diff options
Diffstat (limited to 'src/Game.cpp')
-rw-r--r-- | src/Game.cpp | 40 |
1 files changed, 15 insertions, 25 deletions
diff --git a/src/Game.cpp b/src/Game.cpp index aea829f..d13a262 100644 --- a/src/Game.cpp +++ b/src/Game.cpp @@ -136,43 +136,32 @@ void Game::run(int delta) { while(collision) { collision = false; - MathUtil::Plane nearestPlane; float nearestDistance; + vmml::vec3f nearestNormal; 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(); + float distance; + vmml::vec3f normal; + + if(Collision::test(t->getTriangle(), playerPos, PLAYER_RADIUS, playerMove, &distance, &normal)) { + normal.y() = 0; + if(normal.dot(playerMove) >= 0) continue; - MathUtil::Plane p(normal, vmml::dot(normal, t->getTriangle().getVertex(0)+PLAYER_RADIUS*normal)); - if(p.isInFront(playerPos) || p.contains(playerPos)) { - vmml::vec3f intersection = p.intersection(MathUtil::Ray(playerPos, playerMove)); - float distance = intersection.squared_distance(playerPos); - - if(!collision || distance < nearestDistance) { - collision = true; - - nearestPlane = p; - nearestDistance = distance; - } - } - else { - // TODO Edge collision + if(!collision || distance < nearestDistance) { + collision = true; + nearestDistance = distance; + nearestNormal = normal; } } } if(collision) { - vmml::vec3f move; - - if(playerMove.dot(nearestPlane.getNormal()) == 0) - move = playerMove; - else - move = nearestPlane.intersection(MathUtil::Ray(playerPos, playerMove)) - playerPos; + vmml::vec3f move = playerMove*nearestDistance; - if(move.dot(origMove) <= 0 && move.squared_length() > MathUtil::EPSILON) { + if(move.dot(origMove) <= 0 && move.squared_length() > 0) { return; } @@ -182,7 +171,8 @@ void Game::run(int delta) { playerPos += move; vmml::vec3f restMove = playerMove - move; - playerMove = restMove - nearestPlane.getNormal() * (nearestPlane.getNormal().dot(restMove)); + + playerMove = restMove - nearestNormal * (nearestNormal.dot(restMove)); } } |