[ADD] made collision work

This commit is contained in:
Nathalie Seen
2021-06-08 15:25:24 +02:00
parent ae93ed6b34
commit 551d53a3dc
7 changed files with 100 additions and 57 deletions

View File

@@ -1,40 +1,44 @@
#include "collision_handler.h"
#include <iostream>
namespace collision
{
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
{
if (entities.size() == 2)
{
if (entities[0]->IsColliding(*entities[1]))
if (entities.size() < 2) { return; }
if (entities.size() == 2)
{
collision::Collision c = { *entities[0], *entities[1] };
entities[0]->OnCollide(c);
entities[1]->OnCollide(c);
if (entities[0]->IsColliding(*entities[1]))
{
collision::Collision c = { *entities[0], *entities[1] };
entities[0]->OnCollide(c);
entities[1]->OnCollide(c);
}
}
}
for (int i = 0; i < entities.size() - 2; i++)
{
entities::CollisionEntity* entity = entities[i];
for (int j = i + 1; i < entities.size() - 1; j++)
{
entities::CollisionEntity* entity2 = entities[j];
if (entity == entity2)
{
continue;
}
if (entity->IsColliding(*entity2))
{
collision::Collision c = { *entity, *entity2 };
entity->OnCollide(c);
entity2->OnCollide(c);
break;
}
}
}
for (int i = 0; i < entities.size() - 2; i++)
{
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
for (int j = i + 1; j < entities.size() - 1; j++)
{
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
if (entity == entity2)
{
continue;
}
if (entity->IsColliding(*entity2))
{
collision::Collision c = { *entity, *entity2 };
entity->OnCollide(c);
entity2->OnCollide(c);
break;
}
}
}
}
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include <vector>
#include "../entities/collision_entity.h"
#include "collision.h"
@@ -12,5 +13,5 @@ namespace collision
*
* @param entities: A list with all the collision entities.
*/
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
}

View File

@@ -14,7 +14,9 @@ namespace entities
{
if (on_collide != nullptr)
{
on_collide(collision);
on_collide(collision);
}
}

View File

@@ -2,6 +2,8 @@
#include "entity.h"
#include "../collision/collision.h"
#include <memory>
#include <functional>
namespace entities
{
@@ -16,7 +18,8 @@ namespace entities
glm::vec3 min_xyz;
glm::vec3 max_xyz;
void (*on_collide)(const collision::Collision& collision);
//void (*on_collide)(const collision::Collision& collision);
std::function<void(const collision::Collision&)> on_collide;
public:
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
@@ -52,7 +55,7 @@ namespace entities
*
* @param function: A function pointer to a function with the collision behaviour
*/
void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
{ if (function != nullptr) { on_collide = function; } }
protected:

View File

@@ -10,11 +10,12 @@ namespace entities
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
: CollisionEntity(model, position, rotation, scale, bounding_box)
{}
{
}
glm::vec3 MainCharacter::Move(GLFWwindow* window)
{
float movement_speed = -1.0f; //Forward speed adjustment, bee is moving at a standard speedrate
float movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
float down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
float side_speed = 0; //Side speed adjustment
@@ -65,4 +66,8 @@ namespace entities
MoveCollisionBox();
return glm::vec3(side_speed, down_speed, movement_speed );
}
void MainCharacter::OnCollide(const collision::Collision& collision) {
std::cout << "collide" << std::endl;
}
}

View File

@@ -32,5 +32,7 @@ namespace entities
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
*/
glm::vec3 Move(GLFWwindow* window);
void OnCollide(const collision::Collision& collision) override;
};
}

View File

@@ -1,9 +1,11 @@
#include <iostream>
#include <memory>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_Scene.h"
#include "../entities/main_character.h"
#include "../collision/collision_handler.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
@@ -20,9 +22,10 @@
namespace scene
{
std::deque<entities::Entity> house_models;
std::vector<entities::MainCharacter*> main_character;
std::shared_ptr<entities::MainCharacter>main_character;
std::deque<entities::Light> lights;
std::deque<entities::Entity> trees;
std::deque<entities::CollisionEntity> trees;
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
models::RawModel raw_model, raw_model_char;
models::ModelTexture texture;
@@ -44,6 +47,18 @@ namespace scene
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
/**
* temporary!!!!
* just to make some bounding boxes
*/
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
collision::Box box = collision::Box();
box.size.x = size.z* scale;
box.size.y = size.y* scale;
box.size.z = size.x* scale;
box.center_pos = pos;
return box;
}
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
@@ -58,13 +73,23 @@ namespace scene
{
house_models.pop_back();
trees.pop_back();
collision_entities.erase(collision_entities.begin() + 1);
}
int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
collision::Box tree_box = create_bounding_box(tree.raw_model.model_size, glm::vec3(0, 0, -50 - z_offset),3);
std::shared_ptr<entities::CollisionEntity> tree_entity = std::make_shared<entities::CollisionEntity>(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3, tree_box);
trees.push_front(*tree_entity);
collision_entities.push_back(tree_entity);
//std::cout << collision_entities.size() << std::endl;
/*if (collision_entities.size() > 0) {
std::cout << collision_entities[0].get()->GetPosition().z << std::endl;
std::cout << "x: " << main_character->GetPosition().x << "\ny: " << main_character->GetPosition().y << "\nz: " << main_character->GetPosition().z << "\n";
}*/
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
@@ -79,18 +104,19 @@ namespace scene
models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
tree = { raw_tree_model, tree_texture };
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
collision_entities.push_back(main_character);
// load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
load_chunk(i);
}
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
entities::MainCharacter character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
main_character.push_back(&character);
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
@@ -139,10 +165,8 @@ namespace scene
{
render_engine::renderer::Render(tree_entity, *shader);
}
for (entities::Entity* main_char : main_character)
{
render_engine::renderer::Render(*main_char, *shader);
}
render_engine::renderer::Render(*main_character, *shader);
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
@@ -154,16 +178,17 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
//camera.Move(window);
entities::MainCharacter* character = main_character[0];
glm::vec3 movement = character->Move(window);
std::cout << "x: " << character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n";
std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(character->GetPosition());
glm::vec3 movement = main_character->Move(window);
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(main_character->GetPosition());
// calculate where the next house model should be loaded
static int last_model_pos = 0;
int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
//std::cout << collision_entities.size() << std::endl;
// if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos)
@@ -172,6 +197,7 @@ namespace scene
}
// remember the position at which the new model was added
last_model_pos = model_pos;
collision::CheckCollisions(collision_entities);
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)