Corrected camera system
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e1353b9f7d
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3 changed files with 322 additions and 282 deletions
467
src/models.c
467
src/models.c
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@ -1335,6 +1335,242 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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rlDisableTexture();
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}
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
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{
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bool collision = false;
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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return collision;
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}
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
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{
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/*
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// Get min and max vertex to construct bounds (AABB)
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Vector3 minVertex = tempVertices[0];
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Vector3 maxVertex = tempVertices[0];
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for (int i = 1; i < tempVertices.Count; i++)
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{
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minVertex = Vector3.Min(minVertex, tempVertices[i]);
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maxVertex = Vector3.Max(maxVertex, tempVertices[i]);
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}
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bounds = new BoundingBox(minVertex, maxVertex);
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*/
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bool collision = true;
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if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
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{
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if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
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if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
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}
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else collision = false;
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return collision;
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}
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
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{
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bool collision = false;
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if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
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(maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
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{
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collision = true;
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}
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else
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{
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float dmin = 0;
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if (centerSphere.x - minBBox.x <= radiusSphere)
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dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x);
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else if (maxBBox.x - centerSphere.x <= radiusSphere)
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dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x);
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if (centerSphere.y - minBBox.y <= radiusSphere)
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dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y);
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else if (maxBBox.y - centerSphere.y <= radiusSphere)
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dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y);
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if (centerSphere.z - minBBox.z <= radiusSphere)
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dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z);
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else if (maxBBox.z - centerSphere.z <= radiusSphere)
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dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z);
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if (dmin <= radiusSphere * radiusSphere) collision = true;
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}
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return collision;
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}
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// TODO
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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// Detect and resolve cubicmap collisions
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// NOTE: player position (or camera) is modified inside this function
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void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition)
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{
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// Detect the cell where the player is located
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int locationCellX = 0;
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int locationCellY = 0;
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locationCellX = floor(playerPosition->x + mapPosition.x + 0.5);
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locationCellY = floor(playerPosition->z + mapPosition.z + 0.5);
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// Multiple Axis --------------------------------------------------------------------------------------------
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// Axis x-, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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playerPosition->x = locationCellX - 0.2;
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x-, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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playerPosition->x = locationCellX - 0.2;
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playerPosition->z = locationCellY + 0.2;
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}
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}
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// Axis x+, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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playerPosition->x = locationCellX + 0.2;
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x+, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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playerPosition->x = locationCellX + 0.2f;
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playerPosition->z = locationCellY + 0.2f;
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}
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}
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// Single Axis ---------------------------------------------------------------------------------------------------
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// Axis x-
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if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
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{
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if ((playerPosition->x + 0.5f) - locationCellX < 0.3)
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{
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playerPosition->x = locationCellX - 0.2;
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}
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}
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// Axis x+
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if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
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{
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if ((playerPosition->x + 0.5f) - locationCellX > 0.7)
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{
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playerPosition->x = locationCellX + 0.2;
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}
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}
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// Axis y-
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if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
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{
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if ((playerPosition->z + 0.5f) - locationCellY < 0.3)
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{
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis y+
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if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
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{
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if ((playerPosition->z + 0.5f) - locationCellY > 0.7)
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{
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playerPosition->z = locationCellY + 0.2;
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}
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}
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// Diagonals -------------------------------------------------------------------------------------------------------
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// Axis x-, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2;
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else playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x-, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2;
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else playerPosition->z = locationCellY + 0.2;
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}
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}
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// Axis x+, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2;
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else playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x+, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2;
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else playerPosition->z = locationCellY + 0.2;
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Get current vertex y altitude (proportional to pixel colors in grayscale)
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static float GetHeightValue(Color pixel)
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{
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@ -1592,234 +1828,3 @@ static VertexData LoadOBJ(const char *fileName)
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return vData;
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}
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
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{
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bool collision = false;
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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return collision;
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}
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
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{
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/*
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// Get min and max vertex to construct bounds (AABB)
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Vector3 minVertex = tempVertices[0];
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Vector3 maxVertex = tempVertices[0];
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for (int i = 1; i < tempVertices.Count; i++)
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{
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minVertex = Vector3.Min(minVertex, tempVertices[i]);
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maxVertex = Vector3.Max(maxVertex, tempVertices[i]);
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}
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bounds = new BoundingBox(minVertex, maxVertex);
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*/
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bool collision = true;
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if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
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{
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if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
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if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
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}
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else collision = false;
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return collision;
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}
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
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{
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bool collision = false;
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if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
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(maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
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{
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collision = true;
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}
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else
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{
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float dmin = 0;
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if (centerSphere.x - minBBox.x <= radiusSphere)
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dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x);
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else if (maxBBox.x - centerSphere.x <= radiusSphere)
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dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x);
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if (centerSphere.y - minBBox.y <= radiusSphere)
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dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y);
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else if (maxBBox.y - centerSphere.y <= radiusSphere)
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dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y);
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if (centerSphere.z - minBBox.z <= radiusSphere)
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dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z);
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else if (maxBBox.z - centerSphere.z <= radiusSphere)
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dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z);
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if (dmin <= radiusSphere * radiusSphere) collision = true;
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}
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return collision;
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}
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// TODO
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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// Detect and resolve cubicmap collisions
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// NOTE: player position (or camera) is modified inside this function
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void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition)
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{
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// Detect the cell where the player is located
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int locationCellX = 0;
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int locationCellY = 0;
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locationCellX = floor(playerPosition->x + mapPosition.x + 0.5);
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locationCellY = floor(playerPosition->z + mapPosition.z + 0.5);
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// Multiple Axis --------------------------------------------------------------------------------------------
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// Axis x-, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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playerPosition->x = locationCellX - 0.2;
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x-, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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playerPosition->x = locationCellX - 0.2;
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playerPosition->z = locationCellY + 0.2;
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}
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}
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// Axis x+, y-
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY < 0.3))
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{
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playerPosition->x = locationCellX + 0.2;
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playerPosition->z = locationCellY - 0.2;
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}
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}
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// Axis x+, y+
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if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
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(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
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{
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if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
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((playerPosition->z + 0.5f) - locationCellY > 0.7))
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{
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playerPosition->x = locationCellX + 0.2f;
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playerPosition->z = locationCellY + 0.2f;
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}
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}
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// Single Axis ---------------------------------------------------------------------------------------------------
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// Axis x-
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if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
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{
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if ((playerPosition->x + 0.5f) - locationCellX < 0.3)
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{
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playerPosition->x = locationCellX - 0.2;
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}
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}
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// Axis x+
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if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
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{
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if ((playerPosition->x + 0.5f) - locationCellX > 0.7)
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{
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playerPosition->x = locationCellX + 0.2;
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}
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}
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// Axis y-
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if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
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{
|
||||
if ((playerPosition->z + 0.5f) - locationCellY < 0.3)
|
||||
{
|
||||
playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
// Axis y+
|
||||
if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
|
||||
{
|
||||
if ((playerPosition->z + 0.5f) - locationCellY > 0.7)
|
||||
{
|
||||
playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Diagonals -------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Axis x-, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2;
|
||||
else playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x-, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2;
|
||||
else playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y-
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY < 0.3))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2;
|
||||
else playerPosition->z = locationCellY - 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
// Axis x+, y+
|
||||
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
|
||||
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
|
||||
((playerPosition->z + 0.5f) - locationCellY > 0.7))
|
||||
{
|
||||
if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2;
|
||||
else playerPosition->z = locationCellY + 0.2;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue