Add rudimentary collision detection
This commit is contained in:
7
Makefile
7
Makefile
@@ -1,5 +1,5 @@
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snowland: glad.o snowland.o stb_image.o
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g++ -o snowland glad.o snowland.o stb_image.o -ldl -lglfw -std=c++17
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snowland: glad.o snowland.o stb_image.o collisions.o
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g++ -o snowland glad.o snowland.o stb_image.o collisions.o -ldl -lglfw -std=c++17
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glad.o: glad.c
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g++ -c -o glad.o glad.c
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@@ -10,5 +10,8 @@ snowland.o: snowland.cpp
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stb_image.o: stb_image.c
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g++ -c -o stb_image.o stb_image.c -std=c++17
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collisions.o: collisions.cpp
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g++ -c -o collisions.o collisions.cpp -std=c++17
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clean:
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rm -f *.o snowland
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48
collisions.cpp
Normal file
48
collisions.cpp
Normal file
@@ -0,0 +1,48 @@
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#include <glm/glm.hpp>
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float abs(float x) {
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if (x < 0) {
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return -x;
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}
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return x;
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}
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int signbit(float x) {
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if (x < 0) {
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return 1;
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}
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return 0;
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}
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int getIntersection(glm::vec3 vec_start, glm::vec3 vec_stop, glm::vec3 P1, glm::vec3 P2, glm::vec3 P3) {
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glm::vec3 lba = vec_start - vec_stop;
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glm::vec3 v01 = P2 - P1;
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glm::vec3 v02 = P3 - P1;
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glm::vec3 cross12 = glm::cross(v01, v02);
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float det = glm::dot(lba, cross12);
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if (abs(det) < 0.0000001) {
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return 0;
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}
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glm::vec3 diff_start = vec_start - P1;
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float tn = glm::dot(cross12, diff_start);
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if (signbit(tn) != signbit(det) || abs(det) < abs(tn)) {
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return 0;
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}
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glm::vec3 coefU = glm::cross(v02, lba);
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float un = glm::dot(coefU, diff_start);
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if (signbit(un) != signbit(det) || abs(det) < abs(un)) {
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return 0;
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}
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glm::vec3 coefV = glm::cross(lba, v01);
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float vn = glm::dot(coefV, diff_start);
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if (signbit(vn) != signbit(det) || abs(det) < abs(vn)) {
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return 0;
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}
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return 1;
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}
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8
collisions.h
Normal file
8
collisions.h
Normal file
@@ -0,0 +1,8 @@
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#ifndef COLLISIONS_H
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#define COLLISIONS_H
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#include <glm/glm.hpp>
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int getIntersection(glm::vec3 vec_start, glm::vec3 vec_stop, glm::vec3 P1, glm::vec3 P2, glm::vec3 P3);
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#endif
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85
snowland.cpp
85
snowland.cpp
@@ -12,6 +12,9 @@
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#include <iostream>
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#include <filesystem>
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#include <vector>
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#include "collisions.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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@@ -47,6 +50,68 @@ const char *viewposC = "viewPos";
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const char *lightcolorC = "lightColor";
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const char *objectcolorC = "objectColor";
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int num_walls;
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float *wall_vertices;
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glm::vec3 getNormalFromIndex(int ix) {
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return glm::vec3(
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wall_vertices[ix * 6 * 6 + 3],
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wall_vertices[ix * 6 * 6 + 4],
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wall_vertices[ix * 6 * 6 + 5]
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);
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}
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glm::vec3 getVec3FromIndices(int ix, int jx) {
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return glm::vec3(
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wall_vertices[ix * 6 * 6 + jx * 6],
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wall_vertices[ix * 6 * 6 + jx * 6 + 1],
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wall_vertices[ix * 6 * 6 + jx * 6 + 2]
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);
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}
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glm::vec3 checkIntersection(glm::vec3 movement) {
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glm::vec3 vec_start, vec_stop, p1, p2, p3, res;
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int gotX = 0, gotZ = 0;
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vec_start = player_pos;
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vec_stop = vec_start + movement * 10.0f;
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res.x = movement.x;
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res.y = movement.y;
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res.z = movement.z;
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for (int ix = 0; ix < num_walls; ix++) {
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glm::vec3 norm = getNormalFromIndex(ix);
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if (gotX && gotZ) {
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break;
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}
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if (!gotX) {
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if ((movement.x > 0 && norm.x < 0) || (movement.x < 0 && norm.x > 0)) {
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p1 = getVec3FromIndices(ix, 1);
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p2 = getVec3FromIndices(ix, 0);
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p3 = getVec3FromIndices(ix, 2);
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if (getIntersection(vec_start, vec_stop, p1, p2, p3)) {
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gotX = 1;
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res.x = -movement.x;
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}
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}
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}
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if (!gotZ) {
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if ((movement.z > 0 && norm.z < 0) || (movement.z < 0 && norm.z > 0)) {
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p1 = getVec3FromIndices(ix, 1);
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p2 = getVec3FromIndices(ix, 0);
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p3 = getVec3FromIndices(ix, 2);
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if (getIntersection(vec_start, vec_stop, p1, p2, p3)) {
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gotZ = 1;
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res.z = -movement.z;
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}
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}
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}
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}
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return res;
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}
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int main()
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{
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glfwInit();
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@@ -154,14 +219,13 @@ int main()
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fp = fopen("maze.txt", "r");
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fscanf(fp, "%f %f %f %f\n", &player_pos.x, &player_pos.y, &player_pos.z, &yaw);
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int num_surfaces;
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fscanf(fp, "%d\n", &num_surfaces);
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fscanf(fp, "%d\n", &num_walls);
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// num surfaces * 6 (vertices per point) * 6 (floats per point)
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// add 1 for floor
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int num_walls = (num_surfaces) * 6 * 6;
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float *wall_vertices = (float *)calloc(sizeof(float), num_surfaces * 6 * 6);
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int num_walls = (num_walls) * 6 * 6;
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wall_vertices = (float *)calloc(sizeof(float), num_walls * 6 * 6);
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// read walls
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for (int i = 0; i < num_surfaces; i++) {
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for (int i = 0; i < num_walls; i++) {
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for (int j = 0; j < 6; j++) {
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int vix = i*6*6 + j*6;
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fscanf(
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@@ -272,7 +336,7 @@ int main()
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glBindVertexArray(wallsVAO);
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glDrawArrays(GL_TRIANGLES, 0, num_walls);
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glm::vec3 floor_color = glm::vec3(0.1f, 0.1f, 0.1f);
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glm::vec3 floor_color = glm::vec3(0.0f, 0.0f, 0.0f);
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glUniform3fv(glGetUniformLocation(program, objectcolorC), 1, &floor_color[0]);
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glBindVertexArray(floorVAO);
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@@ -301,19 +365,20 @@ void processInput(GLFWwindow *window)
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glm::vec3 movement;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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movement = glm::vec3(camera_front.x, 0.0, camera_front.z);
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player_pos += glm::normalize(movement) * camera_speed_adjusted;
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} else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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movement = glm::vec3(-camera_front.x, 0.0, -camera_front.z);
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player_pos += glm::normalize(movement) * camera_speed_adjusted;
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} else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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glm::vec3 right = glm::cross(camera_front, camera_up);
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movement = glm::vec3(right.x, 0.0, right.z);
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player_pos -= glm::normalize(movement) * camera_speed_adjusted;
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} else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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glm::vec3 right = glm::cross(camera_front, camera_up);
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movement = glm::vec3(right.x, 0.0, right.z);
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player_pos += glm::normalize(movement) * camera_speed_adjusted;
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} else {
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return;
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}
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movement = glm::normalize(movement) * camera_speed_adjusted;
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movement = checkIntersection(movement);
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player_pos += movement;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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