Kollisionsabfrage
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Hallo, ich bin absoluter Neuling in Sachen DirectX. Ich habe ein kleines Programm geschrieben, in dem ich durch drücken der Pfeil-nach-oben-Taste an ein Quader heranfahren kann. Nun möchte ich das die Kamera, sobald sie die vordere Seite des Quaders berührt, nicht mehr weiterfahren kann. Wie macht man so etwas? Mein Ansatz wäre den Z-Wert der vorderen Seite des Quaders mit dem Z-Wert der Kamera zu vergleichen. Würde man das so machen bzw. wie komme ich an den Z-Wert der vorderen Seite?
// include the basic windows header files and the Direct3D header file #include <windows.h> #include <windowsx.h> #include <d3d9.h> #include <d3dx9.h> // define the screen resolution and keyboard macros #define SCREEN_WIDTH 1280 #define SCREEN_HEIGHT 1024 #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // include the Direct3D Library files #pragma comment (lib, "d3d9.lib") #pragma comment (lib, "d3dx9.lib") // global declarations LPDIRECT3D9 d3d; // the pointer to our Direct3D interface LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL; // the pointer to the vertex buffer float fCamPosZ = 10.0f; // function prototypes void initD3D(HWND hWnd); // sets up and initializes Direct3D void render_frame(void); // renders a single frame void cleanD3D(void); // closes Direct3D and releases memory void init_graphics(void); // 3D declarations struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;}; #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE) // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hWnd; WNDCLASSEX wc; ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = "WindowClass"; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program", WS_EX_TOPMOST | WS_POPUP, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); // set up and initialize Direct3D initD3D(hWnd); // enter the main loop: MSG msg; while(TRUE) { DWORD starting_point = GetTickCount(); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } render_frame(); // check the 'escape' key if(KEY_DOWN(VK_ESCAPE)) PostMessage(hWnd, WM_DESTROY, 0, 0); if(KEY_DOWN(VK_UP)) { fCamPosZ = fCamPosZ - 1.0f; } if(KEY_DOWN(VK_DOWN)) { fCamPosZ = fCamPosZ + 1.0f; } while ((GetTickCount() - starting_point) < 25); } // clean up DirectX and COM cleanD3D(); return msg.wParam; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; } return DefWindowProc (hWnd, message, wParam, lParam); } // this function initializes and prepares Direct3D for use void initD3D(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = FALSE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; // create a device class using this information and the info from the d3dpp stuct d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); init_graphics(); // call the function to initialize the triangle d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting return; } // this is the function used to render a single frame void render_frame(void) { d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->BeginScene(); // select which vertex format we are using d3ddev->SetFVF(CUSTOMFVF); // SET UP THE PIPELINE //D3DXMATRIX matRotateY; // a matrix to store the rotation information //static float index = 0.0f; index+=0.05f; // an ever-increasing float value // build a matrix to rotate the model based on the increasing float value //D3DXMatrixRotationY(&matRotateY, index); // tell Direct3D about our matrix //d3ddev->SetTransform(D3DTS_WORLD, &matRotateY); D3DXMATRIX matView; // the view transform matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (0.0f, 0.0f, fCamPosZ), // the camera position &D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView D3DXMATRIX matProjection; // the projection transform matrix D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45), // the horizontal field of view (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio 1.0f, // the near view-plane 100.0f); // the far view-plane d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection // select the vertex buffer to display d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX)); // copy the vertex buffer to the back buffer d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 2); d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 8, 2); d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 12, 2); d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 16, 2); d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 20, 2); d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL); return; } // this is the function that cleans up Direct3D and COM void cleanD3D(void) { t_buffer->Release(); // close and release the vertex buffer d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D return; } // this is the function that puts the 3D models into video RAM void init_graphics(void) { // create the vertices using the CUSTOMVERTEX struct CUSTOMVERTEX t_vert[] = { // side 1 { -3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), }, { 3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 0), }, { -3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(255, 0, 0), }, { 3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 255), }, // side 2 { -3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 255), }, { -3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 0), }, { 3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(255, 0, 0), }, { 3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 255), }, // side 3 { -3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 255), }, { 3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 0), }, { -3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(255, 0, 0), }, { 3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 255), }, // side 4 { -3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 0, 255), }, { -3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 0), }, { 3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(255, 0, 0), }, { 3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 255), }, // side 5 { 3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), }, { 3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 0), }, { 3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(255, 0, 0), }, { 3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 255), }, // side 6 { -3.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), }, { -3.0f, -3.0f, -3.0f, D3DCOLOR_XRGB(0, 255, 0), }, { -3.0f, 3.0f, 3.0f, D3DCOLOR_XRGB(255, 0, 0), }, { -3.0f, -3.0f, 3.0f, D3DCOLOR_XRGB(0, 255, 255), }, }; // create a vertex buffer interface called t_buffer d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &t_buffer, NULL); VOID* pVoid; // a void pointer // lock t_buffer and load the vertices into it t_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, t_vert, sizeof(t_vert)); t_buffer->Unlock(); return; }
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Du legst doch die Position des Quaders selbst fest. f'`8k
AutocogitoGruß, TGGC (making great games since 1992)
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Ok, aber wie müßte es aussehen, wenn der Würfel z.B. um die Y-Achse rotiert.
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Genau so, als ob die Kamera die inverse Transformation dazu machen wuerde. f'`8k
AutocogitoGruß, TGGC (making great games since 1992)