m_v3Movement.y == 0.0f && m_v3Movement.z == 0.0f)
return FALSE;
TCollisionPointInstanceListIterator itorMain = m_BodyPointInstanceList.begin();
for (; itorMain != m_BodyPointInstanceList.end(); ++itorMain)
{
const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
{
const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
if (c_pObjectInstance->MovementCollisionDynamicSphere(c_rMainSphere))
{
//const D3DXVECTOR3 & c_rv3Position = c_pObjectInstance->GetPosition();
//if (GetVector3Distance(c_rMainSphere.v3Position, c_rv3Position) <
// GetVector3Distance(c_rMainSphere.v3LastPosition, c_rv3Position))
{
return TRUE;
}
//return FALSE;
}
}
}
return FALSE;
}
bool CActorInstance::TestCollisionWithDynamicSphere(const CDynamicSphereInstance & dsi)
{
TCollisionPointInstanceListIterator itorMain = m_BodyPointInstanceList.begin();
for (; itorMain != m_BodyPointInstanceList.end(); ++itorMain)
{
const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector;
for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i)
{
const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rMainSphere, dsi))
{
return true;
}
}
}
return false;
}