diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c index 4342b178..be101758 100644 --- a/examples/models/models_first_person_maze.c +++ b/examples/models/models_first_person_maze.c @@ -23,16 +23,19 @@ int main() // Define the camera to look into our 3d world Camera camera = {{ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; - Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) - Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) - Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f }); + Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) + Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM) + Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f }); Model model = LoadModelFromMesh(mesh); - UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture + // Get map image data to be used for collision detection + Color *mapPixels = GetImageData(imMap); + UnloadImage(imMap); // Unload image from RAM + Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position Vector3 playerPosition = camera.position; // Set player position @@ -46,7 +49,39 @@ int main() { // Update //---------------------------------------------------------------------------------- + Vector3 oldCamPos = camera.position; // Store old camera position + UpdateCamera(&camera); // Update camera + + // Check player collision (we simplify to 2D collision detection) + Vector2 playerPos = { camera.position.x, camera.position.z }; + float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision) + + int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f); + int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f); + + // Out-of-limits security check + if (playerCellX < 0) playerCellX = 0; + else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1; + + if (playerCellY < 0) playerCellY = 0; + else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1; + + // Check map collisions using image data and player position + // TODO: Improvement: Just check player surrounding cells for collision + for (int y = 0; y < cubicmap.height; y++) + { + for (int x = 0; x < cubicmap.width; x++) + { + if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel + (CheckCollisionCircleRec(playerPos, playerRadius, + (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f }))) + { + // Collision detected, reset camera position + camera.position = oldCamPos; + } + } + } //---------------------------------------------------------------------------------- // Draw @@ -64,6 +99,9 @@ int main() DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE); DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN); + + // Draw player position radar + DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED); DrawFPS(10, 10); @@ -73,6 +111,8 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- + free(mapPixels); // Unload color array + UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(model); // Unload map model