Re: [程式] 請問怎麼讓單位具有可視範圍?

看板GameDesign (遊戲設計)作者 (很久沒寫Hspice 我早忘了)時間18年前 (2006/08/19 18:26), 編輯推噓0(001)
留言1則, 1人參與, 最新討論串2/2 (看更多)
※ 引述《l314 (紅虫)》之銘言: : 我希望我的單位(actor),都具有可視範圍,當其它單位進入視線時,會作出反應.. : 我的每個單位都是一個Object,可以擁有自己的屬性.. : 目前只知道需要視角和可視半徑, : 像下面這張圖一樣,單位具有可視範圍. : http://www.cs.nccu.edu.tw/~t9148/perception.JPG
: 請先進們提示小弟一些實作的技巧.. : 謝謝.. 對每個 actor 算他們的 view frustum 算是基本功 Y | |    |-------X / / / Z enum FrustumSide { RIGHT = 0, LEFT, BOTTOM, TOP, BACK, FRONT }; void CalculateFrustum() { vec4 frustum[6]; float proj[16]; // projection matrix of an actor float modl[16]; // modelview matrix of an actor float clip[16]; // clipping planes of an actor // find projection matrix and modelview matrix // ..... // // opengl: // glGetFloatv( GL_PROJECTION_MATRIX, proj ); // glGetFloatv( GL_MODELVIEW_MATRIX, modl ); // find clipping planes and view frustum clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12]; clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13]; clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14]; clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15]; clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12]; clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13]; clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14]; clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15]; clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12]; clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13]; clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14]; clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15]; clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12]; clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13]; clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14]; clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15]; frustum[RIGHT].x = clip[ 3] - clip[ 0]; frustum[RIGHT].y = clip[ 7] - clip[ 4]; frustum[RIGHT].z = clip[11] - clip[ 8]; frustum[RIGHT].w = clip[15] - clip[12]; NormalizePlane(frustum, RIGHT); frustum[LEFT].x = clip[ 3] + clip[ 0]; frustum[LEFT].y = clip[ 7] + clip[ 4]; frustum[LEFT].z = clip[11] + clip[ 8]; frustum[LEFT].w = clip[15] + clip[12]; NormalizePlane(m_Frustum, LEFT); frustum[BOTTOM].x = clip[ 3] + clip[ 1]; frustum[BOTTOM].y = clip[ 7] + clip[ 5]; frustum[BOTTOM].z = clip[11] + clip[ 9]; frustum[BOTTOM].w = clip[15] + clip[13]; NormalizePlane(frustum, BOTTOM); frustum[TOP].x = clip[ 3] - clip[ 1]; frustum[TOP].y = clip[ 7] - clip[ 5]; frustum[TOP].z = clip[11] - clip[ 9]; frustum[TOP].w = clip[15] - clip[13]; NormalizePlane(frustum, TOP); frustum[BACK].x = clip[ 3] - clip[ 2]; frustum[BACK].y = clip[ 7] - clip[ 6]; frustum[BACK].z = clip[11] - clip[10]; frustum[BACK].w = clip[15] - clip[14]; NormalizePlane(frustum, BACK); frustum[FRONT].x = clip[ 3] + clip[ 2]; frustum[FRONT].y = clip[ 7] + clip[ 6]; frustum[FRONT].z = clip[11] + clip[10]; frustum[FRONT].w = clip[15] + clip[14]; NormalizePlane(frustum, FRONT); } -- 我的遊戲引擎圖 http://www.wretch.cc/album/album.php?id=barroslee&book=1 我的 blog http://barroslee.blogspot.com/ -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 220.135.20.103

08/19 23:17, , 1F
謝謝你呀~~~
08/19 23:17, 1F
文章代碼(AID): #14vkTcyU (GameDesign)
文章代碼(AID): #14vkTcyU (GameDesign)