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examples/models: optimize collision check in first_person_maze (#5478)

Limit collision detection to the player surrounding cells instead of
iterating the full cubicmap each frame.
pull/5481/head
Paul de Mascarel il y a 3 semaines
committed by GitHub
Parent
révision
5e1f5d5b74
Aucune clé connue n'a été trouvée dans la base pour cette signature ID de la clé GPG: B5690EEEBB952194
1 fichiers modifiés avec 5 ajouts et 4 suppressions
  1. +5
    -4
      examples/models/models_first_person_maze.c

+ 5
- 4
examples/models/models_first_person_maze.c Voir le fichier

@ -80,12 +80,13 @@ int main(void)
if (playerCellY < 0) playerCellY = 0;
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
// Check map collisions using image data and player position
// TODO: Improvement: Just check player surrounding cells for collision
for (int y = 0; y < cubicmap.height; y++)
// Check map collisions using image data and player position against surrounding cells only
for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
{
for (int x = 0; x < cubicmap.width; x++)
if (y < 0 || y >= cubicmap.height) continue;
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
{
if (x < 0 || x >= cubicmap.width) continue;
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
(CheckCollisionCircleRec(playerPos, playerRadius,
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))

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