diff --git a/src/models.c b/src/models.c index a53cf5c8..96f98c91 100644 --- a/src/models.c +++ b/src/models.c @@ -867,9 +867,9 @@ Model LoadCubicmap(Image cubesmap) } RectangleF; RectangleF rightTexUV = { 0, 0, 0.5, 0.5 }; - RectangleF leftTexUV = { 0.5, 0, 0.25, 0.25 }; - RectangleF frontTexUV = { 0.75, 0, 0.25, 0.25 }; - RectangleF backTexUV = { 0.5, 0.25, 0.25, 0.25 }; + RectangleF leftTexUV = { 0.5, 0, 0.5, 0.5 }; + RectangleF frontTexUV = { 0, 0, 0.5, 0.5 }; + RectangleF backTexUV = { 0.5, 0, 0.5, 0.5 }; RectangleF topTexUV = { 0, 0.5, 0.5, 0.5 }; RectangleF bottomTexUV = { 0.5, 0.5, 0.5, 0.5 }; @@ -1678,4 +1678,156 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph return collision; } -//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2) \ No newline at end of file +// 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