Exemple #1
0
bool	processCollision(Obstacle &tmpObject)
{
    if (!gameInPlay)
        return false;

    Point pointOnField = tmpObject.getOrigin() +tmpObject.getVelocity();
    tmpObject.setOrigin(pointOnField);

    //Point pointOnField = currentOrigin +velocity;
    //Point currentVehicleOrigin = vehicle.getOrigin();
    //pointOnField = pointOnField + originInSpace;
    //vehicle.setOrigin(pointOnField);

    //collision with Wall/Floor
    if ( abs(pointOnField.x) > courseDepth
            ||abs(pointOnField.z) > courseDepth
            ||abs(pointOnField.y) > courseDepth )
    {
        //velocity=Point(0,0,0);
        //speed=0;
        tmpObject.setVelocity(Point(0,0,0));
        tmpObject.setSpeed(0);

        //adjust the course Velocity so we don't get stuck in a wall
        if ( tmpObject.getOrigin().x > courseDepth)
            tmpObject.setOrigin(Point( courseDepth,tmpObject.getOrigin().y,tmpObject.getOrigin().z));
        if ( tmpObject.getOrigin().x < -courseDepth)
            tmpObject.setOrigin(Point( -courseDepth,tmpObject.getOrigin().y,tmpObject.getOrigin().z));
        if ( tmpObject.getOrigin().z > courseDepth)
            tmpObject.setOrigin(Point(tmpObject.getOrigin().x,tmpObject.getOrigin().y, courseDepth));
        if ( tmpObject.getOrigin().z < -courseDepth)
            tmpObject.setOrigin(Point(tmpObject.getOrigin().x,tmpObject.getOrigin().y, -courseDepth));
        if ( tmpObject.getOrigin().y > courseDepth)
            tmpObject.setOrigin(Point(tmpObject.getOrigin().x, courseDepth,tmpObject.getOrigin().z));
        if ( tmpObject.getOrigin().y < -courseDepth)
            tmpObject.setOrigin(Point(tmpObject.getOrigin().x, -courseDepth,tmpObject.getOrigin().z));
        cout <<"Collision with Wall "<<pointOnField  <<"  x> depth("<<courseDepth<<endl;
        return true;
    }

    //collision vehicle With Pond
    if(pond.objectWithinBoundingBox(tmpObject))
    {
        tmpObject.setVelocity(Point(0,0,0));
        tmpObject.setSpeed(0);
        cout << "collision with pond  vehicle at "<<pointOnField<<endl;
        return true;
    }

    //collision with snowdrift 2;
    if(snowcave2.objectWithinBoundingBox(tmpObject))
    {
        velocity = Point(0,0,0);
        tmpObject.setSpeed(0);
        cout << "collision with   snowcave2 at "<<pointOnField<<endl;
        return true;
    }

    if(snowcave.objectWithinBoundingBox(tmpObject))
    {
        velocity = Point(0,0,0);
        tmpObject.setSpeed(0);
        cout << "collision with   snowcave at "<<pointOnField<<endl;
        return true;
    }

    //collision with snowman
    if(snowman.objectWithinBoundingBox(tmpObject)
            || snowman2.objectWithinBoundingBox(tmpObject)
            || snowman3.objectWithinBoundingBox(tmpObject))
    {
        tmpObject.setVelocity(Point(0,0,0));
        tmpObject.setSpeed(0);
        cout << "collision with   snowman at "<<pointOnField<<endl;
        return true;
    }

    //put back the vehicleOrigin()
    //vehicle.setOrigin(currentVehicleOrigin);
    return false;

}//end of processCollision