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-rw-r--r--src/Collision.cpp64
-rw-r--r--src/Collision.h4
-rw-r--r--src/Game.cpp6
3 files changed, 61 insertions, 13 deletions
diff --git a/src/Collision.cpp b/src/Collision.cpp
index 7c72922..6c301da 100644
--- a/src/Collision.cpp
+++ b/src/Collision.cpp
@@ -18,6 +18,8 @@
*/
#include "Collision.h"
+#include <cmath>
+#include <limits>
namespace Zoom {
@@ -75,23 +77,63 @@ bool Collision::test(const Triangle &t, const MathUtil::Ray &ray, float *distanc
return true;
}
-bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move) {
- float distance;
+bool Collision::testEdge(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) {
+ vmml::vec3f edge = v2 - v1;
- if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &distance) && distance > -MathUtil::EPSILON) {
- if(distance < 1)
- return true;
- else
- return false;
- }
+ vmml::vec3f avec = vmml::dot(edge, move)*edge / edge.squared_length() - move;
+ vmml::vec3f cvec = v1 + vmml::dot(edge, m-v1)*edge / edge.squared_length() - m;
+
+ float a = avec.squared_length();
+ float b = vmml::dot(avec, cvec);
+ float c = cvec.squared_length() - r*r;
+
+ float rootSq = b*b - a*c;
+ if(rootSq < 0)
+ return false;
+
+ float root = std::sqrt(rootSq);
+
+ *distance = -(b + root)/a;
- vmml::vec3f collisionPoint = projectToNearestEdge(m, t);
- vmml::vec3f movedPoint = projectToEdge(m, collisionPoint, collisionPoint - move);
+ float edgeFact = edge.dot(m + move*(*distance) - v1);
+ if(edgeFact < 0 || edgeFact > edge.squared_length())
+ return false;
- if(m.squared_distance(movedPoint) < r*r)
+ if(*distance > -MathUtil::EPSILON && *distance < 1)
return true;
else
return false;
}
+bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) {
+ float d;
+
+ if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &d) && d > -MathUtil::EPSILON) {
+ if(distance)
+ *distance = d;
+
+ if(d < 1) {
+ return true;
+ }
+ else {
+ return false;
+ }
+ }
+
+ float minEdgeDistance = std::numeric_limits<float>::infinity();
+
+ for(int i = 0; i < 3; ++i) {
+ if(testEdge(t.getVertex(i), t.getVertex((i+1)%3), m, r, move, &d)) {
+ if(d < minEdgeDistance) {
+ minEdgeDistance = d;
+ }
+ }
+ }
+
+ if(distance)
+ *distance = minEdgeDistance;
+
+ return (minEdgeDistance < 1);
+}
+
}
diff --git a/src/Collision.h b/src/Collision.h
index 635a7d3..42e5399 100644
--- a/src/Collision.h
+++ b/src/Collision.h
@@ -27,11 +27,13 @@ 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);
+ static bool test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance = 0);
private:
Collision();
+ static bool testEdge(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance);
+
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);
};
diff --git a/src/Game.cpp b/src/Game.cpp
index e3aa72f..f583312 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -30,7 +30,7 @@
namespace Zoom {
-const float Game::PLAYER_SPEED = 10;
+const float Game::PLAYER_SPEED = 3;
const float Game::PLAYER_RADIUS = 0.3;
Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0),
@@ -157,6 +157,10 @@ void Game::run(int delta) {
nearestDistance = distance;
}
}
+ else {
+ // TODO Edge collision
+
+ }
}
}