Added collision detection
This commit is contained in:
parent
d1c909ca57
commit
5dc3e727e0
9 changed files with 265 additions and 33 deletions
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@ -27,7 +27,7 @@ void BSPTree::partition(const TriangleRecord &t, std::list<TriangleRecord> *fron
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if(plane.contains(t.getTriangle().getVertex(i))) {
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const vmml::vec3f *v[3] = {&t.getTriangle().getVertex(i), &t.getTriangle().getVertex((i+1)%3), &t.getTriangle().getVertex((i+2)%3)};
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vmml::vec3f is = plane.intersection(*v[1], *v[2]-*v[1]);
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vmml::vec3f is = plane.intersection(MathUtil::Ray(*v[1], *v[2]-*v[1]));
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if(plane.isInFront(*v[1])) {
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front->push_back(TriangleRecord(Triangle(*v[0], *v[1], is, t.getTriangle().getColor()), t.getData()));
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@ -47,8 +47,8 @@ void BSPTree::partition(const TriangleRecord &t, std::list<TriangleRecord> *fron
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if((plane.isInFront(*v[0]) && plane.isBehind(*v[1]) && plane.isBehind(*v[2]))
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|| (plane.isBehind(*v[0]) && plane.isInFront(*v[1]) && plane.isInFront(*v[2]))) {
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vmml::vec3f is1 = plane.intersection(*v[0], *v[1]-*v[0]);
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vmml::vec3f is2 = plane.intersection(*v[0], *v[2]-*v[0]);
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vmml::vec3f is1 = plane.intersection(MathUtil::Ray(*v[0], *v[1]-*v[0]));
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vmml::vec3f is2 = plane.intersection(MathUtil::Ray(*v[0], *v[2]-*v[0]));
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if(plane.isInFront(*v[0])) {
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front->push_back(TriangleRecord(Triangle(*v[0], is1, is2, t.getTriangle().getColor()), t.getData()));
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@ -1,7 +1,8 @@
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add_executable(zoom
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BSPTree.cpp BSPTree.h
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Game.cpp Game.h
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Collision.cpp Collision.h
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config.h
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Game.cpp Game.h
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gl.h
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Level.cpp Level.h
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MathUtil.cpp MathUtil.h
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97
src/Collision.cpp
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97
src/Collision.cpp
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@ -0,0 +1,97 @@
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/*
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* Collision.cpp
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Collision.h"
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namespace Zoom {
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vmml::vec3f Collision::projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2) {
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vmml::vec3f pVec = p - v1;
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vmml::vec3f edge = v2 - v1;
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float lengthSq = edge.squared_length();
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float edgeProj = vmml::dot(edge, pVec);
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if(edgeProj < 0) return v1;
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if(edgeProj > lengthSq) return v2;
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return v1 + (edgeProj/lengthSq)*edge;
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}
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vmml::vec3f Collision::projectToNearestEdge(const vmml::vec3f& p, const Triangle &t) {
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vmml::vec3f p1 = projectToEdge(p, t.getVertex(0), t.getVertex(1));
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vmml::vec3f p2 = projectToEdge(p, t.getVertex(1), t.getVertex(2));
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vmml::vec3f p3 = projectToEdge(p, t.getVertex(2), t.getVertex(0));
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if(p.squared_distance(p1) < p.squared_distance(p2) && p.squared_distance(p1) < p.squared_distance(p3))
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return p1;
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else if(p.squared_distance(p2) < p.squared_distance(p3))
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return p2;
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else
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return p3;
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}
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bool Collision::test(const Triangle &t, const MathUtil::Ray &ray, float *distance) {
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vmml::vec3f edge1 = t.getVertex(1) - t.getVertex(0);
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vmml::vec3f edge2 = t.getVertex(2) - t.getVertex(0);
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vmml::vec3f pvec = ray.getDirection().cross(edge2);
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float det = vmml::dot(edge1, pvec);
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if(det < MathUtil::EPSILON)
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return false;
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vmml::vec3f tvec = ray.getVertex() - t.getVertex(0);
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float u = vmml::dot(pvec, tvec);
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if(u < 0 || u > det)
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return false;
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vmml::vec3f qvec = tvec.cross(edge1);
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float v = vmml::dot(ray.getDirection(), qvec);
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if(v < 0 || u+v > det)
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return false;
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if(distance)
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*distance = vmml::dot(edge2, qvec) / det;
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return true;
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}
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bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move) {
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float distance;
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if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &distance) && distance > -MathUtil::EPSILON) {
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if(distance < 1)
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return true;
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else
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return false;
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}
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vmml::vec3f collisionPoint = projectToNearestEdge(m, t);
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vmml::vec3f movedPoint = projectToEdge(m, collisionPoint, collisionPoint - move);
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if(m.squared_distance(movedPoint) < r*r)
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return true;
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else
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return false;
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}
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}
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41
src/Collision.h
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41
src/Collision.h
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@ -0,0 +1,41 @@
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/*
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* Collision.h
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ZOOM_COLLISION_H_
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#define ZOOM_COLLISION_H_
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#include "MathUtil.h"
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namespace Zoom {
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class Collision {
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public:
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static bool test(const Triangle &t, const MathUtil::Ray &ray, float *distance = 0);
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static bool test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move);
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private:
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Collision();
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static vmml::vec3f projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2);
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static vmml::vec3f projectToNearestEdge(const vmml::vec3f& p, const Triangle &t);
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};
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}
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#endif /* COLLISION_H_ */
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95
src/Game.cpp
95
src/Game.cpp
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@ -18,18 +18,21 @@
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*/
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#include "Game.h"
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#include "gl.h"
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#include "BSPTree.h"
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#include "Collision.h"
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#include "Level.h"
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#include "Shader.h"
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#include "ShadowVolume.h"
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#include "Triangle.h"
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#include "gl.h"
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#include <algorithm>
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namespace Zoom {
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const float Game::PLAYER_SPEED = 10;
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const float Game::PLAYER_RADIUS = 0.3;
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Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0),
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input(0), lightPos(0) {
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glEnable(GL_DEPTH_TEST);
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@ -92,6 +95,15 @@ void Game::turn(float x, float y) {
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playerRotX = -M_PI_2;
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}
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bool Game::doesCollide(const vmml::vec3f &playerMove) const {
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for(std::vector<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
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if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS-MathUtil::EPSILON, playerMove))
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return true;
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}
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return false;
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}
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void Game::run(int delta) {
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lightPos += delta*0.5;
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lightPos = std::fmod(lightPos, 26000);
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@ -111,8 +123,59 @@ void Game::run(int delta) {
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playerMove += playerRotY*vmml::vec3f::UNIT_X;
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}
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if(playerMove == vmml::vec3f::ZERO)
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return;
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playerMove.normalize();
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playerPos += playerMove*0.01*delta;
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playerMove *= PLAYER_SPEED*delta/1000;
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vmml::vec3f origMove = playerMove;
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bool ok = false;
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while(!ok) {
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ok = true;
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MathUtil::Plane nearestPlane;
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for(std::vector<TriangleRecord>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
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if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS, playerMove)) {
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vmml::vec3f normal = t->getTriangle().computeNormal();
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MathUtil::Plane p(normal, vmml::dot(normal, t->getTriangle().getVertex(0)+PLAYER_RADIUS*normal));
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if(p.isInFront(playerPos) || p.contains(playerPos)) {
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if(ok || p.distance(playerPos) < nearestPlane.distance(playerPos)) {
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ok = false;
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nearestPlane = p;
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}
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}
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}
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}
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if(!ok) {
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vmml::vec3f move;
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if(playerMove.dot(nearestPlane.getNormal()) == 0)
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move = playerMove;
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else
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move = nearestPlane.intersection(MathUtil::Ray(playerPos, playerMove)) - playerPos;
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if(move.dot(origMove) <= 0 && move.squared_length() > MathUtil::EPSILON) {
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return;
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}
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if(doesCollide(move))
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return;
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playerPos += move;
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vmml::vec3f restMove = playerMove - move;
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playerMove = restMove - nearestPlane.getNormal() * (nearestPlane.getNormal().dot(restMove));
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}
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}
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if(!doesCollide(playerMove))
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playerPos += playerMove;
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}
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void Game::render() {
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glLoadMatrixf(inverse.array);
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renderer.render(triangles, light);
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Shader::disable();
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glDepthFunc(GL_LEQUAL);
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glStencilFunc(GL_ALWAYS, 0, std::numeric_limits<GLuint>::max());
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisable(GL_TEXTURE_2D);
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glColor3f(1, 1, 1);
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vmml::vec3f lightVec = playerPos-light;
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vmml::vec3f axis1 = lightVec.cross(vmml::vec3f(0, 1, 0)), axis2 = lightVec.cross(axis1);
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axis1.normalize();
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axis2.normalize();
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glBegin(GL_POLYGON);
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for(int i = 0; i < 32; ++i) {
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vmml::vec3f pos = light + axis1*std::cos(M_PI*i/16.0)*0.05 + axis2*std::sin(M_PI*i/16.0)*0.05;
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glVertex3fv(pos.array);
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}
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glEnd();
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glEnable(GL_TEXTURE_2D);
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}
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}
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@ -49,11 +49,16 @@ class Game {
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this->input = input;
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}
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bool doesCollide(const vmml::vec3f &move) const;
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void turn(float x, float y);
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void run(int delta);
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void render();
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private:
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static const float PLAYER_SPEED;
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static const float PLAYER_RADIUS;
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Renderer renderer;
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boost::shared_ptr<Level> level;
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@ -24,10 +24,10 @@ namespace Zoom {
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const float MathUtil::EPSILON = 1E-6;
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vmml::vec3f MathUtil::Plane::intersection(const vmml::vec3f &p, const vmml::vec3f &dir) const {
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float r = (d - p.dot(normal))/dir.dot(normal);
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vmml::vec3f MathUtil::Plane::intersection(const Ray &ray) const {
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float r = (d - ray.getVertex().dot(normal))/ray.getDirection().dot(normal);
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return p + r*dir;
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return ray.getVertex() + r*ray.getDirection();
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}
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@ -30,6 +30,24 @@ class MathUtil {
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public:
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static const float EPSILON;
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class Ray {
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public:
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Ray() : vertex(vmml::vec3f::ZERO), dir(vmml::vec3f::ZERO) {}
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Ray(const vmml::vec3f &v, const vmml::vec3f &d) : vertex(v), dir(d) {}
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const vmml::vec3f& getVertex() const {
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return vertex;
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}
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const vmml::vec3f& getDirection() const {
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return dir;
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}
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private:
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vmml::vec3f vertex;
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vmml::vec3f dir;
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};
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class Plane {
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public:
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Plane(const vmml::vec3f &n = vmml::vec3f::ZERO, float d0 = 0) : normal(n), d(d0) {}
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@ -76,35 +94,21 @@ class MathUtil {
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}
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float distance(const vmml::vec3f &v) {
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return (normal.dot(v) - d);
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}
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const vmml::vec3f& getNormal() const {
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return normal;
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}
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vmml::vec3f intersection(const vmml::vec3f &p, const vmml::vec3f &dir) const;
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vmml::vec3f intersection(const Ray &ray) const;
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private:
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vmml::vec3f normal;
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float d;
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};
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class Ray {
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public:
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Ray() : vertex(vmml::vec3f::ZERO), dir(vmml::vec3f::ZERO) {}
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Ray(const vmml::vec3f &v, const vmml::vec3f &d) : vertex(v), dir(d) {}
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const vmml::vec3f& getVertex() const {
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return vertex;
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}
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const vmml::vec3f& getDirection() const {
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return dir;
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}
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private:
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vmml::vec3f vertex;
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vmml::vec3f dir;
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};
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static vmml::mat4f perspective(float fovy, float aspect, float zNear);
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private:
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@ -22,9 +22,6 @@
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#include "config.h"
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#include "gl.h"
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#include <cstdio>
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#ifdef _WIN32
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#else
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#include <iostream>
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