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Csphere.cpp
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Csphere.cpp
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#include "CSphere.h"
#include <stdlib.h>
#include <cstdlib>
#include "Status.h"
extern Status status;
#define M_RADIUS 0.14
#define PI 3.14159265
#define M_HEIGHT 0.01
#define DECREASE_RATE 0.9982
#define FVF_VERTEX D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1
struct _VERTEX {
D3DXVECTOR3 pos;
D3DXVECTOR3 norm;
float tu;
float tv;
};
CSphere::CSphere(void) {
D3DXMatrixIdentity(&m_mLocal);
ZeroMemory(&m_mtrl, sizeof(m_mtrl));
m_radius = 0;
m_velocity_x = 0;
m_velocity_z = 0;
m_pSphereMesh = NULL;
}
CSphere::CSphere(const char* ballImageFileName) {
ZeroMemory(&m_mtrl, sizeof(m_mtrl)); // memsetÀ» ÅëÇØ ¸ðµÎ 0À¸·Î ÃʱâÈ
this->m_radius = M_RADIUS;
this->m_velocity_x = 0;
this->m_velocity_z = 0;
this->m_pSphereMesh = nullptr;
D3DXMatrixIdentity(&m_mLocal);
D3DXMatrixIdentity(&this->ballRoll);
this->ballImageFileName = ballImageFileName;
int tempBallType = atoi(ballImageFileName);
if (tempBallType == 0) this->ballType = BallType::HAND;
else if (tempBallType > 0 && tempBallType < 8) this->ballType = BallType::SOLID;
else if (tempBallType == 8) this->ballType = BallType::EIGHT;
else if (tempBallType > 8 && tempBallType < 16) this->ballType = BallType::STRIPE;
}
CSphere::~CSphere(void) {}
bool CSphere::create(IDirect3DDevice9* pDevice) {
if (NULL == pDevice) return false;
m_mtrl.Diffuse = d3d::WHITE;
m_mtrl.Ambient = d3d::WHITE;
m_mtrl.Specular = d3d::WHITE;
m_mtrl.Emissive = d3d::BLACK;
m_mtrl.Power = 100.0f;
pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
pDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
this->m_pSphereMesh = _createMappedSphere(pDevice);
string filePath = "./image/" + this->ballImageFileName + ".bmp";
if (FAILED(D3DXCreateTextureFromFile(pDevice, filePath.c_str(), &Tex))) {
return false;
}
return true;
}
void CSphere::destroy(void) {
if (m_pSphereMesh != NULL) {
m_pSphereMesh->Release();
m_pSphereMesh = NULL;
}
}
void CSphere::draw(IDirect3DDevice9* pDevice, const D3DXMATRIX& mWorld) {
if (NULL == pDevice)
return;
pDevice->SetTransform(D3DTS_WORLD, &mWorld);
pDevice->MultiplyTransform(D3DTS_WORLD, &m_mLocal);
pDevice->MultiplyTransform(D3DTS_WORLD, &ballRoll);
pDevice->SetTexture(0, Tex);
pDevice->SetMaterial(&m_mtrl);
m_pSphereMesh->DrawSubset(0);
}
bool CSphere::hasIntersected(CSphere& ball) {
D3DXVECTOR3 cord = this->getPosition();
D3DXVECTOR3 ball_cord = ball.getPosition();
double xDistance = abs((cord.x - ball_cord.x) * (cord.x - ball_cord.x));
double zDistance = abs((cord.z - ball_cord.z) * (cord.z - ball_cord.z));
double totalDistance = sqrt(xDistance + zDistance);
if (totalDistance < (this->getRadius() + ball.getRadius())) {
return true;
}
return false;
}
void CSphere::hitBy(CSphere& ball) {
if (this->hasIntersected(ball)) {
adjustPosition(ball);
D3DXVECTOR3 ball_cord = ball.getPosition();
double d_x = center_x - ball_cord.x;
double d_z = center_z - ball_cord.z;
double size_d = sqrt((d_x * d_x) + (d_z * d_z));
double vax = this->m_velocity_x;
double vaz = this->m_velocity_z;
double vbx = ball.m_velocity_x;
double vbz = ball.m_velocity_z;
double size_this_v = sqrt((vax * vax) + (vaz * vaz));
double cos_t = d_x / size_d;
double sin_t = d_z / size_d;
double vaxp = vbx * cos_t + vbz * sin_t;
double vbxp = vax * cos_t + vaz * sin_t;
double vazp = vaz * cos_t - vax * sin_t;
double vbzp = vbz * cos_t - vbx * sin_t;
this->setPower(vaxp * cos_t - vazp * sin_t, vaxp * sin_t + vazp * cos_t);
ball.setPower(vbxp * cos_t - vbzp * sin_t, vbxp * sin_t + vbzp * cos_t);
}
}
void CSphere::ballUpdate(float timeDiff) {
const float TIME_SCALE = 3.3;
D3DXVECTOR3 cord = this->getPosition();
double vx = abs(this->getVelocity_X());
double vz = abs(this->getVelocity_Z());
this->pre_center_x = cord.x;
this->pre_center_z = cord.z;
if (vx > 0.01 || vz > 0.01) {
const float SPIN_RATIO = 0.012;
float tX = cord.x + TIME_SCALE * timeDiff * m_velocity_x;
float tZ = cord.z + TIME_SCALE * timeDiff * m_velocity_z;
this->setPosition(tX, cord.y, tZ);
D3DXMATRIX tmp;
D3DXVECTOR3 c(this->m_velocity_z, 0, -this->m_velocity_x);
float force = sqrt(pow(this->m_velocity_x, 2) + pow(this->m_velocity_z, 2));
D3DXMatrixRotationAxis(&tmp, &c, force * SPIN_RATIO);
ballRoll *= tmp;
}
else { this->setPower(0, 0); }
double rate = 1 - (1 - DECREASE_RATE) * timeDiff * 400;
if (rate < 0) rate = 0;
this->setPower(getVelocity_X() * rate, getVelocity_Z() * rate);
}
double CSphere::getVelocity_X() { return this->m_velocity_x; }
double CSphere::getVelocity_Z() { return this->m_velocity_z; }
void CSphere::setPower(double vx, double vz) {
this->m_velocity_x = vx;
this->m_velocity_z = vz;
}
float CSphere::getRadius(void) const { return (float)(M_RADIUS); }
const D3DXMATRIX& CSphere::getLocalTransform(void) const { return m_mLocal; }
void CSphere::setLocalTransform(const D3DXMATRIX& mLocal) { m_mLocal = mLocal; }
D3DXVECTOR3 CSphere::getPosition() const {
D3DXVECTOR3 org(center_x, center_y, center_z);
return org;
}
void CSphere::adjustPosition(CSphere& ball) {
D3DXVECTOR3 ball_cord = ball.getPosition();
this->setPosition((center_x + this->pre_center_x) / 2, center_y, (center_z + this->pre_center_z) / 2);
ball.setPosition((ball_cord.x + ball.pre_center_x) / 2, ball_cord.y, (ball_cord.z + ball.pre_center_z) / 2);
if (this->hasIntersected(ball))
{
this->setPosition(this->pre_center_x, center_y, this->pre_center_z);
ball.setPosition(ball.pre_center_x, ball_cord.y, ball.pre_center_z);
}
}
void CSphere::setPosition(float x, float y, float z) {
D3DXMATRIX m;
this->center_x = x;
this->center_y = y;
this->center_z = z;
D3DXMatrixTranslation(&m, x, y, z);
this->setLocalTransform(m);
}
double CSphere::getPreCenter_x() const {
return this->pre_center_x;
}
double CSphere::getPreCenter_z() const {
return this->pre_center_z;
}
LPD3DXMESH CSphere::_createMappedSphere(IDirect3DDevice9* pDev) {
LPD3DXMESH mesh;
if (FAILED(D3DXCreateSphere(pDev, this->getRadius(), 50, 50, &mesh, NULL)))
return nullptr;
LPD3DXMESH texMesh;
if (FAILED(mesh->CloneMeshFVF(D3DXMESH_SYSTEMMEM, FVF_VERTEX, pDev, &texMesh)))
return mesh;
mesh->Release();
struct _VERTEX* pVerts;
if (SUCCEEDED(texMesh->LockVertexBuffer(0, reinterpret_cast<void**>(&pVerts)))) {
int numVerts = texMesh->GetNumVertices();
for (int i = 0; i < numVerts; i++) {
pVerts->tu = asinf(pVerts->norm.x) / D3DX_PI + 0.5f;
pVerts->tv = asinf(pVerts->norm.y) / D3DX_PI + 0.5f;
pVerts++;
}
texMesh->UnlockVertexBuffer();
}
return texMesh;
}
BallType CSphere::getBallType() const {
return this->ballType;
}
void CSphere::disable() noexcept {
this->disableTurn = status.getCurrentTurnCount();
}
void CSphere::enable() noexcept {
this->disableTurn = -1;
}
int CSphere::getDisableTurn() const noexcept {
return this->disableTurn;
}
bool CSphere::isDisabled() const noexcept {
return (this->disableTurn != -1);
}