Kollisionsabfrage



  • 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;
    }
    


  • Du legst doch die Position des Quaders selbst fest. f'`8k

    Autocogito

    Gruß, TGGC (making great games since 1992)



  • Ok, aber wie müßte es aussehen, wenn der Würfel z.B. um die Y-Achse rotiert.



  • Genau so, als ob die Kamera die inverse Transformation dazu machen wuerde. f'`8k

    Autocogito

    Gruß, TGGC (making great games since 1992)


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