Math::cVector  CollisionDetection::CollideWithWorld(Math::cVector& position, Math::cVector& velocity,float length,bool isCamCollision)
		{
			
			if (velocity.GetLength() == 0)
				return position;

			CollisionData coll;
			coll.foundCollision = false;
			coll.nearestDistance = 0;
			coll.sourcepoint = position;
			coll.velocity = velocity.CreateNormalized();
			coll.length = length;

				for (int j = 0; j < mVertexPosition.size(); j += 3)
				{
					Math::cVector planeOrigin = mVertexPosition[mVertexIndices[j]];
					Math::cVector B = mVertexPosition[mVertexIndices[j + 1]];
					Math::cVector C =mVertexPosition[mVertexIndices[j + 2]];

					RayTriangleIntersection(planeOrigin,B,C, length, &coll);
				}
				if (!isCamCollision)
					return	ResolvePlayerCollision(position,velocity, coll);
				else
					return ResolveCameraCollision(position,velocity, coll);
		}
Esempio n. 2
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void  eae6320::Graphics::traceRayHorizontal(float& timeCollided)
{
	float shortestTime = FLT_MAX;
	Math::cVector intersectionPoint;
	Math::cVector normalAtIntersection;

	Math::cVector parallelStart = gameObjects[0]->camObject->position;
	/*Math::cVector parallelEnd = gameObjects[0]->camObject->position + gameObjects[0]->camObject->velocity + 
		gameObjects[0]->camObject->acceleration * timeLeftInFrame * timeLeftInFrame * 0.5f;*/
	Math::cVector parallelEnd = gameObjects[0]->camObject->position +10.0f;
	bool intersected = false;
	float shortestTimeReal = FLT_MAX;

	for (int i = 0; i < context.numberOfIndices; i += 3)
	{
		int index = context.indexData[i];
		int index1 = context.indexData[i + 1];
		int index2 = context.indexData[i + 2];
		eae6320::Math::cVector vertexA = eae6320::Math::cVector(context.vertexData[index].x, context.vertexData[index].y, context.vertexData[index].z);
		eae6320::Math::cVector vertexB = eae6320::Math::cVector(context.vertexData[index1].x, context.vertexData[index1].y, context.vertexData[index1].z);
		eae6320::Math::cVector vertexC = eae6320::Math::cVector(context.vertexData[index2].x, context.vertexData[index2].y, context.vertexData[index2].z);
		eae6320::Math::cVector normal  = eae6320::Math::cVector(context.vertexData[i].nx, context.vertexData[i].ny, context.vertexData[i].nz);

		float u = 0, v = 0, w = 0, t = 0;
		int a = IntersectSegmentTriangle(parallelStart, parallelEnd,
			vertexA, vertexC, vertexB, u, v, w, t,normal);
		 //normal = eae6320::Math::cVector(context.vertexData[i].nx, context.vertexData[i].ny, context.vertexData[i].nz);

		if (a == 1)
		{
			if (t < shortestTime) {
				shortestTime = t;
				//intersectionPoint = vertexA*u + vertexB*v + vertexC*w;
				intersectionPoint = parallelStart + (parallelEnd - parallelStart) * t;
				//normalAtIntersection = normal * -1.0f;
				shortestTimeReal = (intersectionPoint - parallelStart).GetLength() / 
					(parallelStart - parallelEnd).GetLength();
				intersected = true;

			}
		}

	}

	if (intersected)
	{
		float oneByNormal = 1 /( normalAtIntersection.GetLength());
		Math::cVector verticalProjectionAcceleration = normalAtIntersection * eae6320::Math::Dot(gameObjects[0]->camObject->acceleration, normalAtIntersection)*oneByNormal*oneByNormal;
		gameObjects[0]->camObject->acceleration = gameObjects[0]->camObject->acceleration - verticalProjectionAcceleration;

		Math::cVector verticalProjectionVelocity = normalAtIntersection * eae6320::Math::Dot(gameObjects[0]->camObject->velocity, normalAtIntersection)*oneByNormal*oneByNormal;
		gameObjects[0]->camObject->velocity = gameObjects[0]->camObject->velocity - verticalProjectionVelocity;

		gameObjects[0]->camObject->position = intersectionPoint - normalAtIntersection.CreateNormalized();
		timeCollided = shortestTimeReal;
	}
	
}
Esempio n. 3
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void eae6320::Graphics::DoCOllisions(GameObject* player)
{
	// COllision Detection 
	player->m_velocity = player->m_position - s_playerPrevPos;
	player->m_position = s_collisionDet->CollideWithWorld(player->m_position, player->m_velocity, 50, false);
	player->m_velocity = Math::cVector(0, -9.8f, 0) * 5;
	player->m_position = s_collisionDet->CollideWithWorld(player->m_position, player->m_velocity, 20, false);
	s_playerPrevPos = player->m_position;

	Math::cVector playerDir = player->m_position - s_camera->m_position;
	Math::cMatrix_transformation mat = Math::cMatrix_transformation::cMatrix_transformation(player->m_orientation, player->m_position);
	Math::cVector offset = Math::cMatrix_transformation::matrixMulVector(mat, Math::cVector(0, 120, 200));
	Math::cVector rayOrigin = offset;
	s_collisionDet->CollideWithWorld(rayOrigin, playerDir, playerDir.GetLength(), true);

}
		bool CollisionDetection::CheckIfPointInTriangle(Math::cVector &polygonInterectionPoint, Math::cVector &vertex1, Math::cVector &vertex2, Math::cVector &vertex3)
		{
			float totalAngles=0;
			Math::cVector A = polygonInterectionPoint - vertex1;
			Math::cVector B = polygonInterectionPoint - vertex2;
			Math::cVector C = polygonInterectionPoint - vertex3;

			A = A.CreateNormalized();
			B = B.CreateNormalized();
			C= C.CreateNormalized();
			float Dot1 = Math::Dot(A, B);
			if (Dot1 < -1)
				Dot1 = -1;
			if (Dot1 > 1)
				Dot1 = 1;
			totalAngles += acos(Dot1);

			float Dot2 = Math::Dot(B, C);
			if (Dot2 < -1)
				Dot2 = -1;
			if (Dot2 > 1)
				Dot2 = 1;
			totalAngles += acos(Dot2);

			float Dot3 = Math::Dot(A, C);
			if (Dot3 < -1)
				Dot3 = -1;
			if (Dot3 > 1)
				Dot3 = 1;
			totalAngles += acos(Dot3);

			if (fabs(totalAngles - 2 * 3.14159265f) <= 0.005f)
			{
				return true;
			}

			return false;
		}
		int CollisionDetection::RayTriangleIntersection(Math::cVector& v1, Math::cVector& v2, Math::cVector& v3,float length, CollisionData *collD)
		{
			Math::cVector e1, e2;
			e1 = v2 - v1;
			e2 = v3 - v1;
			/*
			Math::cVector n = Math::Cross(e1, e2);
			n = n.CreateNormalized();
			float det = Math::Dot(n, collD->velocity );
			if (det <= 0.0f) return 0;

			float inv_det = 1 / det;

			Math::cVector sourceToVertex = v1 - collD->sourcepoint;
			float e = Math::Dot(sourceToVertex,n);
			if (e < 0.0f)
				return 0;
			//if (e > collD->length)
				//return 0;


			Math::cVector o = Math::Cross(collD->velocity  ,sourceToVertex);
			float v = Math::Dot(e2,o);
			if (v<0.0f || v>collD->length) return 0;
			float w = -Math::Dot(e1,o);
			if (w<0.0f || v + w>collD->length) return 0;

			e *= inv_det;
			v *= inv_det;
			w *= inv_det;
			float u = 1.0f - v - w;
			return 1;

			*/

			
			Math::cVector n = Math::Cross(e1, e2);
			n = n.CreateNormalized();

			Math::cVector ePoint = collD->sourcepoint;// -n;
			float det = Math::Dot(n, collD->velocity );
			if (det == 0.0f) return 0;

			float inv_det = 1 / det;
			float a = Math::Dot(v1,n);
			float b = Math::Dot(n, ePoint);

			float t = (a - b) * inv_det;

			if (t < 0)
				return 0;

			if (t > 0 && t <= collD->length)
			{
				Math::cVector collPnt = ePoint + (collD->velocity * t);

				if (CheckIfPointInTriangle(collPnt, v1, v2, v3))
				{
					{
						collD->nearestPloygonIntersectionPoint = collPnt;
						collD->collNormal = n;
						collD->foundCollision = true;
						collD->nearestDistance = t;
						return 1;
					}

				}
			}
				return 0;
		}