Added collision detection

This commit is contained in:
Matthias Schiffer 2009-12-26 03:19:49 +01:00
parent d1c909ca57
commit 5dc3e727e0
9 changed files with 265 additions and 33 deletions

View file

@ -27,7 +27,7 @@ void BSPTree::partition(const TriangleRecord &t, std::list<TriangleRecord> *fron
if(plane.contains(t.getTriangle().getVertex(i))) { if(plane.contains(t.getTriangle().getVertex(i))) {
const vmml::vec3f *v[3] = {&t.getTriangle().getVertex(i), &t.getTriangle().getVertex((i+1)%3), &t.getTriangle().getVertex((i+2)%3)}; const vmml::vec3f *v[3] = {&t.getTriangle().getVertex(i), &t.getTriangle().getVertex((i+1)%3), &t.getTriangle().getVertex((i+2)%3)};
vmml::vec3f is = plane.intersection(*v[1], *v[2]-*v[1]); vmml::vec3f is = plane.intersection(MathUtil::Ray(*v[1], *v[2]-*v[1]));
if(plane.isInFront(*v[1])) { if(plane.isInFront(*v[1])) {
front->push_back(TriangleRecord(Triangle(*v[0], *v[1], is, t.getTriangle().getColor()), t.getData())); front->push_back(TriangleRecord(Triangle(*v[0], *v[1], is, t.getTriangle().getColor()), t.getData()));
@ -47,8 +47,8 @@ void BSPTree::partition(const TriangleRecord &t, std::list<TriangleRecord> *fron
if((plane.isInFront(*v[0]) && plane.isBehind(*v[1]) && plane.isBehind(*v[2])) if((plane.isInFront(*v[0]) && plane.isBehind(*v[1]) && plane.isBehind(*v[2]))
|| (plane.isBehind(*v[0]) && plane.isInFront(*v[1]) && plane.isInFront(*v[2]))) { || (plane.isBehind(*v[0]) && plane.isInFront(*v[1]) && plane.isInFront(*v[2]))) {
vmml::vec3f is1 = plane.intersection(*v[0], *v[1]-*v[0]); vmml::vec3f is1 = plane.intersection(MathUtil::Ray(*v[0], *v[1]-*v[0]));
vmml::vec3f is2 = plane.intersection(*v[0], *v[2]-*v[0]); vmml::vec3f is2 = plane.intersection(MathUtil::Ray(*v[0], *v[2]-*v[0]));
if(plane.isInFront(*v[0])) { if(plane.isInFront(*v[0])) {
front->push_back(TriangleRecord(Triangle(*v[0], is1, is2, t.getTriangle().getColor()), t.getData())); front->push_back(TriangleRecord(Triangle(*v[0], is1, is2, t.getTriangle().getColor()), t.getData()));

View file

@ -1,7 +1,8 @@
add_executable(zoom add_executable(zoom
BSPTree.cpp BSPTree.h BSPTree.cpp BSPTree.h
Game.cpp Game.h Collision.cpp Collision.h
config.h config.h
Game.cpp Game.h
gl.h gl.h
Level.cpp Level.h Level.cpp Level.h
MathUtil.cpp MathUtil.h MathUtil.cpp MathUtil.h

97
src/Collision.cpp Normal file
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@ -0,0 +1,97 @@
/*
* Collision.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Collision.h"
namespace Zoom {
vmml::vec3f Collision::projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2) {
vmml::vec3f pVec = p - v1;
vmml::vec3f edge = v2 - v1;
float lengthSq = edge.squared_length();
float edgeProj = vmml::dot(edge, pVec);
if(edgeProj < 0) return v1;
if(edgeProj > lengthSq) return v2;
return v1 + (edgeProj/lengthSq)*edge;
}
vmml::vec3f Collision::projectToNearestEdge(const vmml::vec3f& p, const Triangle &t) {
vmml::vec3f p1 = projectToEdge(p, t.getVertex(0), t.getVertex(1));
vmml::vec3f p2 = projectToEdge(p, t.getVertex(1), t.getVertex(2));
vmml::vec3f p3 = projectToEdge(p, t.getVertex(2), t.getVertex(0));
if(p.squared_distance(p1) < p.squared_distance(p2) && p.squared_distance(p1) < p.squared_distance(p3))
return p1;
else if(p.squared_distance(p2) < p.squared_distance(p3))
return p2;
else
return p3;
}
bool Collision::test(const Triangle &t, const MathUtil::Ray &ray, float *distance) {
vmml::vec3f edge1 = t.getVertex(1) - t.getVertex(0);
vmml::vec3f edge2 = t.getVertex(2) - t.getVertex(0);
vmml::vec3f pvec = ray.getDirection().cross(edge2);
float det = vmml::dot(edge1, pvec);
if(det < MathUtil::EPSILON)
return false;
vmml::vec3f tvec = ray.getVertex() - t.getVertex(0);
float u = vmml::dot(pvec, tvec);
if(u < 0 || u > det)
return false;
vmml::vec3f qvec = tvec.cross(edge1);
float v = vmml::dot(ray.getDirection(), qvec);
if(v < 0 || u+v > det)
return false;
if(distance)
*distance = vmml::dot(edge2, qvec) / det;
return true;
}
bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move) {
float distance;
if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &distance) && distance > -MathUtil::EPSILON) {
if(distance < 1)
return true;
else
return false;
}
vmml::vec3f collisionPoint = projectToNearestEdge(m, t);
vmml::vec3f movedPoint = projectToEdge(m, collisionPoint, collisionPoint - move);
if(m.squared_distance(movedPoint) < r*r)
return true;
else
return false;
}
}

41
src/Collision.h Normal file
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@ -0,0 +1,41 @@
/*
* Collision.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_COLLISION_H_
#define ZOOM_COLLISION_H_
#include "MathUtil.h"
namespace Zoom {
class Collision {
public:
static bool test(const Triangle &t, const MathUtil::Ray &ray, float *distance = 0);
static bool test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move);
private:
Collision();
static vmml::vec3f projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2);
static vmml::vec3f projectToNearestEdge(const vmml::vec3f& p, const Triangle &t);
};
}
#endif /* COLLISION_H_ */

View file

@ -18,18 +18,21 @@
*/ */
#include "Game.h" #include "Game.h"
#include "Collision.h"
#include "gl.h"
#include "BSPTree.h"
#include "Level.h" #include "Level.h"
#include "Shader.h" #include "Shader.h"
#include "ShadowVolume.h" #include "ShadowVolume.h"
#include "Triangle.h" #include "Triangle.h"
#include "gl.h"
#include <algorithm> #include <algorithm>
namespace Zoom { namespace Zoom {
const float Game::PLAYER_SPEED = 10;
const float Game::PLAYER_RADIUS = 0.3;
Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0), Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0),
input(0), lightPos(0) { input(0), lightPos(0) {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@ -92,6 +95,15 @@ void Game::turn(float x, float y) {
playerRotX = -M_PI_2; playerRotX = -M_PI_2;
} }
bool Game::doesCollide(const vmml::vec3f &playerMove) const {
for(std::vector<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS-MathUtil::EPSILON, playerMove))
return true;
}
return false;
}
void Game::run(int delta) { void Game::run(int delta) {
lightPos += delta*0.5; lightPos += delta*0.5;
lightPos = std::fmod(lightPos, 26000); lightPos = std::fmod(lightPos, 26000);
@ -111,8 +123,59 @@ void Game::run(int delta) {
playerMove += playerRotY*vmml::vec3f::UNIT_X; playerMove += playerRotY*vmml::vec3f::UNIT_X;
} }
if(playerMove == vmml::vec3f::ZERO)
return;
playerMove.normalize(); playerMove.normalize();
playerPos += playerMove*0.01*delta; playerMove *= PLAYER_SPEED*delta/1000;
vmml::vec3f origMove = playerMove;
bool ok = false;
while(!ok) {
ok = true;
MathUtil::Plane nearestPlane;
for(std::vector<TriangleRecord>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS, playerMove)) {
vmml::vec3f normal = t->getTriangle().computeNormal();
MathUtil::Plane p(normal, vmml::dot(normal, t->getTriangle().getVertex(0)+PLAYER_RADIUS*normal));
if(p.isInFront(playerPos) || p.contains(playerPos)) {
if(ok || p.distance(playerPos) < nearestPlane.distance(playerPos)) {
ok = false;
nearestPlane = p;
}
}
}
}
if(!ok) {
vmml::vec3f move;
if(playerMove.dot(nearestPlane.getNormal()) == 0)
move = playerMove;
else
move = nearestPlane.intersection(MathUtil::Ray(playerPos, playerMove)) - playerPos;
if(move.dot(origMove) <= 0 && move.squared_length() > MathUtil::EPSILON) {
return;
}
if(doesCollide(move))
return;
playerPos += move;
vmml::vec3f restMove = playerMove - move;
playerMove = restMove - nearestPlane.getNormal() * (nearestPlane.getNormal().dot(restMove));
}
}
if(!doesCollide(playerMove))
playerPos += playerMove;
} }
void Game::render() { void Game::render() {
@ -153,6 +216,30 @@ void Game::render() {
glLoadMatrixf(inverse.array); glLoadMatrixf(inverse.array);
renderer.render(triangles, light); renderer.render(triangles, light);
Shader::disable();
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0, std::numeric_limits<GLuint>::max());
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 1);
vmml::vec3f lightVec = playerPos-light;
vmml::vec3f axis1 = lightVec.cross(vmml::vec3f(0, 1, 0)), axis2 = lightVec.cross(axis1);
axis1.normalize();
axis2.normalize();
glBegin(GL_POLYGON);
for(int i = 0; i < 32; ++i) {
vmml::vec3f pos = light + axis1*std::cos(M_PI*i/16.0)*0.05 + axis2*std::sin(M_PI*i/16.0)*0.05;
glVertex3fv(pos.array);
}
glEnd();
glEnable(GL_TEXTURE_2D);
} }
} }

View file

@ -49,11 +49,16 @@ class Game {
this->input = input; this->input = input;
} }
bool doesCollide(const vmml::vec3f &move) const;
void turn(float x, float y); void turn(float x, float y);
void run(int delta); void run(int delta);
void render(); void render();
private: private:
static const float PLAYER_SPEED;
static const float PLAYER_RADIUS;
Renderer renderer; Renderer renderer;
boost::shared_ptr<Level> level; boost::shared_ptr<Level> level;

View file

@ -24,10 +24,10 @@ namespace Zoom {
const float MathUtil::EPSILON = 1E-6; const float MathUtil::EPSILON = 1E-6;
vmml::vec3f MathUtil::Plane::intersection(const vmml::vec3f &p, const vmml::vec3f &dir) const { vmml::vec3f MathUtil::Plane::intersection(const Ray &ray) const {
float r = (d - p.dot(normal))/dir.dot(normal); float r = (d - ray.getVertex().dot(normal))/ray.getDirection().dot(normal);
return p + r*dir; return ray.getVertex() + r*ray.getDirection();
} }

View file

@ -30,6 +30,24 @@ class MathUtil {
public: public:
static const float EPSILON; static const float EPSILON;
class Ray {
public:
Ray() : vertex(vmml::vec3f::ZERO), dir(vmml::vec3f::ZERO) {}
Ray(const vmml::vec3f &v, const vmml::vec3f &d) : vertex(v), dir(d) {}
const vmml::vec3f& getVertex() const {
return vertex;
}
const vmml::vec3f& getDirection() const {
return dir;
}
private:
vmml::vec3f vertex;
vmml::vec3f dir;
};
class Plane { class Plane {
public: public:
Plane(const vmml::vec3f &n = vmml::vec3f::ZERO, float d0 = 0) : normal(n), d(d0) {} Plane(const vmml::vec3f &n = vmml::vec3f::ZERO, float d0 = 0) : normal(n), d(d0) {}
@ -76,35 +94,21 @@ class MathUtil {
} }
float distance(const vmml::vec3f &v) {
return (normal.dot(v) - d);
}
const vmml::vec3f& getNormal() const { const vmml::vec3f& getNormal() const {
return normal; return normal;
} }
vmml::vec3f intersection(const vmml::vec3f &p, const vmml::vec3f &dir) const; vmml::vec3f intersection(const Ray &ray) const;
private: private:
vmml::vec3f normal; vmml::vec3f normal;
float d; float d;
}; };
class Ray {
public:
Ray() : vertex(vmml::vec3f::ZERO), dir(vmml::vec3f::ZERO) {}
Ray(const vmml::vec3f &v, const vmml::vec3f &d) : vertex(v), dir(d) {}
const vmml::vec3f& getVertex() const {
return vertex;
}
const vmml::vec3f& getDirection() const {
return dir;
}
private:
vmml::vec3f vertex;
vmml::vec3f dir;
};
static vmml::mat4f perspective(float fovy, float aspect, float zNear); static vmml::mat4f perspective(float fovy, float aspect, float zNear);
private: private:

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@ -22,9 +22,6 @@
#include "config.h" #include "config.h"
#include "gl.h" #include "gl.h"
#include <cstdio>
#ifdef _WIN32 #ifdef _WIN32
#else #else
#include <iostream> #include <iostream>