Well im trying to make my 3d object colide with a head but it is not working. I copyed the sliding demo. and i put in my object in the game by doing this.
dbLoadObject("Monsterhead3.x",100);
SC_SetupObject(100, 1, 0);
dbPositionObject(100,0,50,0);
dbScaleObject(100,1000,1000,1000);
i do have a question with this part. The question is, using SC_SetupObject(100, 1, and here goes the shape) well my object is not a circle, or box, so it has to be a polygon. My object is just a head with a pointy nose and ears. so i put down Polygon.
Oh yea i also put the head in the same group as the terrain. This might be a problem i dont know.
int collide = SC_SphereCastGroup( 1 , oldx,oldy,oldz, oldx,oldy+vy,oldz, radius,0 );
Since the monsterHead is in the same group i was hoping i would not have to do anything with collsion. I found out that it does not work.
Im asking how do i make collision with this?
Here is the full code:
#include "DarkGDK.h"
#include "SC_Collision.h"
int numSpheres = 5;
float radius = 7.0f;
float littleRadius = 2.0f;
int rtimer = 0;
int stimer = 0;
int vtimer = 0;
float gravity = -0.1f;
float slope = 0.5f;
int ground = 1;
int jumptimer = 0;
int syncmode = 60;
int view = 1;
int hide = 0;
//player movement vector
float vx = 0;
float vy = 0;
float vz = 0;
void makeLevel()
{
dbLoadObject( "level.x",1 );
SC_SetupComplexObject( 1,1,2 );
dbLoadObject("Monsterhead3.x",100);
SC_SetupObject(100, 1, 0);
dbPositionObject(100,0,50,0);
dbScaleObject(100,1000,1000,1000);
dbLoadImage( "1.jpg",1 );
dbTextureObject( 1,1 );
dbTextureObject(100,1);
//add box and sphere to the level
dbMakeObjectBox( 3,10,20,30 );
dbPositionObject( 3,-80,30,30 );
dbRotateObject( 3,(float)dbRnd(360),(float)dbRnd(360),(float)dbRnd(360) );
SC_SetupObject( 3,1,2 );
dbMakeObjectSphere( 4,30 );
dbPositionObject( 4,80,30,30 );
dbRotateObject( 4,(float)dbRnd(360),(float)dbRnd(360),(float)dbRnd(360) );
SC_SetupObject( 4,1,1 );
//all level objects are group 1
}
void makePlayer()
{
dbMakeObjectSphere( 2,radius*2.0f );
dbPositionObject( 2,-80,15,-20 );
SC_SetupObject( 2,0,1 );
//player has no group
}
void makeExtraSpheres( int num )
{
for( int i = 10; i < 10 + num; i++ )
{
dbMakeObjectSphere( i,littleRadius*2.0f );
dbPositionObject( i,(float)dbRnd(50)-25,(float)dbRnd(50)+100,(float)dbRnd(50)-25 );
dbColorObject( i,dbRgb(dbRnd(255),dbRnd(255),dbRnd(255)) );
SC_SetupObject( i,3,1 );
SC_AllowObjectScaling( i );
}
//extra spheres are group 3
}
void handleExtraSpheres( int num )
{
for( int i = 10; i < 10+num; i++ )
{
//move all the little spheres towards the player and slide them
float oldx = dbObjectPositionX(i);
float oldy = dbObjectPositionY(i);
float oldz = dbObjectPositionZ(i);
dbPointObject( i,dbObjectPositionX(2),dbObjectPositionY(2),dbObjectPositionZ(2) );
dbMoveObject( i,0.5 );
float x = dbObjectPositionX(i);
float y = dbObjectPositionY(i);
float z = dbObjectPositionZ(i);
//little spheres collide with all (0)
int collide = SC_SphereSlide( 0, oldx,oldy,oldz, x,y,z, littleRadius, i );
if ( collide > 0 )
{
dbPositionObject( i, SC_GetCollisionSlideX(),SC_GetCollisionSlideY(),SC_GetCollisionSlideZ() );
}
SC_UpdateObject( i );
}
//show/hide the extra spheres
if ( dbReturnKey() == 1 && rtimer < dbTimer() )
{
rtimer = dbTimer() + 300;
hide = 1 - hide;
if ( hide == 1 )
{
for( int i = 10; i < 10+num; i++ ) dbHideObject( i );
}
else
{
for( int i = 10; i < 10+num; i++ ) dbShowObject( i );
}
}
}
void movePlayer()
{
//rotate player with mouse
dbYRotateObject( 2,dbObjectAngleY(2) + dbMouseMoveX()/3.0f );
dbXRotateObject( 2,dbObjectAngleX(2) + dbMouseMoveY()/3.0f );
float oldx = dbObjectPositionX(2);
float oldy = dbObjectPositionY(2);
float oldz = dbObjectPositionZ(2);
//apply gravity, and user changes to movement
float angy = dbObjectAngleY(2);
vx = 0;
vz = 0;
//if player is jumping or falling then apply 'normal' gravity
//if not attempt to keep the player stuck to the floor
if ( vy == 0 && jumptimer == 0 ) vy = vy + 10*gravity;
else vy = vy + gravity;
if (dbKeyState(32) == 1 ) { vx = vx + dbCos(angy); vz = vz - dbSin(angy); }
if (dbKeyState(30) == 1 ) { vx = vx - dbCos(angy); vz = vz + dbSin(angy); }
if (dbKeyState(31) == 1 ) { vx = vx - dbSin(angy); vz = vz - dbCos(angy); }
if (dbKeyState(17) == 1 ) { vx = vx + dbSin(angy); vz = vz + dbCos(angy); }
//only jump if on ground, and a certain time after last jump
if ( ground == 1 )
{
if ( dbSpaceKey() == 1 && jumptimer == 0 )
{
vy = vy + 3.0f;
jumptimer = 20;
}
}
//this would be the player's final position without collision
float x = oldx + vx;
float y = oldy + vy;
float z = oldz + vz;
//first handle gravity - seperated from horizontal movement
//to achieve a more realistic effect
//Method: simple - cast a sphere vertically down, if it hits the level then
// position the object there (sticky collision) then move
// on to horizontal movement
// more complex - if we were to only use the simple method the player would be
// allowed to climb almost vertical slopes. Alternative is to
// get the normalY direction to work out how flat the gorund
// below the player is, 0-slope# is flatter, slope#-1 is steeper.
// if it's flat, use sticky collision, if it's steep slide the
// player down the slope. Changing slope# determines how steep the
// player can climb. NOTE: this also effects stairs.
int collide = SC_SphereCastGroup( 1 , oldx,oldy,oldz, oldx,oldy+vy,oldz, radius,0 );
if ( collide > 0 )
{
//how flat is this ground
float ny = SC_GetCollisionNormalY();
if ( dbAbs(ny) > slope )
{
//FLAT, stick
oldy = SC_GetStaticCollisionY();
}
else
{
//STEEP, slide
x = x - oldx; z = z - oldz;
oldx = SC_GetCollisionSlideX();
oldy = SC_GetCollisionSlideY();
oldz = SC_GetCollisionSlideZ();
x = x + oldx; z = z + oldz;
}
//ny#<0 means the player has hit a ceiling rather than a floor
if ( ny > slope )
{
//only on ground if standing on flat ground
ground = 1;
vy = 0;
}
else
{
ground = 0;
//if player has hit a flat ceiling then stop vy# movement
if ( ny < -slope ) vy = gravity;
}
}
else
{
//nothing below player, not on ground, add vertical speed to player
oldy = oldy + vy;
ground = 0;
}
//jumptimer will decrease only when player is back on ground
//creates a pause between two successive jumps
if ( ground == 1 && jumptimer > 0 ) jumptimer--;
//handle horizontal movement as sliding
//player only collides with group 1 (level) objs and moves freely through others
collide = SC_SphereSlideGroup( 1, oldx,oldy,oldz, x,oldy,z, radius,0 );
if ( collide > 0 )
{
//if hit, reposition player, halt movement vector
x = SC_GetCollisionSlideX();
oldy = SC_GetCollisionSlideY();
z = SC_GetCollisionSlideZ();
vx = 0;
vz = 0;
//possible code for giving the player a jumping help up stairs...
//might be useful if slope# is set very high but stairs are still required
//dy = oldy - SC_GetStaticCollisionY()
//if ( dy < slope && dy > 0 && ground == 1 ) vy = 0.5;
}
//position the player
dbPositionObject( 2,x,oldy,z );
SC_UpdateObject( 2 );
}
void positionCameraToObject( int obj, int thirdPerson)
{
dbPositionCamera( dbObjectPositionX(2),dbObjectPositionY(2),dbObjectPositionZ(2) );
dbRotateCamera( dbObjectAngleX(2),dbObjectAngleY(2),dbObjectAngleZ(2) );
if ( thirdPerson == 1 )
{
dbPitchCameraDown( 10 );
dbMoveCamera( -30 );
}
}
void DarkGDK( )
{
dbSyncOn( );
dbSyncRate( 60 );
dbAutoCamOff( );
dbRandomize( dbTimer() );
SC_Start( );
makeLevel();
makePlayer();
makeExtraSpheres( numSpheres );
while( LoopGDK( ) )
{
handleExtraSpheres( numSpheres );
movePlayer();
//change view
if ( strcmp(dbInKey(), "v") == 0 && vtimer < dbTimer() )
{
vtimer = dbTimer() + 300;
view = 1 - view;
}
//enable/disable sync limit
if ( strcmp(dbInKey(), "l") == 0 && stimer < dbTimer() )
{
stimer = dbTimer() + 300 ;
syncmode = 60 - syncmode;
dbSyncRate( syncmode );
}
positionCameraToObject( 2, view );
dbText( 0,0,"Use W/A/S/D to move, SPACE to jump and V to change view" );
dbText( 0,20,"Press L to enable/disable sync limiting" );
dbText( 0,40,"Press RETURN to show/hide colored spheres" );
char str [ 128 ];
sprintf_s( str, 128, "FPS: %d", dbScreenFPS( ) ); dbText( 0,80,str );
sprintf_s( str, 128, "Touching Ground: %d", ground ); dbText( 0,100,str );
dbSync( );
}
}
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