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/* * CollisionObject.h * * Creator: Matthew Casperson * E-Mail: * Website: */ #ifndef COLLISIONOBJECT H #define COLLISIONOBJECT H #include “Ogre.h” #include “PersistentFrameListener.h” using namespace Ogre; course CollisionObject: public PersistentFrameListener public: CollisionObject(int collisionType); online ~CollisionObject(); void Startup(); gap 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 features add and remove the regional item in the CollisionManager. Gap CollisionObject::Startup() PersistentFrameListener::Startup(); void CollisionObject::Shutdown() PersistentFrameListener::Shutdown(); PersistentFrameListener.h /* * PersistentFrameListener.h * * Creator: Matthew Casperson * Email: * Website: */ #ifndef PERSISTENTFRAMELISTENER H #define PERSISTENTFRAMELISTENER H #include “Ogre.h” #include “OgreEngineManager.h” #include “GameConstants.h” course PersistentFrameListener: community FrameListener public: PersistentFrameListener(): isStarted(false) ENGINEMANAGER.GetRoot()->addFrameListener(this); online ~PersistentFrameListener() if (ENGINEMANAGER.GetRoot()!= NULL) ENGINEMANAGER.GetRoot()->removeFrameListener(this); gap 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; virtual 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; return fixed; bool isStarted; ; #endif /* PERSISTENTFRAMELISTENER H */ The CollisionManager is where all of the objects are examined against one another for collisions. CollisionManager.h /* * CollisionManager.h * * Author: Matthew Casperson * Email: * Site: */ #ifndef COLLISIONMANAGER H #define COLLISIONMANAGER H #include “PersistentFrameListener.h” #include “CollisionObject.h” #include “list” #define COLLISIONMANAGER CollisionManager::Instance() typedef std::list CollisionObjectList; category CollisionManager: public PersistentFrameListener community: ~CollisionManager(); static CollisionManager& Instance() stationary CollisionManager instance; reunite instance; void Start-Up(); void Shutdown(); gap AddCollisionObject(CollisionObject* object); void RemoveCollisionObject(CollisionObject* object); bool FrameEnded(const FrameEvent guarded: CollisionManager(); emptiness AddNewObjects(); gap RemoveDeletedObjects(); CollisionObjectList collisionObjectList; CollisionObjectList newObjects; CollisionObjectList deletedObjects;; #endif CollisionManager.cpp #include “CollisionManager.h” CollisionManager::CollisionManager() CollisionManager::~CollisionManager() gap CollisionManager::Startup() PersistentFrameListener::Startup(); emptiness CollisionManager::Shutdown() newObjects.clear(); deletedObjects.clear(); collisionObjectList.clear(); PersistentFrameListener::Shutdown(); One of Many reasons for producing the PersistentFrameListener course was to work around an issue in Ogre where FrameListeners can however have their affair function called even with these were taken from the collection managed by the OgreRoot thing together with the removeFrameListener function. While in the FrameEnded purpose the CollisionManager coils through all the CollisionObjects checking for collisions. As was noted earlier, among the benefits of a crash may be this 1 of the colliding things is eliminated by calling its Shutdown function. This can be a difficulty because only quality custom essays in case you adjust a collection (by say eliminating something from it) while looping over it the applying might crash. To avoid this dilemma brand new and eliminated things are kept while in the momentary writing coursework collections newObjects and deletedObjects (via the AddCollisionObject and RemoveCollisionObject features), using the fresh and deleted things being synced using the principal selection (via the AddNewObjects and RemoveDeletedObjects functions) before we begin looping over it in the FrameEnded functionality. By stretching the PersistentFrameListener category and remaining in a share in a deactivated state (which is what the adversaries and tools currently do), objects that expand the CollisionObject type still exist and certainly will have their functions called without crashing the machine. The reason why the crash detection signal is inside the FrameEnded who can do my coursework purpose is really because we wish all of our objects to own updated for their fresh positions before detecting accidents.

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Because it wouldbe complicated to ensure that the CollisionManagers FrameStarted function was named before or after all of one other sport items, undertaking the accident detection inside the FrameStarted purpose could lead to an inconsistent situation where half the game objects updated themselves, the impact detection was computed, and then the last 1 / 2 of different objects updated themselves. Emptiness CollisionManager::AddCollisionObject(CollisionObject* object) newObjects.push back(object); void CollisionManager::RemoveCollisionObject(CollisionObject* object) deletedObjects.push back(object); void CollisionManager::AddNewObjects() for (CollisionObjectList::iterator iter = newObjects.begin(); iter!= newObjects.end(); ++iter) collisionObjectList.push back(*iter); newObjects.clear(); void 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; Under you can view how the Adversary school utilizes the Wreck purpose. void Foe::Impact(CollisionObject* other) {if (other->GetCollisionType() == PLAYER WEAPON CT) Weapon* weapon = static cast(other); this->shields -= weapon->GetDamage(); if (this->shields GetCollisionType() == PLAYER CT) Shutdown(); The BasicEnemy type utilizes the GetBoundingSphere purpose utilizing the integrated getWorldBoundingSphere functionality that is on all Ogre MovableObjects (essentially all visible Ogre items). The modifications for that Firearm, Bullet and Gambler courses 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 key(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 one of these improvements the opponents can be shot along with the participant as well as the predators can also collide.