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);

}