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Fixes for compiler errors in pfAnimation.

Darryl Pogue 13 years ago
parent
commit
48d723462c
  1. 21
      Sources/Plasma/FeatureLib/pfAnimation/pfObjectFlocker.cpp
  2. 3
      Sources/Plasma/FeatureLib/pfAnimation/plBlower.cpp
  3. 3
      Sources/Plasma/FeatureLib/pfAnimation/plFollowMod.cpp

21
Sources/Plasma/FeatureLib/pfAnimation/pfObjectFlocker.cpp

@ -206,7 +206,7 @@ void pfVehicle::IMeasurePathCurvature(const float elapsedTime)
{ {
if (elapsedTime > 0) if (elapsedTime > 0)
{ {
const hsVector3 deltaPosition(&fLastPos, &Position()); const hsVector3 deltaPosition(&fLastPos, &fPos);
const hsVector3 deltaForward = (fLastForward - Forward()) / deltaPosition.Magnitude(); const hsVector3 deltaForward = (fLastForward - Forward()) / deltaPosition.Magnitude();
const hsVector3 lateral = PerpendicularComponent(deltaForward, Forward()); const hsVector3 lateral = PerpendicularComponent(deltaForward, Forward());
const float sign = ((lateral * Side()) < 0) ? 1.0f : -1.0f; const float sign = ((lateral * Side()) < 0) ? 1.0f : -1.0f;
@ -529,7 +529,9 @@ hsBool pfBoid::IInBoidNeighborhood(const pfVehicle &other, const float minDistan
return false; return false;
else else
{ {
const hsVector3 offset(&(other.Position()), &Position()); hsPoint3 selfpos = Position();
hsPoint3 otherpos = other.Position();
const hsVector3 offset(&otherpos, &selfpos);
const float distanceSquared = offset.MagnitudeSquared(); const float distanceSquared = offset.MagnitudeSquared();
// definitely in neighborhood if inside minDistance sphere // definitely in neighborhood if inside minDistance sphere
@ -576,14 +578,17 @@ hsVector3 pfBoid::ISteerForSeek(const hsPoint3 &target)
plDebugGeometry::Instance()->DrawLine(Position(), target, DEBUG_COLOR_RED); plDebugGeometry::Instance()->DrawLine(Position(), target, DEBUG_COLOR_RED);
#endif #endif
const hsVector3 desiredVelocity(&target, &Position()); hsPoint3 pos = Position();
const hsVector3 desiredVelocity(&target, &pos);
return desiredVelocity - Velocity(); return desiredVelocity - Velocity();
} }
hsVector3 pfBoid::ISteerToGoal(pfBoidGoal &goal, float maxPredictionTime) hsVector3 pfBoid::ISteerToGoal(pfBoidGoal &goal, float maxPredictionTime)
{ {
// offset from this to quarry, that distance, unit vector toward quarry // offset from this to quarry, that distance, unit vector toward quarry
const hsVector3 offset(&goal.Position(), &Position()); hsPoint3 gpos = goal.Position();
hsPoint3 pos = Position();
const hsVector3 offset(&gpos, &pos);
const float distance = offset.Magnitude(); const float distance = offset.Magnitude();
if (distance == 0) // nowhere to go if (distance == 0) // nowhere to go
return hsVector3(0, 0, 0); return hsVector3(0, 0, 0);
@ -680,7 +685,9 @@ hsVector3 pfBoid::ISteerForSeparation(const float maxDistance, const float cosMa
// add in steering contribution // add in steering contribution
// (opposite of the offset direction, divided once by distance // (opposite of the offset direction, divided once by distance
// to normalize, divided another time to get 1/d falloff) // to normalize, divided another time to get 1/d falloff)
const hsVector3 offset(&((**other).Position()), &Position()); hsPoint3 pos = Position();
hsPoint3 otherpos = (**other).Position();
const hsVector3 offset(&otherpos, &pos);
const float distanceSquared = offset * offset; const float distanceSquared = offset * offset;
steering += (offset / -distanceSquared); steering += (offset / -distanceSquared);
@ -727,7 +734,9 @@ hsVector3 pfBoid::ISteerForCohesion(const float maxDistance, const float cosMaxA
// correcting direction, then normalize to pure direction // correcting direction, then normalize to pure direction
if (neighbors > 0) if (neighbors > 0)
{ {
hsVector3 posVector(&(Position()), &(hsPoint3(0,0,0))); // quick hack to turn a point into a vector hsPoint3 pos = Position();
hsPoint3 zero(0, 0, 0);
hsVector3 posVector(&pos, &zero); // quick hack to turn a point into a vector
steering = ((steering / (float)neighbors) - posVector); steering = ((steering / (float)neighbors) - posVector);
steering.Normalize(); steering.Normalize();
} }

3
Sources/Plasma/FeatureLib/pfAnimation/plBlower.cpp

@ -168,8 +168,9 @@ void plBlower::ISetTargetTransform()
hsPoint3 pos = l2p.GetTranslate(); hsPoint3 pos = l2p.GetTranslate();
pos += fCurrDel; pos += fCurrDel;
hsPoint3 neg = -pos;
l2p.SetTranslate(&pos); l2p.SetTranslate(&pos);
p2l.SetTranslate(&-pos); p2l.SetTranslate(&neg);
ci->SetLocalToParent(l2p, p2l); ci->SetLocalToParent(l2p, p2l);
} }

3
Sources/Plasma/FeatureLib/pfAnimation/plFollowMod.cpp

@ -81,8 +81,9 @@ hsBool plFollowMod::MsgReceive(plMessage* msg)
{ {
hsVector3 pos; hsVector3 pos;
pos.Set(list->GetPosition().fX, list->GetPosition().fY, list->GetPosition().fZ); pos.Set(list->GetPosition().fX, list->GetPosition().fY, list->GetPosition().fZ);
hsVector3 neg = -pos;
fLeaderL2W.MakeTranslateMat(&pos); fLeaderL2W.MakeTranslateMat(&pos);
fLeaderW2L.MakeTranslateMat(&-pos); fLeaderW2L.MakeTranslateMat(&neg);
fLeaderSet = true; fLeaderSet = true;
return true; return true;

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