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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
AABB are now functional!
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@@ -65,16 +65,17 @@ class IMICFPS
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def update
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model.update
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end
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# Do two Axis Aligned Bounding Boxes intersect?
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def intersect(a, b)
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a = normalize_bounding_box(a)
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b = normalize_bounding_box(b)
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a = a.normalize_bounding_box(a.model.bounding_box)
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b = b.normalize_bounding_box(b.model.bounding_box)
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puts "bounding boxes match!" if a == b
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# if (((a.min_x <= b.min_x && b.max_x <= a.max_x) || (b.min_x <= a.min_x && a.min_x <= b.max_x)) &&
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# ((a.min_y <= b.min_y && b.max_y <= a.max_y) || (b.min_y <= a.min_y && a.min_y <= b.max_y)) &&
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# ((a.min_z <= b.min_z && b.max_z <= a.max_z) || (b.min_z <= a.min_z && a.min_z <= b.max_z)))
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if (a.max_x >= b.max_x && a.min_x <= b.max_x) && (a.max_y >= b.min_y && a.min_y <= b.max_y) && (a.max_z >= b.min_z && a.min_z <= b.max_z)
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if (((a.min_x <= b.min_x && b.max_x <= a.max_x) || (b.min_x <= a.min_x && a.min_x <= b.max_x)) &&
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((a.min_y <= b.min_y && b.max_y <= a.max_y) || (b.min_y <= a.min_y && a.min_y <= b.max_y)) &&
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((a.min_z <= b.min_z && b.max_z <= a.max_z) || (b.min_z <= a.min_z && a.min_z <= b.max_z)))
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# if (a.max_x >= b.max_x && a.min_x <= b.max_x) && (a.max_y >= b.min_y && a.min_y <= b.max_y) && (a.max_z >= b.min_z && a.min_z <= b.max_z)
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return true
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else
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return false
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@@ -100,12 +101,6 @@ class IMICFPS
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box = normalize_bounding_box(box)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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# glBegin(GL_LINES)
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# glColor3f(0,0,1.0)
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# glVertex3f(box.min_x, box.min_y, box.min_z)
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# glColor3f(1.0,0,0)
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# glVertex3f(box.max_x, box.max_y, box.max_z)
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# glEnd
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glBegin(GL_TRIANGLES)
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# TOP
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glNormal3f(0,1,0)
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@@ -24,7 +24,7 @@ class IMICFPS
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Tree.new(x: 1, y: 0, z: -5)
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Tree.new(x: 5, y: 0, z: 5)
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Tree.new(x: -5, y: 0, z: 1)
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TestObject.new(scale: 1)
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# TestObject.new(scale: 1)
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p ObjectManager.objects.map {|o| o.name}
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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@@ -97,10 +97,17 @@ Debug mode: <c=992200>#{$debug}</c>
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eos
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@text.text = string
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# ObjectManager.objects.each do |object|
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# object.update
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# end
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ObjectManager.objects.each(&:update)
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ObjectManager.objects.each do |object|
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ObjectManager.objects.each do |b|
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next if b == object
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if object.intersect(object, b)
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puts "#{object} is intersecting #{b}"
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puts "#{object.x}, #{object.y} | #{b.x}, #{b.y}"
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end
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end
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object.update
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end
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# ObjectManager.objects.each(&:update)
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@skydome.update if @skydome.renderable
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