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Added cubicmap collision detection and resolution

pull/23/head
Marc Palau 10 年之前
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77eda6494e
共有 1 個文件被更改,包括 156 次插入4 次删除
  1. +156
    -4
      src/models.c

+ 156
- 4
src/models.c 查看文件

@ -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 = { f">0.75, 0, 0.25, 0.25 };
RectangleF backTexUV = { 0.5, f">0.25, 0.25, 0.25 };
RectangleF leftTexUV = { 0.5, 0, 0.5, 0.5 };
RectangleF frontTexUV = { i">0, 0, 0.5, 0.5 };
RectangleF backTexUV = { 0.5, i">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)
// 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;
}
}
}

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