/* * CollisionObject.h * * Author: Matthew Casperson * Mail: * Website: */ #ifndef COLLISIONOBJECT H #define COLLISIONOBJECT H #include “Ogre.h” #include “PersistentFrameListener.h” using namespace Ogre; school CollisionObject: public PersistentFrameListener public: CollisionObject(int collisionType); electronic ~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 capabilities put and eliminate the regional thing from your CollisionManager. Gap CollisionObject::Startup() PersistentFrameListener::Startup(); void CollisionObject::Shutdown() PersistentFrameListener::Shutdown(); PersistentFrameListener.h /* * PersistentFrameListener.h * * Publisher: Matthew Casperson * Mail: * Site: */ #ifndef PERSISTENTFRAMELISTENER H #define PERSISTENTFRAMELISTENER H #include “Ogre.h” #include “OgreEngineManager.h” #include “GameConstants.h” type PersistentFrameListener: public FrameListener public: PersistentFrameListener(): isStarted(false) ENGINEMANAGER.GetRoot()->addFrameListener(this); digital ~PersistentFrameListener() if (ENGINEMANAGER.GetRoot()!= NULL) ENGINEMANAGER.GetRoot()->removeFrameListener(this); void Startup() 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 screened against each other for crashes. CollisionManager.h /* * CollisionManager.h * * Author: Matthew Casperson * Email: * Website: */ #ifndef COLLISIONMANAGER H #define COLLISIONMANAGER H #include “PersistentFrameListener.h” #include “CollisionObject.h” #include “list” #define COLLISIONMANAGER CollisionManager::Case() typedef std::number CollisionObjectList; category CollisionManager: public PersistentFrameListener public: ~CollisionManager(); stationary CollisionManager& Instance() stationary CollisionManager instance; return instance; void Start-Up(); void Shutdown(); emptiness AddCollisionObject(CollisionObject* object); gap RemoveCollisionObject(CollisionObject* object); bool FrameEnded(const FrameEvent secured: CollisionManager(); void AddNewObjects(); void RemoveDeletedObjects(); CollisionObjectList collisionObjectList; CollisionObjectList newObjects; CollisionObjectList deletedObjects;; #endif CollisionManager.cpp #include “CollisionManager.h” CollisionManager::CollisionManager() CollisionManager::~CollisionManager() void CollisionManager::Startup() PersistentFrameListener::Startup(); gap CollisionManager::Shutdown() newObjects.clear(); deletedObjects.clear(); collisionObjectList.clear(); PersistentFrameListener::Shutdown(); One of the good reasons for making the PersistentFrameListener type was to workaround an issue in Ogre where FrameListeners can still have their celebration function called even with these were removed from the collection maintained from the OgreRoot target with the removeFrameListener functionality. In the FrameEnded functionality the CollisionManager loops through every one of the CollisionObjects checking for collisions. As was mentioned earlier, among the effects of a accident can be this one of the colliding things is removed by calling its Shutdown functionality. This is a dilemma since in case you transform an assortment (by claim eliminating an item from this) while looping over it the appliance might freeze. In order to avoid this matter all new and removed things are stashed in the momentary choices newObjects and deletedObjects (via the AddCollisionObject and RemoveCollisionObject functions), using the fresh and deleted items being synced with the key assortment (via the AddNewObjects and RemoveDeletedObjects functions) before we begin looping over it in the FrameEnded functionality.
A thing that was similar could possibly be claimed for acronyms.
By advancing the PersistentFrameListener course and outstanding in a share in a deactivated state (that will be what the adversaries and firearms currently do), things see facts here now that increase the CollisionObject course continue to exist and will have their capabilities named without crashing the machine. The reason why the crash detection code is while in the FrameEnded functionality is basically because we would like all of our items to have updated to their new roles before detecting collisions. As it wouldbe challenging to ensure the CollisionManagers FrameStarted function was named before or in the end of the other sport things, doing the accident detection in the FrameStarted functionality can lead to a situation where 50% of the game objects updated themselves, the collision detection was determined, then the final half additional objects updated themselves. Gap CollisionManager::AddCollisionObject(CollisionObject* object) newObjects.push back(object); gap CollisionManager::RemoveCollisionObject(CollisionObject* object) deletedObjects.push back(object); emptiness CollisionManager::AddNewObjects() for (CollisionObjectList::iterator iter = newObjects.begin(); iter!= newObjects.end(); ++iter) collisionObjectList.push back(*iter); newObjects.clear(); gap 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; Below you can see how the Opponent category uses the Impact function. Emptiness Enemy::Impact(CollisionObject* other) {if (other->GetCollisionType() == PLAYER WEAPON CT) Weapon* system = static cast(other); this->shields -= weapon->GetDamage(); if (this->shields GetCollisionType() == PLAYER CT) Shutdown(); The BasicEnemy type utilizes the GetBoundingSphere function using the integrated getWorldBoundingSphere purpose that is on all Ogre MovableObjects (primarily all visible Ogre items). The modifications for that Firearm, Round and Person sessions 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 primary(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 your adjustments can you pay someone to write an essay the foes might be shot and the person and also the opponents can also collide.