From b082807b0b90bce07e15098d6d0a17574d100277 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 3 Oct 2016 13:29:01 +0200 Subject: [PATCH] Removed function: ResolveCollisionCubicmap() Function was inefficient and should be rewritten from scratch, it probably neither belongs to this module but an example... --- src/models.c | 250 --------------------------------------------------- src/raylib.h | 7 +- 2 files changed, 2 insertions(+), 255 deletions(-) diff --git a/src/models.c b/src/models.c index 8195c5f6..822da6e9 100644 --- a/src/models.c +++ b/src/models.c @@ -1548,256 +1548,6 @@ BoundingBox CalculateBoundingBox(Mesh mesh) return box; } -// Detect and resolve cubicmap collisions -// NOTE: player position (or camera) is modified inside this function -// TODO: This functions needs to be completely reviewed! -Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius) -{ - #define CUBIC_MAP_HALF_BLOCK_SIZE 0.5 - - Color *cubicmapPixels = GetImageData(cubicmap); - - // Detect the cell where the player is located - Vector3 impactDirection = { 0.0f, 0.0f, 0.0f }; - - int locationCellX = 0; - int locationCellY = 0; - - locationCellX = floor(playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE); - locationCellY = floor(playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE); - - if ((locationCellX >= 0) && (locationCellY >= 0) && (locationCellX < cubicmap.width) && (locationCellY < cubicmap.height)) - { - // Multiple Axis -------------------------------------------------------------------------------------------- - - // Axis x-, y- - if ((locationCellX > 0) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Axis x-, y+ - if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Axis x+, y- - if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Axis x+, y+ - if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - - // Single Axis --------------------------------------------------------------------------------------------------- - - // Axis x- - if (locationCellX > 0) - { - if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) - { - if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f }; - } - } - } - // Axis x+ - if (locationCellX < cubicmap.width - 1) - { - if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) - { - if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f }; - } - } - } - // Axis y- - if (locationCellY > 0) - { - if (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0) - { - if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius) - { - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f }; - } - } - } - // Axis y+ - if (locationCellY < cubicmap.height - 1) - { - if (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0) - { - if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius) - { - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f }; - } - } - } - - // Diagonals ------------------------------------------------------------------------------------------------------- - - // Axis x-, y- - if ((locationCellX > 0) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius/3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius/3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - - // Axis x-, y+ - if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius/3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius/3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - - // Axis x+, y- - if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius/3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius/3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - - // Axis x+, y+ - if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1)) - { - if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - - // Return ricochet - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius/3) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius/3)) - { - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } - } - } - - // Floor collision - if (playerPosition->y <= radius) - { - playerPosition->y = radius + 0.01f; - impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z}; - } - // Roof collision - else if (playerPosition->y >= (1.5f - radius)) - { - playerPosition->y = (1.5f - radius) - 0.01f; - impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z}; - } - - free(cubicmapPixels); - - return impactDirection; -} - //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- diff --git a/src/raylib.h b/src/raylib.h index 35319d6a..d022e8f5 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -839,9 +839,7 @@ RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) RLAPI void UnloadModel(Model model); // Unload 3d model from memory -RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube - -RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file) +RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM @@ -862,8 +860,7 @@ RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap - // NOTE: Return the normal vector of the impacted surface + //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1