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📄 chcollision.cpp

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/*----------------------------------------------------------------------------
                        _                              _ _       
        /\             | |                            | (_)      
       /  \   _ __   __| |_ __ ___  _ __ ___   ___  __| |_  __ _ 
      / /\ \ | '_ \ / _` | '__/ _ \| '_ ` _ \ / _ \/ _` | |/ _` |
     / ____ \| | | | (_| | | | (_) | | | | | |  __/ (_| | | (_| |
    /_/    \_\_| |_|\__,_|_|  \___/|_| |_| |_|\___|\__,_|_|\__,_|

    The contents of this file are subject to the Andromedia Public
	License Version 1.0 (the "License"); you may not use this file
	except in compliance with the License. You may obtain a copy of
	the License at http://www.andromedia.com/APL/

    Software distributed under the License is distributed on an
	"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
	implied. See the License for the specific language governing
	rights and limitations under the License.

    The Original Code is Pueblo client code, released November 4, 1998.

    The Initial Developer of the Original Code is Andromedia Incorporated.
	Portions created by Andromedia are Copyright (C) 1998 Andromedia
	Incorporated.  All Rights Reserved.

	Andromedia Incorporated                         415.365.6700
	818 Mission Street - 2nd Floor                  415.365.6701 fax
	San Francisco, CA 94103

    Contributor(s):
	--------------------------------------------------------------------------
	   Chaco team:  Dan Greening, Glenn Crocker, Jim Doubek,
	                Coyote Lussier, Pritham Shetty.

					Wrote and designed original codebase.

------------------------------------------------------------------------------

	Implementation for collision detection in VRML/RenderLab

----------------------------------------------------------------------------*/

// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/ChCollision.cpp,v 2.10 1996/07/08 21:30:22 jimd Exp $

#include "grheader.h"
//
#ifdef CH_MSW
#include <windows.h>
#endif
#ifdef HUGE
#undef HUGE
#endif
#include <math.h>
//#include <strstrea.h>
#include "ChMaze.h"
#include "CvBound.h"
#include "CvHitTst.h"
#include "CvTrnsfm.h"
#include "ChCollision.h"
#include "ChMazCam.h"
#include "ChRCDevice.h"

#define CH_TRANSPARENCY_COLLISION_THRESHOLD		0.90
#define CH_INFINITE_RANGE	 1000000
//#define NEAR_PLANE_SCALE	100.0
#define NEAR_PLANE_SCALE	1.0



#if (defined(CH_USE_D3D)) || (defined(CH_USE_RLAB))

#if 0 && (defined(CH_USE_D3D))

// Just stubs to get us going on d3d
#pragma message("D3D Collision Testing Not enabled!")

#if 1
float ChRenderContext::GetCollisionRange(GxVec3f &look, bool boolRelative /* = false*/)
{
	// Return the range the current camera can be moved without colliding with something
	// value is in -camera- coords

	float range = CH_INFINITE_RANGE; // free to move if no scene
	return range;
};
#endif

#else	 // must be (defined(CH_USE_RLAB))



float ChRenderContext::GetCollisionRange(GxVec3f &look, bool boolRelative /* = false*/)
{
	// Return the range the current camera can be moved without colliding with something
	// value is in -camera- coords

	float range = CH_INFINITE_RANGE; // free to move if no scene

	if(m_viewport)
	{

		// Lock the scene and don't be nice
		LockScene();

		if(!m_pCollisionSensor) 
		{
		   m_pCollisionSensor = new ChCollisionView(this, m_viewport, m_sceneFrame, m_cameraFrame);
		}

		if(boolRelative)
		{
			m_pCollisionSensor->SetRelativeDir(look);
		}
		else
		{
			m_pCollisionSensor->SetDir(look);
		}
		m_pCollisionSensor->Render();
		bool boolUseFaces = true;
		#if (defined(CH_USE_RLAB))
		boolUseFaces = m_maxTransparency > CH_TRANSPARENCY_COLLISION_THRESHOLD;
		#endif
		range = m_pCollisionSensor->GetCollisionRange(boolUseFaces);

		// Now check the immediate mode stuff
		#if (defined(CH_IMMED_MODE))
		GxVec3f dir(look);
		if(boolRelative)
		{
			ChMazeCameraControl::ComputeRelativeCameraShift( dir, GetCameraDir(), GetCameraUp() );
		}
		ChCollisionIterator	iterator(this, GetCameraLoc(), dir, GetAvatarRadius());

		iterator.Attach(GetRoot());
		iterator.Iterate();
		float t;
		ChQvInstance *pInst;
		if(iterator.GetHit(pInst, t))
		{
			float immedRange = dir.magnitude() * t;
			if(immedRange < range) range = immedRange;
		}
		#endif	// CH_IMMED_MODE

		UnlockScene();

		#if BE_VERY_NOISY_ON_COLLISION_TESTING
		::AfxTrace("Range %6.3f dir (%6.3f, %6.3f, %6.3f) (%s). \n", 
				double(range), double(look.x()), double(look.y()), double(look.z()),
				(boolRelative ? "relative" : "absolute"));
		#endif
	}
	
	return range;
						
} 
#endif
#endif

float ChCollisionView::GetCollisionRange(bool boolUseFaces)
{
	// Return the range the current camera can be moved without colliding with something
	// value is in -camera- coords

	float range = CH_INFINITE_RANGE; // free to move if no scene

#if (defined(CH_USE_RLAB))
	//LockScene();
	int iX = ChNrViewportGetWidth(m_view) / 2;
	int iY = ChNrViewportGetHeight(m_view) / 2;
	RLVisual 	visual;
	ChNrFrame 	frame;
	
	float z = GetZ();

	if(/*false && */ !boolUseFaces)
	{
		
		// take range - I'm not sure if this works if we have a scaling transform before the camera
		//range = ptInCameraSpace.magnitude() - 	ChNrViewportGetFront(m_view) * NEAR_PLANE_SCALE;
		range = z - ChNrViewportGetFront(m_view) * 2 * NEAR_PLANE_SCALE;
		range = max(range, 0.); 
	}
	else if(ChNrViewportFindVisual( m_view, &visual, &frame, iX, iY) != RLNotFound)
	{
		// Hit -something-. How far away is it?
		GxVec3f clickPoint;
		ChNrFaceInfo faceInfo;
		if((ChNrViewportFindFace( m_view, &faceInfo, iX, iY) != RLNotFound)
					&& faceInfo.frame == frame)
		{
			clickPoint = *(GxVec3f*)&faceInfo.position;
			ChNrVector4d screenCoord;
			screenCoord.x = clickPoint.x();
			screenCoord.y = clickPoint.y();
			screenCoord.z = clickPoint.z();
			screenCoord.w = 1;
			ChNrViewportInverseTransform(m_view, (ChNrVector*)&clickPoint, &screenCoord);
		}
		else
		{
			// It's not a face visual, must be a decal
			ChNrFrameGetPosition(frame, m_scene, (ChNrVector*)&clickPoint);
		}

		// Convert to camera coords
		GxVec3f ptInCameraSpace;
		ChNrFrameInverseTransform(m_camera, (ChNrVector*)&ptInCameraSpace, (ChNrVector*)&clickPoint);
		
		//TRACE1("bufffer's z / pt.z() = %f\n", double(z / clickPoint.z()));
		// take range - I'm not sure if this works if we have a scaling transform before the camera
		range = ptInCameraSpace.magnitude() - ChNrViewportGetFront(m_view) * 2 * NEAR_PLANE_SCALE;
		range = max(range, 0.); 

	}

	//UnlockScene();
		#if BE_VERY_NOISY_ON_COLLISION_TESTING
			GxVec3f origin, loc;
		ChNrFrameTransform(m_camera, (ChNrVector*)&loc, (ChNrVector*)&origin);
		origin = loc;
		ChNrFrameInverseTransform(m_scene, (ChNrVector*)&loc, (ChNrVector*)&origin);
		::AfxTrace(" Camera is at (%6.3f, %6.3f, %6.3f) in scene. ", 
				double(loc.x()), double(loc.y()), double(loc.z()));
		#endif
#elif (defined(CH_USE_D3D))
	int iX = ChNrViewportGetWidth(m_view) / 2;
	int iY = ChNrViewportGetHeight(m_view) / 2;


		GxVec3f	retainedPoint;
	    LPDIRECT3DRMVISUAL visual;
	    LPDIRECT3DRMFRAME pickFrame;
	    LPDIRECT3DRMPICKEDARRAY picked = 0;
	    LPDIRECT3DRMFRAMEARRAY frames;
	    LPDIRECT3DRMMESHBUILDER mesh;
	    LPDIRECT3DRMTEXTURE decal;
		D3DRMPICKDESC 	pickInfo;

		HRESULT rval = m_view->Pick(iX, iY, &picked);
		int count = picked ? picked->GetSize() : 0;
		float z = 0;
		if(count > 0)
		{
            picked->GetPick(0, &visual, &frames, &pickInfo);
            frames->GetElement(frames->GetSize() - 1, &pickFrame);

            if (SUCCEEDED(visual->QueryInterface(IID_IDirect3DRMMeshBuilder, (void **) &mesh)))
            {   
                mesh->Release();
            }
            else if (SUCCEEDED(visual->QueryInterface(IID_IDirect3DRMTexture, (void **) &decal)))
            {   
                decal->Release();
           	}

			pickFrame->Release();
			frames->Release();
			visual->Release();
			GxVec3f clickPoint;
			ChNrVector4d screenCoord;

			screenCoord.x = pickInfo.vPosition.x;
			screenCoord.y = pickInfo.vPosition.y;
			screenCoord.z = pickInfo.vPosition.z;
			screenCoord.w = 1;
			ChNrViewportInverseTransform(m_view, (ChNrVector*)&clickPoint, &screenCoord);

			// Convert to camera coords
			GxVec3f ptInCameraSpace;
			ChNrFrameInverseTransform(m_camera, (ChNrVector*)&ptInCameraSpace, (ChNrVector*)&clickPoint);
			range = ptInCameraSpace.magnitude() - ChNrViewportGetFront(m_view) * 2 * NEAR_PLANE_SCALE;
			range = max(range, 0.); 

		}
	// ------------------------------------------------------
	#if 0
	RLVisual 	visual;
	ChNrFrame 	frame;
	
	if(ChNrViewportFindVisual( m_view, &visual, &frame, iX, iY) != RLNotFound)
	{
		// Hit -something-. How far away is it?
		GxVec3f clickPoint;
		ChNrFaceInfo faceInfo;
		if((ChNrViewportFindFace( m_view, &faceInfo, iX, iY) != RLNotFound)
					&& faceInfo.frame == frame)
		{
			clickPoint = *(GxVec3f*)&faceInfo.position;
			ChNrVector4d screenCoord;
			screenCoord.x = clickPoint.x();
			screenCoord.y = clickPoint.y();
			screenCoord.z = clickPoint.z();
			screenCoord.w = 1;
			ChNrViewportInverseTransform(m_view, (ChNrVector*)&clickPoint, &screenCoord);
		}
		else
		{
			// It's not a face visual, must be a decal
			ChNrFrameGetPosition(frame, m_scene, (ChNrVector*)&clickPoint);
		}

		// Convert to camera coords
		GxVec3f ptInCameraSpace;
		ChNrFrameInverseTransform(m_camera, (ChNrVector*)&ptInCameraSpace, (ChNrVector*)&clickPoint);
		
		//TRACE1("bufffer's z / pt.z() = %f\n", double(z / clickPoint.z()));
		// take range - I'm not sure if this works if we have a scaling transform before the camera
		range = ptInCameraSpace.magnitude() - ChNrViewportGetFront(m_view) * 2 * NEAR_PLANE_SCALE;
		range = max(range, 0.); 

	}
	#endif
#endif

	return range;

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