diff --git a/src/core.c b/src/core.c index a1dc9633..8d8795cd 100644 --- a/src/core.c +++ b/src/core.c @@ -261,7 +261,6 @@ static Vector2 cameraMousePosition = { 0, 0 }; static Vector2 cameraMouseVariation = { 0, 0 }; static int cameraMovementCounter = 0; static bool cameraUseGravity = true; -static Vector3 cameraPosition = { 2, 0, 2 }; // Player // Shaders variables static bool enabledPostpro = false; @@ -316,7 +315,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event); // static void CommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands #endif -static void ProcessCamera(Camera *camera); +static void ProcessCamera(Camera *camera, Vector3 *playerPosition); //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions @@ -535,10 +534,7 @@ void BeginDrawing(void) currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called updateTime = currentTime - previousTime; previousTime = currentTime; - - // Calculate camera - if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera); - + if (enabledPostpro) rlEnableFBO(); rlClearScreenBuffers(); @@ -707,9 +703,46 @@ void ShowLogo(void) void SetCameraMode(int mode) { + if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) + { + cameraMode = CAMERA_THIRD_PERSON; + cameraTargetDistance = 5; + cameraAngle.y = -40 * DEG2RAD; + ProcessCamera(&internalCamera, &internalCamera.position); + } + else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) + { + cameraMode = CAMERA_THIRD_PERSON; + cameraTargetDistance = 5; + cameraAngle.y = -40 * DEG2RAD; + ProcessCamera(&internalCamera, &internalCamera.position); + } + else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) + { + cameraMode = CAMERA_THIRD_PERSON; + cameraTargetDistance = 5; + internalCamera.position = (Vector3){ -1, 1, -1 }; + internalCamera.target = (Vector3){ 3, 0, 3}; + ProcessCamera(&internalCamera, &internalCamera.position); + } + else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) + { + cameraMode = CAMERA_THIRD_PERSON; + cameraTargetDistance = 5; + cameraAngle.x = 45 * DEG2RAD; + cameraAngle.y = -20 * DEG2RAD; + ProcessCamera(&internalCamera, &internalCamera.position); + } + cameraMode = mode; } +void UpdateCamera(Vector3 *playerPosition) +{ + // Calculate camera + if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, playerPosition); +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- @@ -1026,6 +1059,32 @@ Vector2 GetTouchPosition(void) }*/ #endif +// Initialize OpenGL graphics +void InitGraphics(void) +{ + rlglInit(); // Init rlgl + + rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff) + + ClearBackground(RAYWHITE); // Default background color for raylib games :P + +#if defined(PLATFORM_ANDROID) + windowReady = true; // IMPORTANT! +#endif +} + +void InitPostShader(void) +{ + rlglInitPostpro(); + + enabledPostpro = true; +} + +void SetPostShader(unsigned int shader) +{ + fboShader = shader; +} + //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- @@ -1287,32 +1346,6 @@ static void InitDisplay(int width, int height) #endif } -// Initialize OpenGL graphics -void InitGraphics(void) -{ - rlglInit(); // Init rlgl - - rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff) - - ClearBackground(RAYWHITE); // Default background color for raylib games :P - -#if defined(PLATFORM_ANDROID) - windowReady = true; // IMPORTANT! -#endif -} - -void InitPostShader(void) -{ - rlglInitPostpro(); - - enabledPostpro = true; -} - -void SetPostShader(unsigned int shader) -{ - fboShader = shader; -} - #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // GLFW3 Error Callback, runs on GLFW3 error static void ErrorCallback(int error, const char *description) @@ -2299,8 +2332,8 @@ static void LogoAnimation(void) } // Process desired camera mode and controls -static void ProcessCamera(Camera *camera) -{ +static void ProcessCamera(Camera *camera, Vector3 *playerPosition) +{ // Mouse movement detection if (fullscreen) { @@ -2408,16 +2441,16 @@ static void ProcessCamera(Camera *camera) // Keyboard inputs if (IsKeyDown('W')) { - cameraPosition.x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; - cameraPosition.z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } else if (IsKeyDown('S')) { - cameraPosition.x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; - cameraPosition.z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; @@ -2425,26 +2458,26 @@ static void ProcessCamera(Camera *camera) if (IsKeyDown('A')) { - cameraPosition.x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; - cameraPosition.z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } else if (IsKeyDown('D')) { - cameraPosition.x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; - cameraPosition.z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; + playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } if (IsKeyDown('E')) { - if (!cameraUseGravity) cameraPosition.y += 1 / PLAYER_MOVEMENT_DIVIDER; + if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER; } else if (IsKeyDown('Q')) { - if (!cameraUseGravity) cameraPosition.y -= 1 / PLAYER_MOVEMENT_DIVIDER; + if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER; } if (cameraMode == CAMERA_THIRD_PERSON) @@ -2465,9 +2498,9 @@ static void ProcessCamera(Camera *camera) if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; // Camera is always looking at player - camera->target.x = cameraPosition.x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x); - camera->target.y = cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; - camera->target.z = cameraPosition.z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x); + camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x); + camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; + camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x); // Camera position update camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; @@ -2495,9 +2528,9 @@ static void ProcessCamera(Camera *camera) camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE; camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE; - camera->position.x = cameraPosition.x; - camera->position.y = (cameraPosition.y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER; - camera->position.z = cameraPosition.z; + camera->position.x = playerPosition->x; + camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER; + camera->position.z = playerPosition->z; camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; diff --git a/src/models.c b/src/models.c index 5d76fd65..3749f8e5 100644 --- a/src/models.c +++ b/src/models.c @@ -1335,6 +1335,242 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec rlDisableTexture(); } + +bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB) +{ + bool collision = false; + + float dx = centerA.x - centerB.x; // X distance between centers + float dy = centerA.y - centerB.y; // Y distance between centers + float dz = centerA.z - centerB.z; // Y distance between centers + + float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers + + if (distance <= (radiusA + radiusB)) collision = true; + + return collision; +} + +bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2) +{ + /* + // Get min and max vertex to construct bounds (AABB) + Vector3 minVertex = tempVertices[0]; + Vector3 maxVertex = tempVertices[0]; + + for (int i = 1; i < tempVertices.Count; i++) + { + minVertex = Vector3.Min(minVertex, tempVertices[i]); + maxVertex = Vector3.Max(maxVertex, tempVertices[i]); + } + + bounds = new BoundingBox(minVertex, maxVertex); + */ + + bool collision = true; + + if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x)) + { + if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false; + if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false; + } + else collision = false; + + return collision; +} + +bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere) +{ + bool collision = false; + + if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) && + (maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere)) + { + collision = true; + } + else + { + float dmin = 0; + + if (centerSphere.x - minBBox.x <= radiusSphere) + dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x); + else if (maxBBox.x - centerSphere.x <= radiusSphere) + dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x); + + if (centerSphere.y - minBBox.y <= radiusSphere) + dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y); + else if (maxBBox.y - centerSphere.y <= radiusSphere) + dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y); + + if (centerSphere.z - minBBox.z <= radiusSphere) + dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z); + else if (maxBBox.z - centerSphere.z <= radiusSphere) + dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z); + + if (dmin <= radiusSphere * radiusSphere) collision = true; + } + + return collision; +} + +// TODO +//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2) + +// Detect and resolve cubicmap collisions +// NOTE: player position (or camera) is modified inside this function +void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition) +{ + // Detect the cell where the player is located + int locationCellX = 0; + int locationCellY = 0; + + locationCellX = floor(playerPosition->x + mapPosition.x + 0.5); + locationCellY = floor(playerPosition->z + mapPosition.z + 0.5); + + // Multiple Axis -------------------------------------------------------------------------------------------- + + // Axis x-, y- + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) && + (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && + ((playerPosition->z + 0.5f) - locationCellY < 0.3)) + { + playerPosition->x = locationCellX - 0.2; + playerPosition->z = locationCellY - 0.2; + } + } + + // Axis x-, y+ + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) && + (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && + ((playerPosition->z + 0.5f) - locationCellY > 0.7)) + { + playerPosition->x = locationCellX - 0.2; + playerPosition->z = locationCellY + 0.2; + } + } + + // Axis x+, y- + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) && + (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && + ((playerPosition->z + 0.5f) - locationCellY < 0.3)) + { + playerPosition->x = locationCellX + 0.2; + playerPosition->z = locationCellY - 0.2; + } + } + + // Axis x+, y+ + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) && + (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && + ((playerPosition->z + 0.5f) - locationCellY > 0.7)) + { + playerPosition->x = locationCellX + 0.2f; + playerPosition->z = locationCellY + 0.2f; + } + } + + // Single Axis --------------------------------------------------------------------------------------------------- + + // Axis x- + if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) + { + if ((playerPosition->x + 0.5f) - locationCellX < 0.3) + { + playerPosition->x = locationCellX - 0.2; + } + } + // Axis x+ + if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) + { + if ((playerPosition->x + 0.5f) - locationCellX > 0.7) + { + playerPosition->x = locationCellX + 0.2; + } + } + // Axis y- + if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0) + { + if ((playerPosition->z + 0.5f) - locationCellY < 0.3) + { + playerPosition->z = locationCellY - 0.2; + } + } + // Axis y+ + if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0) + { + if ((playerPosition->z + 0.5f) - locationCellY > 0.7) + { + playerPosition->z = locationCellY + 0.2; + } + } + + // Diagonals ------------------------------------------------------------------------------------------------------- + + // Axis x-, y- + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) && + (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) && + (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && + ((playerPosition->z + 0.5f) - locationCellY < 0.3)) + { + if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2; + else playerPosition->z = locationCellY - 0.2; + } + } + + // Axis x-, y+ + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) && + (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) && + (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && + ((playerPosition->z + 0.5f) - locationCellY > 0.7)) + { + if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2; + else playerPosition->z = locationCellY + 0.2; + } + } + + // Axis x+, y- + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) && + (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) && + (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && + ((playerPosition->z + 0.5f) - locationCellY < 0.3)) + { + if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2; + else playerPosition->z = locationCellY - 0.2; + } + } + + // Axis x+, y+ + if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) && + (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) && + (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0)) + { + if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && + ((playerPosition->z + 0.5f) - locationCellY > 0.7)) + { + if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2; + else playerPosition->z = locationCellY + 0.2; + } + } +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + // Get current vertex y altitude (proportional to pixel colors in grayscale) static float GetHeightValue(Color pixel) { @@ -1592,234 +1828,3 @@ static VertexData LoadOBJ(const char *fileName) return vData; } - -bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB) -{ - bool collision = false; - - float dx = centerA.x - centerB.x; // X distance between centers - float dy = centerA.y - centerB.y; // Y distance between centers - float dz = centerA.z - centerB.z; // Y distance between centers - - float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers - - if (distance <= (radiusA + radiusB)) collision = true; - - return collision; -} - -bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2) -{ - /* - // Get min and max vertex to construct bounds (AABB) - Vector3 minVertex = tempVertices[0]; - Vector3 maxVertex = tempVertices[0]; - - for (int i = 1; i < tempVertices.Count; i++) - { - minVertex = Vector3.Min(minVertex, tempVertices[i]); - maxVertex = Vector3.Max(maxVertex, tempVertices[i]); - } - - bounds = new BoundingBox(minVertex, maxVertex); - */ - - bool collision = true; - - if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x)) - { - if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false; - if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false; - } - else collision = false; - - return collision; -} - -bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere) -{ - bool collision = false; - - if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) && - (maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere)) - { - collision = true; - } - else - { - float dmin = 0; - - if (centerSphere.x - minBBox.x <= radiusSphere) - dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x); - else if (maxBBox.x - centerSphere.x <= radiusSphere) - dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x); - - if (centerSphere.y - minBBox.y <= radiusSphere) - dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y); - else if (maxBBox.y - centerSphere.y <= radiusSphere) - dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y); - - if (centerSphere.z - minBBox.z <= radiusSphere) - dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z); - else if (maxBBox.z - centerSphere.z <= radiusSphere) - dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z); - - if (dmin <= radiusSphere * radiusSphere) collision = true; - } - - return collision; -} - -// TODO -//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2) - -// Detect and resolve cubicmap collisions -// NOTE: player position (or camera) is modified inside this function -void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition) -{ - // Detect the cell where the player is located - int locationCellX = 0; - int locationCellY = 0; - - locationCellX = floor(playerPosition->x + mapPosition.x + 0.5); - locationCellY = floor(playerPosition->z + mapPosition.z + 0.5); - - // Multiple Axis -------------------------------------------------------------------------------------------- - - // Axis x-, y- - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && - ((playerPosition->z + 0.5f) - locationCellY < 0.3)) - { - playerPosition->x = locationCellX - 0.2; - playerPosition->z = locationCellY - 0.2; - } - } - - // Axis x-, y+ - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && - ((playerPosition->z + 0.5f) - locationCellY > 0.7)) - { - playerPosition->x = locationCellX - 0.2; - playerPosition->z = locationCellY + 0.2; - } - } - - // Axis x+, y- - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && - ((playerPosition->z + 0.5f) - locationCellY < 0.3)) - { - playerPosition->x = locationCellX + 0.2; - playerPosition->z = locationCellY - 0.2; - } - } - - // Axis x+, y+ - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && - ((playerPosition->z + 0.5f) - locationCellY > 0.7)) - { - playerPosition->x = locationCellX + 0.2f; - playerPosition->z = locationCellY + 0.2f; - } - } - - // Single Axis --------------------------------------------------------------------------------------------------- - - // Axis x- - if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) - { - if ((playerPosition->x + 0.5f) - locationCellX < 0.3) - { - playerPosition->x = locationCellX - 0.2; - } - } - // Axis x+ - if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) - { - if ((playerPosition->x + 0.5f) - locationCellX > 0.7) - { - playerPosition->x = locationCellX + 0.2; - } - } - // Axis y- - if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0) - { - if ((playerPosition->z + 0.5f) - locationCellY < 0.3) - { - playerPosition->z = locationCellY - 0.2; - } - } - // Axis y+ - if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0) - { - if ((playerPosition->z + 0.5f) - locationCellY > 0.7) - { - playerPosition->z = locationCellY + 0.2; - } - } - - // Diagonals ------------------------------------------------------------------------------------------------------- - - // Axis x-, y- - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && - ((playerPosition->z + 0.5f) - locationCellY < 0.3)) - { - if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2; - else playerPosition->z = locationCellY - 0.2; - } - } - - // Axis x-, y+ - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX < 0.3) && - ((playerPosition->z + 0.5f) - locationCellY > 0.7)) - { - if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2; - else playerPosition->z = locationCellY + 0.2; - } - } - - // Axis x+, y- - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && - ((playerPosition->z + 0.5f) - locationCellY < 0.3)) - { - if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2; - else playerPosition->z = locationCellY - 0.2; - } - } - - // Axis x+, y+ - if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x + 0.5f) - locationCellX > 0.7) && - ((playerPosition->z + 0.5f) - locationCellY > 0.7)) - { - if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2; - else playerPosition->z = locationCellY + 0.2; - } - } -} \ No newline at end of file diff --git a/src/raylib.h b/src/raylib.h index 79052c26..4f199b90 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -343,6 +343,8 @@ int GetRandomValue(int min, int max); // Returns a random Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f void SetCameraMode(int mode); // Multiple camera modes available +void UpdateCamera(Vector3 *playerPosition); + void SetConfigFlags(char flags); // Enable some window configurations void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) @@ -498,7 +500,7 @@ unsigned int LoadCustomShader(char *vsFileName, char *fsFileName); bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); -//void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition); +void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition); //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio)