add obj collisions
This commit is contained in:
parent
3bbd5c370b
commit
228dc9f8f0
@ -172,7 +172,9 @@ void applyCamera(CAMERA * cam);
|
|||||||
void setCameraPos(VECTOR pos, SVECTOR rot);
|
void setCameraPos(VECTOR pos, SVECTOR rot);
|
||||||
|
|
||||||
// Physics
|
// Physics
|
||||||
VECTOR getCollision(BODY one, BODY two);
|
VECTOR getIntCollision(BODY one, BODY two);
|
||||||
|
VECTOR getExtCollision(BODY one, BODY two);
|
||||||
|
|
||||||
void applyAcceleration(BODY * actor);
|
void applyAcceleration(BODY * actor);
|
||||||
|
|
||||||
void callback();
|
void callback();
|
||||||
@ -190,9 +192,9 @@ int main() {
|
|||||||
//~ div.pih = SCREENXRES;
|
//~ div.pih = SCREENXRES;
|
||||||
//~ div.piv = SCREENYRES;
|
//~ div.piv = SCREENYRES;
|
||||||
|
|
||||||
CVECTOR outCol ={0,0,0,0};
|
//~ CVECTOR outCol ={0,0,0,0};
|
||||||
CVECTOR outCol1 ={0,0,0,0};
|
//~ CVECTOR outCol1 ={0,0,0,0};
|
||||||
CVECTOR outCol2 ={0,0,0,0};
|
//~ CVECTOR outCol2 ={0,0,0,0};
|
||||||
|
|
||||||
MATRIX Cmatrix = {0};
|
MATRIX Cmatrix = {0};
|
||||||
|
|
||||||
@ -216,16 +218,12 @@ int main() {
|
|||||||
// physics
|
// physics
|
||||||
short physics = 1;
|
short physics = 1;
|
||||||
long time = 0;
|
long time = 0;
|
||||||
//~ long sec = 0;
|
|
||||||
|
|
||||||
//~ long d1y, d2y;
|
VECTOR col_lvl, col_sphere = {0};
|
||||||
//~ long d1x, d2x;
|
|
||||||
//~ long d1z, d2z;
|
|
||||||
|
|
||||||
|
|
||||||
// Actor start pos
|
// Actor start pos
|
||||||
|
|
||||||
modelobject_body.position.vx = modelobject_pos.vx = 50;
|
//~ modelobject_body.position.vx = modelobject_pos.vx = 50;
|
||||||
|
|
||||||
// Cam stuff
|
// Cam stuff
|
||||||
|
|
||||||
@ -384,44 +382,51 @@ int main() {
|
|||||||
|
|
||||||
//~ dt = time/180+1 - time/180;
|
//~ dt = time/180+1 - time/180;
|
||||||
if (physics){
|
if (physics){
|
||||||
if(time%2 == 0){
|
if(time%1 == 0){
|
||||||
for ( int k = 0; k < sizeof(meshes)/sizeof(meshes[0]);k ++){
|
for ( int k = 0; k < sizeof(meshes)/sizeof(meshes[0]);k ++){
|
||||||
|
|
||||||
if ( *meshes[k]->isRigidBody == 1 ) {
|
if ( *meshes[k]->isRigidBody == 1 ) {
|
||||||
|
|
||||||
applyAcceleration(meshes[k]->body);
|
applyAcceleration(meshes[k]->body);
|
||||||
|
|
||||||
VECTOR col;
|
//~ VECTOR col_lvl, col_sphere = {0};
|
||||||
|
|
||||||
// Get col with level ( modelgnd_body )
|
// Get col with level ( modelgnd_body )
|
||||||
col = getCollision( *meshes[k]->body , modelgnd_body);
|
col_lvl = getIntCollision( *meshes[k]->body , modelgnd_body );
|
||||||
|
|
||||||
|
col_sphere = getExtCollision( modelobject_body, modelSphere_body );
|
||||||
|
|
||||||
// If !col, keep moving
|
// If !col, keep moving
|
||||||
|
|
||||||
if ( !col.vx ){ meshes[k]->pos->vx = meshes[k]->body->position.vx; }
|
if ( !col_lvl.vx ){ meshes[k]->pos->vx = meshes[k]->body->position.vx; }
|
||||||
|
|
||||||
if ( !col.vy ){ meshes[k]->pos->vy = meshes[k]->body->position.vy + 15; } // FIXME : Why the 15px offset ?
|
if ( !col_lvl.vy ){ meshes[k]->pos->vy = meshes[k]->body->position.vy; } // FIXME : Why the 15px offset ?
|
||||||
|
|
||||||
if ( !col.vz ){ meshes[k]->pos->vz = meshes[k]->body->position.vz; }
|
if ( !col_lvl.vz ){ meshes[k]->pos->vz = meshes[k]->body->position.vz; }
|
||||||
|
|
||||||
// If col with wall, change direction
|
// If col with wall, change direction
|
||||||
|
|
||||||
if ( col.vx ) { meshes[k]->body->gForce.vx *= -1; }
|
if ( col_lvl.vx ) { meshes[k]->body->gForce.vx *= -1; }
|
||||||
|
|
||||||
if ( col.vy ) { meshes[k]->body->gForce.vy *= -1; }
|
if ( col_lvl.vy ) { meshes[k]->body->gForce.vy *= -1; }
|
||||||
|
|
||||||
if ( col.vz ) { meshes[k]->body->gForce.vz *= -1; }
|
if ( col_lvl.vz ) { meshes[k]->body->gForce.vz *= -1; }
|
||||||
|
|
||||||
// If col, reset velocity
|
// If col, reset velocity
|
||||||
|
|
||||||
if ( col.vx ||
|
if ( col_lvl.vx ||
|
||||||
col.vy ||
|
col_lvl.vy ||
|
||||||
col.vz
|
col_lvl.vz
|
||||||
) {
|
) {
|
||||||
meshes[k]->body->velocity.vy = meshes[k]->body->velocity.vx = meshes[k]->body->velocity.vz = 0;
|
meshes[k]->body->velocity.vy = meshes[k]->body->velocity.vx = meshes[k]->body->velocity.vz = 0;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if ( col_sphere.vx ) { meshes[k]->body->gForce.vx *= -1; modelSphere_body.gForce.vx = -meshes[k]->body->gForce.vx/2; }
|
||||||
|
if ( col_sphere.vz ) { meshes[k]->body->gForce.vz *= -1; }
|
||||||
|
//~ if ( col_sphere.vy ) { meshes[k]->body->gForce.vy *= -1; }
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -465,10 +470,9 @@ int main() {
|
|||||||
//~ PushMatrix(); // Push current matrix on the stack (real slow -> dma transfer )
|
//~ PushMatrix(); // Push current matrix on the stack (real slow -> dma transfer )
|
||||||
|
|
||||||
RotMatrix_gte(meshes[k]->rot, meshes[k]->mat); // Apply rotation matrix
|
RotMatrix_gte(meshes[k]->rot, meshes[k]->mat); // Apply rotation matrix
|
||||||
|
|
||||||
TransMatrix(meshes[k]->mat, meshes[k]->pos); // Apply translation matrix
|
TransMatrix(meshes[k]->mat, meshes[k]->pos); // Apply translation matrix
|
||||||
|
|
||||||
//~ MulMatrix0(&camera.mat, meshes[k]->mat, meshes[k]->mat);
|
|
||||||
CompMatrix(&camera.mat, meshes[k]->mat, meshes[k]->mat); // Was using &PolyMatrix instead of meshes[k]->mat
|
CompMatrix(&camera.mat, meshes[k]->mat, meshes[k]->mat); // Was using &PolyMatrix instead of meshes[k]->mat
|
||||||
|
|
||||||
SetRotMatrix(meshes[k]->mat); // Set default rotation matrix - Was using &PolyMatrix instead of meshes[k]->mat
|
SetRotMatrix(meshes[k]->mat); // Set default rotation matrix - Was using &PolyMatrix instead of meshes[k]->mat
|
||||||
@ -590,8 +594,8 @@ int main() {
|
|||||||
|
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
// Use model's regular vertex pos
|
// Use model's regular vertex pos
|
||||||
OTz = RotAverage3(
|
OTz = RotAverage3(
|
||||||
&meshes[k]->tmesh->v[meshes[k]->index[t]],
|
&meshes[k]->tmesh->v[meshes[k]->index[t]],
|
||||||
&meshes[k]->tmesh->v[meshes[k]->index[t+1]],
|
&meshes[k]->tmesh->v[meshes[k]->index[t+1]],
|
||||||
&meshes[k]->tmesh->v[meshes[k]->index[t+2]],
|
&meshes[k]->tmesh->v[meshes[k]->index[t+2]],
|
||||||
@ -643,8 +647,12 @@ int main() {
|
|||||||
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]], &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol);
|
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]], &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol);
|
||||||
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol1);
|
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol1);
|
||||||
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2);
|
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2);
|
||||||
|
|
||||||
//~ } else {
|
//~ } else {
|
||||||
|
|
||||||
|
CVECTOR outCol ={0,0,0,0};
|
||||||
|
CVECTOR outCol1 ={0,0,0,0};
|
||||||
|
CVECTOR outCol2 ={0,0,0,0};
|
||||||
|
|
||||||
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t]] , &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol);
|
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t]] , &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol);
|
||||||
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol1);
|
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol1);
|
||||||
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2);
|
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2);
|
||||||
@ -681,20 +689,18 @@ int main() {
|
|||||||
setRGB2(poly, outCol2.r, outCol2.g, outCol2.b);
|
setRGB2(poly, outCol2.r, outCol2.g, outCol2.b);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Sort the primitive into the OT
|
// Sort the primitive into the OT
|
||||||
//~ OTz /= 3;
|
//~ OTz /= 3;
|
||||||
|
|
||||||
// cliptest3((short *)&meshes[k]->tmesh->v[meshes[k]->index[t]])
|
// cliptest3((short *)&meshes[k]->tmesh->v[meshes[k]->index[t]])
|
||||||
|
|
||||||
//~ if ((OTz > 0) && (OTz < OTLEN) && (*meshes[k]->p < 2048)){
|
//~ if ((OTz > 0) && (OTz < OTLEN) && (*meshes[k]->p < 2048)){
|
||||||
if ((OTz > 0) && (OTz < OTLEN) && (*meshes[k]->p < 4096)){
|
if ((OTz > 0) && (OTz < OTLEN) && (*meshes[k]->p < 4096)){
|
||||||
AddPrim(&ot[db][OTz-2], poly); // OTz - 2
|
AddPrim(&ot[db][OTz-2], poly); // OTz - 2
|
||||||
}
|
}
|
||||||
nextpri += sizeof(POLY_GT3);
|
|
||||||
|
nextpri += sizeof(POLY_GT3);
|
||||||
|
|
||||||
t+=3;
|
t+=3;
|
||||||
|
|
||||||
//~ if (*meshes[k]->isRigidBody){
|
//~ if (*meshes[k]->isRigidBody){
|
||||||
@ -712,15 +718,19 @@ int main() {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
FntPrint("ColSphere: %d\n", (modelobject_body.position.vy + modelobject_body.max.vy) - (modelSphere_body.position.vy + modelSphere_body.min.vy) );
|
||||||
|
FntPrint("ColSphere: %d\n", (modelSphere_body.position.vy + modelSphere_body.max.vy) - (modelobject_body.position.vy + modelobject_body.min.vy) );
|
||||||
|
FntPrint("Col %d\n", col_sphere.vy );
|
||||||
|
//~ FntPrint("Time : %d %d dt :%d\n",time, atime, dt);
|
||||||
|
//~ FntPrint("Tricount: %d OTz: %d\nOTc: %d, p: %d\n",triCount, OTz, OTc, *meshes[2]->p);
|
||||||
|
|
||||||
FntPrint("Time : %d %d dt :%d\n",time, atime, dt);
|
//~ FntPrint("Sphr : %4d %4d %4d\n", modelSphere_body.gForce.vx, modelSphere_body.gForce.vy, modelSphere_body.gForce.vz);
|
||||||
FntPrint("Tricount: %d OTz: %d\nOTc: %d, p: %d\n",triCount, OTz, OTc, *meshes[2]->p);
|
|
||||||
|
|
||||||
FntPrint("isPrism: %d\n", *meshobject.isPrism);
|
//~ FntPrint("isPrism: %d\n", *meshobject.isPrism);
|
||||||
|
|
||||||
FntPrint("L1: %d %d %d\n", light.m[0][0],light.m[0][1],light.m[0][2]);
|
//~ FntPrint("L1: %d %d %d\n", light.m[0][0],light.m[0][1],light.m[0][2]);
|
||||||
FntPrint("L2: %d %d %d\n", light.m[1][0],light.m[1][1],light.m[1][2]);
|
//~ FntPrint("L2: %d %d %d\n", light.m[1][0],light.m[1][1],light.m[1][2]);
|
||||||
FntPrint("L3: %d %d %d\n", light.m[2][0],light.m[2][1],light.m[2][2]);
|
//~ FntPrint("L3: %d %d %d\n", light.m[2][0],light.m[2][1],light.m[2][2]);
|
||||||
|
|
||||||
FntFlush(-1);
|
FntFlush(-1);
|
||||||
|
|
||||||
@ -873,21 +883,41 @@ SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor){
|
|||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
|
||||||
VECTOR getCollision(BODY one, BODY two){
|
VECTOR getIntCollision(BODY one, BODY two){
|
||||||
|
|
||||||
VECTOR d1, d2, col;
|
VECTOR d1, d2, col;
|
||||||
|
|
||||||
d1.vx = (one.position.vx - one.max.vx) - (two.position.vx + two.min.vx);
|
d1.vx = (one.position.vx - one.max.vx) - (two.position.vx + two.min.vx);
|
||||||
d1.vy = (one.position.vy - one.min.vy) - (two.position.vy + two.min.vy);
|
d1.vy = (one.position.vy + one.min.vy) - (two.position.vy + two.min.vy);
|
||||||
d1.vz = (one.position.vz - one.max.vz) - (two.position.vz + two.min.vz);
|
d1.vz = (one.position.vz - one.max.vz) - (two.position.vz + two.min.vz);
|
||||||
|
|
||||||
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx + one.max.vx);
|
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx + one.max.vx);
|
||||||
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.max.vy);
|
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.max.vy);
|
||||||
d2.vz = (two.position.vz + two.max.vz) - (one.position.vz + one.max.vz);
|
d2.vz = (two.position.vz + two.max.vz) - (one.position.vz + one.max.vz);
|
||||||
|
|
||||||
col.vx = !(d1.vx >= 0 && d2.vx >= 0);
|
col.vx = !(d1.vx > 0 && d2.vx > 0);
|
||||||
col.vy = !(d1.vy >= 0 && d2.vy >= 0);
|
col.vy = !(d1.vy > 0 && d2.vy > 0);
|
||||||
col.vz = !(d1.vz >= 0 && d2.vz >= 0);
|
col.vz = !(d1.vz > 0 && d2.vz > 0);
|
||||||
|
|
||||||
|
return col;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
VECTOR getExtCollision(BODY one, BODY two){
|
||||||
|
|
||||||
|
VECTOR d1, d2, col;
|
||||||
|
|
||||||
|
d1.vx = (one.position.vx + one.max.vx) - (two.position.vx + two.min.vx);
|
||||||
|
d1.vy = (one.position.vy + one.max.vy) - (two.position.vy + two.min.vy);
|
||||||
|
d1.vz = (one.position.vz + one.max.vz) - (two.position.vz + two.min.vz);
|
||||||
|
|
||||||
|
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx + one.min.vx);
|
||||||
|
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.min.vy);
|
||||||
|
d2.vz = (two.position.vz + two.max.vz) - (one.position.vz + one.min.vz);
|
||||||
|
|
||||||
|
col.vx = d1.vx > 0 && d2.vx > 0;
|
||||||
|
col.vy = d1.vy > 0 && d2.vy > 0;
|
||||||
|
col.vz = d1.vz > 0 && d2.vz > 0;
|
||||||
|
|
||||||
return col;
|
return col;
|
||||||
|
|
||||||
@ -895,17 +925,17 @@ VECTOR getCollision(BODY one, BODY two){
|
|||||||
|
|
||||||
void applyAcceleration(BODY * actor){
|
void applyAcceleration(BODY * actor){
|
||||||
|
|
||||||
short dt = 1;
|
short dt = 3076;
|
||||||
|
|
||||||
VECTOR acceleration = {actor->gForce.vx / actor->mass, actor->gForce.vy / actor->mass, actor->gForce.vz / actor->mass};
|
VECTOR acceleration = {actor->gForce.vx / actor->mass, actor->gForce.vy / actor->mass, actor->gForce.vz / actor->mass};
|
||||||
|
|
||||||
actor->velocity.vx += acceleration.vx * dt;
|
actor->velocity.vx += (acceleration.vx * dt) / (ONE /4);
|
||||||
actor->velocity.vy += acceleration.vy * dt;
|
actor->velocity.vy += (acceleration.vy * dt) / (ONE /4);
|
||||||
actor->velocity.vz += acceleration.vz * dt;
|
actor->velocity.vz += (acceleration.vz * dt) / (ONE /4);
|
||||||
|
|
||||||
actor->position.vx += actor->velocity.vx * dt;
|
actor->position.vx += (actor->velocity.vx * dt) / ONE/4;
|
||||||
actor->position.vy += actor->velocity.vy * dt;
|
actor->position.vy += (actor->velocity.vy * dt) / ONE/4;
|
||||||
actor->position.vz += actor->velocity.vz * dt;
|
actor->position.vz += (actor->velocity.vz * dt) / ONE/4;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user