Collision Help?

I'm making a maze game. It's simple. You control the camera movement as you search the maze. But the thing is, the camera goes through the walls... any help? What I need is that the camera stops when it hits the wall so it doesn't go through it? Any help would be appreciated. :) I need the camera to stop when it hits model3. :)

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 #include<iostream>
#include<stdlib.h>
#include<stdio.h>
#include<Windows.h>
#include<MMSystem.h>
#include <conio.h>
#include<vector>
#include <fstream>
#include<time.h>
#include<math.h>
#include "ImageLoader.h"
#include "Texture.h"
#include<glut.h>
#include "ModelData.h"
#include "ModelParser.h"
#include "FuncandVar.h"

using namespace std;

class Model
{
	private:
	// Model Info
	vector<Vertex3D> Vertices;
	vector<Texture2D> Textures;
	vector<Normal3D> Normals;
	vector<Face> Faces;
public:
	float X, Y,Z;

	Model()
	{
	}
	Model(float x, float y, float z)
	{
		this->X = x;
		this->Y = y;
		this->Z = z;
	}
	void Load(const char *OBJFile) {
		ifstream ifs(OBJFile);
		cout << OBJFile << endl;
		while (!ifs.eof()) {
			char data[100000];

			for (int Dataindx = 0; Dataindx < 100000; Dataindx++)
				data[Dataindx] = '\0';
			
			ifs >> data; //Extract 1 word from the file
			if (strcmp(data, "v") == 0) {
				float x, y, z; //Vertex data
 
				//Extract x, y, z components
				ifs >> x;
				ifs >> y;
				ifs >> z;

				Vertex3D vert; //Create Vertex3D object
				vert.x = x;
				vert.y = y;
				vert.z = z;
 
				//Add the vertex into the vector
				this->Vertices.push_back(vert);
			} else if(strcmp(data, "vt") == 0) {
				float x, y; // Texture Data

				// Extract x, y components
				ifs >> x;
				ifs >> y;
				
				Texture2D text;
				text.x = x;
				text.y = y;

				//cout << ": X: " << x << ", Y: " << y << endl;

				// Add the texture into the vector
				this->Textures.push_back(text);
			} else if(strcmp(data, "vn")==0) {
				float x, y, z; //Vertex normal
 
				//Extract vertex normal
				ifs >> x;
				ifs >> y;
				ifs >> z;
 
				Normal3D norm; //Create Normal3D object
				norm.x = x;
				norm.y = y;
				norm.z = z;
 
				//Add this normal into the vector
				this->Normals.push_back(norm);
			} else if(strcmp(data, "f")==0) {
				if (this->Faces.size() == 2)
				int qwe = 0;

				char faceData[100000]; //Face data
				Face myFace;
				while (true) {
					ifs >> faceData; //Extract next data
					if (ContainSlash(faceData,100000)) { //Check if data is valid
						char Vertexindx[15];
						char Textureindx[15];
						char Normalindx[15];

						ExtractVertexIdx(faceData, Vertexindx);
						ExtractTextureIdx(faceData, Textureindx);
						ExtractNormalIdx(faceData, Normalindx);

						int vIndex = atoi(Vertexindx);
						//cout << "VIndex: " << atoi(Vertexindx) << endl;
						int tIndex = atoi(Textureindx);
						//cout << "TIndex: " << atoi(Textureindx) << endl;
						int nIndex = atoi(Normalindx);
						//cout << "NIndex: " << atoi(Normalindx) << endl << endl;

						myFace.VertexIndex.push_back(vIndex);
						myFace.TextureIndex.push_back(tIndex);
						myFace.NormalIndex.push_back(nIndex);
					} else {
						this->Faces.push_back(myFace); //INVALID face data
						ifs.unget();
						break;
					}
				}
			}
		}
	}
	void Render(GLuint _Texture)
	{
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, _Texture);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		glPushMatrix();
      glTranslatef(this->X, this->Y, this->Z);
    glColor3f(1.0, 1.0, 1.0);
    glLineWidth(1);
    for (int i = 0; i < Faces.size(); i++)
    {
      glBegin(GL_POLYGON);
      for (int j = 0; j < Faces[i].NormalIndex.size(); j++)
      {
        int Normalindx = Faces[i].NormalIndex[j]-1; //Get the normal
        float x, y, z;
 
        x = Normals[Normalindx].x;
        y = Normals[Normalindx].y;
        z = Normals[Normalindx].z;
 
        glNormal3f(x, y, z);

		int Textureindx = this->Faces[i].TextureIndex[j] - 1;

		x = this->Textures[Textureindx].x;
		y = this->Textures[Textureindx].y;

		glTexCoord2f(x,y);

        //Get the vertex
        int Vertexindx = Faces[i].VertexIndex[j]-1;
 
        x = Vertices[Vertexindx].x;
        y = Vertices[Vertexindx].y;
        z = Vertices[Vertexindx].z;
  
        glVertex3f(x, y, z);
      }
      glEnd();
    }
	glDisable(GL_TEXTURE_2D);
    glPopMatrix();
	}
};

Model model1;
Model model2;
Model model3;
Model model4;
Model model5;
Model model6;
Model model7;
Model model8;
Model model9;
Model model10;
float Angle = 0;
void GameScene()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	Camera();
	CameraMovement();
	CameraRaiser();
	KeyboardControls();





	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, _textureId[1]);


	

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	//glColor3f(1, 1, 1);
	//glNormal3f(0, 0, 1);
	///*glBegin(GL_QUADS);*/
	//glTexCoord2f(0.0f, 1.0f);
	//glVertex3f(-100, 50, -15);
	//glTexCoord2f(0.0f, 0.0f);
	//glVertex3f(-100, -50, -15);
	//glTexCoord2f(1.0f, 0.0f);
	//glVertex3f(100, -50, -15);
	//glTexCoord2f(1.0f, 1.0f);
	//glVertex3f(100, 50, -15);
	//glEnd();
	/*glRotatef(Angle, 0, 1, 0);*/
	model1.Render( _textureId[0]);
	model2.Render(_textureId[1]);
	model3.Render(_textureId[1]);
	model4.Render(_textureId[1]);
	glutSwapBuffers();
	Angle+= 0.01;

	glutPostRedisplay();
}
void ReShape(int w, int h)
{
 
	glViewport (0, 0, (GLsizei)w, (GLsizei)h);
	glMatrixMode (GL_PROJECTION);

	glLoadIdentity ();
	gluPerspective (60, (GLfloat)w / (GLfloat)h, 1.0, 1000.0);
	glMatrixMode(GL_MODELVIEW);
}

void Keyboard (unsigned char keydown, int x, int y)
{

	switch(keydown)
	{
	case'w': _Keys['w'] = PRESSED; break;

	case 'a':_Keys['a'] = PRESSED; break;
	case 's': _Keys['s'] = PRESSED; break;
	case 'd': _Keys['d'] = PRESSED; break;
	case 't': _SpeedModifier +=1; cout << _SpeedModifier << endl; break;
	case 'y': _SpeedModifier -=1; cout << _SpeedModifier << endl; break;
	case 'q': _Keys['q'] = PRESSED; break;
	case 'e': _Keys['e'] = PRESSED; break;
	
	



	
	}
}

	void KeyboardRelease(unsigned char keyup, int x, int y)
	{
	
		switch(keyup)
		{
			case'w': _Keys['w'] = NOTPRESSED; break;
	case 'a':_Keys['a'] = NOTPRESSED; break;
	case 's': _Keys['s'] = NOTPRESSED; break;
	case 'd': _Keys['d'] = NOTPRESSED; break;

	case 'q': _Keys['q'] = NOTPRESSED; break;
	case 'e': _Keys['e'] = NOTPRESSED; break;

	
			
			
		}
	}


	



int main(int ArgC, char **ArgV) 
{
	model1.Load("cube.obj");
	model2.Load("FLOORFINAL.obj");
	model3.Load("FIRSTpanel.obj");
	
	// OpenGL Setup
	glutInit(&ArgC, ArgV);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);

	// Setup Drawing Window
	glutInitWindowPosition(150, 80);
	glutInitWindowSize(1024, 576); // 1024, 576
	glutCreateWindow("Image Loading");



	LoadTextures("bg.bmp", 0);
	LoadTextures("Grass.bmp", 1);
	Enablers();



	 	glutDisplayFunc(GameScene);
	glutIdleFunc(GameScene);
	glutReshapeFunc(ReShape);

	glutPassiveMotionFunc(mouseMovement);

	glutKeyboardFunc(Keyboard);
	glutKeyboardUpFunc(KeyboardRelease);
	KeyboardInit();





		glEnable(GL_DEPTH_TEST);
		   glutMainLoop();
		
	return 0;
}
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