121 lines
4.9 KiB
C
121 lines
4.9 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
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Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
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Color playerColor = GREEN;
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Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
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Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
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Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
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float enemySphereSize = 1.5f;
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bool collision = false;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Move player
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if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
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else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
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else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
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else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
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collision = false;
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// Check collisions player vs enemy-box
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if (CheckCollisionBoxes(
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(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
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playerPosition.y - playerSize.y/2,
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playerPosition.z - playerSize.z/2 },
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(Vector3){ playerPosition.x + playerSize.x/2,
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playerPosition.y + playerSize.y/2,
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playerPosition.z + playerSize.z/2 }},
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(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
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enemyBoxPos.y - enemyBoxSize.y/2,
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enemyBoxPos.z - enemyBoxSize.z/2 },
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(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
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enemyBoxPos.y + enemyBoxSize.y/2,
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enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
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// Check collisions player vs enemy-sphere
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if (CheckCollisionBoxSphere(
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(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
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playerPosition.y - playerSize.y/2,
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playerPosition.z - playerSize.z/2 },
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(Vector3){ playerPosition.x + playerSize.x/2,
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playerPosition.y + playerSize.y/2,
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playerPosition.z + playerSize.z/2 }},
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enemySpherePos, enemySphereSize)) collision = true;
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if (collision) playerColor = RED;
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else playerColor = GREEN;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw enemy-box
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DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
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DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
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// Draw enemy-sphere
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DrawSphere(enemySpherePos, enemySphereSize, GRAY);
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DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
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// Draw player
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DrawCubeV(playerPosition, playerSize, playerColor);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |