[DEV] tutorial 22 'terrain collision detection' implementation
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@ -80,31 +80,32 @@ public class MainGameLoop {
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TerrainTexture blendMap = new TerrainTexture(loader.loadTexture("blendMap"));
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Terrain terrain = new Terrain(0,-1,loader, texturePack, blendMap, "heightmap");
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Terrain terrain2 = new Terrain(-1,-1,loader, texturePack, blendMap, "heightmap");
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List<Entity> entities = new ArrayList<Entity>();
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Random random = new Random();
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for (int iii=0; iii<500; iii++) {
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float x = random.nextFloat()*800 - 400;
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float z = random.nextFloat() * -600;
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float y = terrain.getHeightOfTerrain(x, z);
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entities.add(new Entity(staticModel,
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new Vector3f(random.nextFloat()*800 - 400, 0, random.nextFloat() * -600),
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new Vector3f(x, y, z),
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new Vector3f(0,0,0),3));
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entities.add(new Entity(grassModel,
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new Vector3f(random.nextFloat()*800 - 400, 0, random.nextFloat() * -600),
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new Vector3f(0,0,0),1));
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}
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for (int iii=0; iii<500; iii++) {
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float x = random.nextFloat()*800 - 400;
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float z = random.nextFloat() * -600;
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float y = terrain.getHeightOfTerrain(x, z);
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entities.add(new Entity(fernModel,
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new Vector3f(random.nextFloat()*800 - 400, 0, random.nextFloat() * -600),
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new Vector3f(x, y, z),
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new Vector3f(0,0,0),0.6f));
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entities.add(new Entity(flowerModel,
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new Vector3f(random.nextFloat()*800 - 400, 0, random.nextFloat() * -600),
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new Vector3f(0,0,0),1.5f));
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}
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TexturedModel playerModel = new TexturedModel(OBJLoader.loadObjModel("person", loader),
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new ModelTexture(loader.loadTexture("playerTexture")));
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Player player = new Player(playerModel, new Vector3f(0,0,-50), new Vector3f(0,3.14f,0), 0.4f);
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Player player = new Player(playerModel, new Vector3f(0,terrain.getHeightOfTerrain(0, -50),-50), new Vector3f(0,3.14f,0), 0.4f);
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Camera camera = new Camera(player);
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@ -116,9 +117,8 @@ public class MainGameLoop {
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//entity.increaseRotation(0, 0, 0.01f);
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//entity.increaseRotation(0.01f, 0.02f, 0.0f);
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camera.move();
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player.move();
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player.move(terrain);
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renderer.processTerrain(terrain);
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renderer.processTerrain(terrain2);
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renderer.processEntity(player);
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for (Entity entity : entities) {
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entity.increaseRotation(0, 0.01f, 0.0f);
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@ -4,6 +4,7 @@ import org.atriaSoft.etk.math.Vector3f;
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import models.TexturedModel;
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import renderEngine.DisplayManager;
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import terrains.Terrain;
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public class Player extends Entity {
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@ -25,7 +26,7 @@ public class Player extends Entity {
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}
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public void move() {
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public void move(Terrain terrain) {
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checkInputs();
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if (isInAir == false) {
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super.increaseRotation(0, this.currentTurnSpeed * DisplayManager.getFrameTimeSecconds(), 0);
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@ -36,9 +37,10 @@ public class Player extends Entity {
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super.increasePosition(dx, 0, dz);
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upwardSpeed += GRAVITY * DisplayManager.getFrameTimeSecconds();
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super.increasePosition(0, upwardSpeed * DisplayManager.getFrameTimeSecconds(), 0);
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if (super.getPosition().y < TERRAIN_HEIGHT) {
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float terrainHeight = terrain.getHeightOfTerrain(super.getPosition().x, super.getPosition().z);
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if (super.getPosition().y < terrainHeight) {
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upwardSpeed = 0;
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super.getPosition().y = TERRAIN_HEIGHT;
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super.getPosition().y = terrainHeight;
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isInAir = false;
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}
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}
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@ -6,11 +6,13 @@ import java.io.IOException;
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import javax.imageio.ImageIO;
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import org.atriaSoft.etk.math.Vector2f;
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import org.atriaSoft.etk.math.Vector3f;
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import models.RawModel;
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import renderEngine.Loader;
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import textures.ModelTexture;
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import toolbox.Maths;
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public class Terrain {
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private static final float SIZE = 800;
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@ -23,16 +25,42 @@ public class Terrain {
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private TerrainTexturePack texturePack;
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private TerrainTexture blendMap;
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public Terrain(int girdX, int girdZ, Loader loader,
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private float[][] heights;
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public Terrain(int gridX, int gridZ, Loader loader,
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TerrainTexturePack texturePack, TerrainTexture blendMap,
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String heightMap) {
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this.texturePack = texturePack;
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this.blendMap = blendMap;
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this.x = girdX * SIZE;
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this.z = girdZ * SIZE;
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this.x = gridX * SIZE;
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this.z = gridZ * SIZE;
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this.model = generateTerrain(loader, heightMap);
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}
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public float getHeightOfTerrain(float worldX, float worldZ) {
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float terrainX = worldX - this.x;
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float terrainZ = worldZ - this.z;
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float gridSquareSize = SIZE / ((float)heights.length-1);
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int gridX = (int) Math.floor(terrainX / gridSquareSize);
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int gridZ = (int) Math.floor(terrainZ / gridSquareSize);
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if (gridX >= heights.length-1 || gridZ >= heights.length -1 || gridX<0 || gridZ <0) {
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return 0;
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}
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float xCoord = (terrainX % gridSquareSize)/gridSquareSize;
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float zCoord = (terrainZ % gridSquareSize)/gridSquareSize;
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float answer;
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if (xCoord <= (1-zCoord)) {
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answer = Maths.barryCentric(new Vector3f(0, heights[gridX][gridZ], 0), new Vector3f(1,
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heights[gridX + 1][gridZ], 0), new Vector3f(0,
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heights[gridX][gridZ + 1], 1), new Vector2f(xCoord, zCoord));
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} else {
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answer = Maths.barryCentric(new Vector3f(1, heights[gridX + 1][gridZ], 0), new Vector3f(1,
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heights[gridX + 1][gridZ + 1], 1), new Vector3f(0,
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heights[gridX][gridZ + 1], 1), new Vector2f(xCoord, zCoord));
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}
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return answer;
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}
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private RawModel generateTerrain(Loader loader, String heightMap) {
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BufferedImage image = null;
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@ -42,7 +70,7 @@ public class Terrain {
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e.printStackTrace();
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}
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int VERTEX_COUNT = image.getHeight();
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heights = new float[VERTEX_COUNT][VERTEX_COUNT];
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int count = VERTEX_COUNT * VERTEX_COUNT;
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float[] vertices = new float[count * 3];
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float[] normals = new float[count * 3];
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@ -52,7 +80,9 @@ public class Terrain {
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for(int i=0;i<VERTEX_COUNT;i++){
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for(int j=0;j<VERTEX_COUNT;j++){
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vertices[vertexPointer*3] = (float)j/((float)VERTEX_COUNT - 1) * SIZE;
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vertices[vertexPointer*3+1] = getHeight(j,i, image);
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float height = getHeight(j,i, image);
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heights[j][i] = height;
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vertices[vertexPointer*3+1] = height;
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vertices[vertexPointer*3+2] = (float)i/((float)VERTEX_COUNT - 1) * SIZE;
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Vector3f normal = calculateNormal(j,i, image);
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normals[vertexPointer*3] = normal.x;
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@ -1,12 +1,21 @@
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package toolbox;
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import org.atriaSoft.etk.math.Matrix4f;
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import org.atriaSoft.etk.math.Vector2f;
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import org.atriaSoft.etk.math.Vector3f;
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import entities.Camera;
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public class Maths {
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public static float barryCentric(Vector3f p1, Vector3f p2, Vector3f p3, Vector2f pos) {
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float det = (p2.z - p3.z) * (p1.x - p3.x) + (p3.x - p2.x) * (p1.z - p3.z);
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float l1 = ((p2.z - p3.z) * (pos.x - p3.x) + (p3.x - p2.x) * (pos.y - p3.z)) / det;
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float l2 = ((p3.z - p1.z) * (pos.x - p3.x) + (p1.x - p3.x) * (pos.y - p3.z)) / det;
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float l3 = 1.0f - l1 - l2;
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return l1 * p1.y + l2 * p2.y + l3 * p3.y;
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}
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public static Matrix4f createTransformationMatrix(Vector3f translation, Vector3f rotation, float scale) {
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// Need to rework all of this this is really not optimum ...
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Matrix4f matrix = new Matrix4f();
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