Advertisement Jump to content
Malonn

Coordinates intersecting - ballpark answer needed

Recommended Posts

This is not as good as I first thought.  Ground objects are missing.  statics that make up the ground are missing.  In my code, it's as if everything below a certain point are found to be intersecting with the AABB (rough) and not placed.  Any ideas?

Share this post


Link to post
Share on other sites
Advertisement

You might share your code, sounds like some folks here might have some familarity with the system(s) you are interacting with.  Without code and context it's hard to idea. ;)

Share this post


Link to post
Share on other sites

Quite true, quite true.  Here's the function that calculates position of objects to be placed in the interior cell:

ScriptName FnPopulatePlacementArray
;
Ref rObjectRef
Ref rInteriorDoor
Ref rExteriorDoor
Float fAngleFunc
Float fIntDoorX
Float fIntDoorY
Float fIntDoorZ
Float fIntDoorZRot
Float fExtDoorX
Float fExtDoorY
Float fExtDoorZ
Float fExtDoorZRot
Float fObjX
Float fObjY
Float fObjZ
Float fObjZRot
Float fTempX
Float fTempY
Float fTempZ
Short bDoneFlor
Short bDoneCont
Short bDoneActi
Short bDoneFurn
Short bDoneStat
Short bDoneTree
Short bDoneLite
;
Begin Function { rInteriorDoor, rExteriorDoor, fAngleFunc }


	Let fIntDoorX := rInteriorDoor.GetPos X
	Let fIntDoorY := rInteriorDoor.GetPos Y
	Let fIntDoorZ := rInteriorDoor.GetPos Z
	Let fIntDoorZRot := rInteriorDoor.GetAngle Z

	Let fExtDoorX := rExteriorDoor.GetPos X
	Let fExtDoorY := rExteriorDoor.GetPos Y
	Let fExtDoorZ := rExteriorDoor.GetPos Z
	Let fExtDoorZRot := rExteriorDoor.GetAngle Z

	if (fIntDoorZRot > 360)
		Let fIntDoorZRot -= 360
	endif
	if (fIntDoorZRot < 0)
		Let fIntDoorZRot += 360
	endif	

	if (fExtDoorZRot > 360)
		Let fExtDoorZRot -= 360
	endif
	if (fExtDoorZRot < 0)
		Let fExtDoorZRot += 360
	endif

	Label 1

	if (rObjectRef != 0)	

		;start deploy
		Let fObjX := rObjectRef.GetPos X ; objectx
		Let fObjY := rObjectRef.GetPos Y
		Let fObjZ := rObjectRef.GetPos Z

		Let fTempX := (fObjX - fExtDoorX) ; tempdistancex
		Let fTempY := (fObjY - fExtDoorY)
		Let fTempZ := (fObjZ - fExtDoorZ)

		;			Let tempdistancehyp := (tempdistancex * tempdistancex + tempdistancey * tempdistancey)
		;			Let tempdistancehyp := sqrt tempdistancehyp

		; Store base object:
		ar_Append DynLODq.avToPlace ( rObjectRef.GetBaseObject )
		; Store object's X position:
		ar_Append DynLODq.avToPlace ( fIntDoorX + fTempX * Cos fAngleFunc + fTempY * Sin fAngleFunc ) ; newobjectx 
		; Store object's Y position:
		ar_Append DynLODq.avToPlace ( fIntDoorY - fTempX * Sin fAngleFunc + fTempY * Cos fAngleFunc )
		; Store object's Z position:
		ar_Append DynLODq.avToPlace ( fIntDoorZ + fTempZ )
		; Store objects X rotation:
		ar_Append DynLODq.avToPlace ( rObjectRef.GetAngle X ) ; objectxrot
		; Store object's Y rotation:
		ar_Append DynLODq.avToPlace ( rObjectRef.GetAngle Y )
		; Store object's Z rotation:
		Let fObjZRot := rObjectRef.GetAngle Z
		Let fObjZRot := (fAngleFunc + fObjZRot) % 360
		if (fObjZRot > 360)
			Let fObjZRot -= 360
		endif
		if (fObjZRot < 0)
			Let fObjZRot += 360
		endif
		ar_Append DynLODq.avToPlace ( fObjZRot )
		; Store object's scale:
		ar_Append DynLODq.avToPlace ( rObjectRef.GetScale )
                         
		Let fTempX := (fObjX - fExtDoorX) + fIntDoorX
		Let fTempY := (fObjY - fExtDoorY) + fIntDoorY
		Let fTempZ := (fObjZ - fExtDoorZ) + fIntDoorZ
		Let rObjectRef := Apple
		Let rObjectRef := GetNextRef
		Goto 1
	else
		Let rObjectRef := Apple
		if (bDoneStat == 0)
			Let rObjectRef := GetFirstRef 28 2
;			Let objecttypecode := 28
			Let bDoneStat := 1
			Goto 1
		endif
		if (bDoneTree == 0)
			Let rObjectRef := GetFirstRef 30 1
;			Let objecttypecode := 30
			Let bDoneTree := 1
			Goto 1
		endif
		if (bDoneLite == 0)
			Let rObjectRef := GetFirstRef 26 
;			Let objecttypecode := 26
			Let bDoneLite := 1
			Goto 1
		endif
		if (bDoneFlor == 0)
			Let rObjectRef := GetFirstRef 31 
;			Let objecttypecode := 31
			Let bDoneFlor := 1
			Goto 1
		endif
		if (bDoneCont == 0)
			Let rObjectRef := GetFirstRef 23 
;			Let objecttypecode := 23
			Let bDoneCont := 1
			Goto 1
		endif
		if (bDoneActi == 0)
			Let rObjectRef := GetFirstRef 18 
;			Let objecttypecode := 18
			Let bDoneActi := 1
			Goto 1
		endif
		if (bDoneFurn == 0)
			Let rObjectRef := GetFirstRef 32 
;			Let objecttypecode := 32
			Let bDoneFurn := 1
			Goto 1
		endif

	endif

End

Here's the function that takes the calculations for XYZ and actually places the objects:

ScriptName FnPlaceInteriorObjects
;
Array_var avIter
Short iIterKey
Ref rBigMesh
Ref rInsideDoor
Ref rIterTemp
Ref rToPlace
Float fMeshX
Float fMeshY
Float fMeshZ
Float fMSize
Float fPSize
Float fXPos
Float fYPos
Float fZPos
Float fXRot
Float fYRot
Float fZRot
Float fScal
;
Begin _Function { rBigMesh, rInsideDoor }

	Let fMeshX := rBigMesh.GetPos "X"
	Let fMeshY := rBigMesh.GetPos "Y"
	Let fMeshZ := rBigMesh.GetPos "Z"
	Let fMSize := rBigMesh.GetEditorSize
	Let avIter := ar_Construct "StringMap"
	ForEach avIter <- DynLODq.avToPlace
		Let iIterKey := avIter["key"]
		If ( iIterKey ) == 0 || ( iIterKey % 8 ) == 0
			Let rIterTemp := *avIter
			Let fPSize := GetEditorSize rIterTemp
			Continue
		Endif
		If ( iIterKey ) == 1 || ( iIterKey % 8 ) == 1 ; X position
			Let fXPos := *avIter
			Continue
		Elseif ( iIterKey ) == 2 || ( iIterKey % 8 ) == 2 ; Y position
			Let fYPos := *avIter
			Continue
		Elseif ( iIterKey ) == 3 || ( iIterKey % 8 ) == 3 ; Z position
			Let fZPos := *avIter
			Continue
		Elseif ( iIterKey ) == 4 || ( iIterKey % 8 ) == 4 ; X rotation
			Let fXRot := *avIter
			Continue
		Elseif ( iIterKey ) == 5 || ( iIterKey % 8 ) == 5 ; Y rotation
			Let fYRot := *avIter
			Continue
		Elseif ( iIterKey ) == 6 || ( iIterKey % 8 ) == 6 ; Z rotation
			Let fZRot := *avIter
			Continue
		Elseif ( iIterKey ) == 7 || ( iIterKey % 8 ) == 7 ; Scale
			Let fScal := *avIter
		Endif
		; "fMeshX/Y/Z" should be the center point of interior mesh along corresponding axes,
		; the above should be <= X/Y/Z length divided by 2
		If Abs(fXPos - fMeshX) <= 915 / 2 && Abs(fYPos - fMeshY) <= fMSize / 2 && Abs(fZPos - fMeshZ) <= fMSize / 2 
			Continue
		Endif
		Let rToPlace := rInsideDoor.PlaceAtMe rIterTemp 1, 0, 0
		rToPlace.SetPos "X" fXPos
		rToPlace.SetPos "Y" fYPos
		rToPlace.SetPos "Z" fZPos
		rToPlace.SetAngle "X" fXRot
		rToPlace.SetAngle "Y" fYRot
		rToPlace.SetAngle "Z" fZRot
		rToPlace.SetScale fScal
	Loop

End

Any help would be appreciated.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!