OpenGL program refuses to enter "for" loop

Hey all! I've been getting this issue when I'm trying to check for collision against the camera in my game and boxes I've created. For some reason, however, the program refuses to enter the for loop that iterates through the game objects. I've been looking at the code for hours now and I really can't find the issue. Here's the "for" loop in question:

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for (vector<Box*>::iterator i = boxes.begin(); i != boxes.end(); ++i)
	{
		if ((*i)->getType() == ObjectType::BOX)
		{
			if (camera->getPosition().x >= ((*i)->Position.x - (*i)->getXBuffer()) && camera->getPosition().x <= ((*i)->Position.x + (*i)->getXBuffer()))
			{
				if (camera->getPosition().z >= ((*i)->Position.z - (*i)->getZBuffer()) && camera->getPosition().z <= ((*i)->Position.z + (*i)->getZBuffer()))		//change to Z axis and get camera position instead of radius
				{
					o++;
					cout << o << endl;
					collided = true;
				}
			}
		}
	}


and here's the main.cpp class. I don't think any other other classes are effecting this issue:

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#include "Font.h"
#include "ogro.h"
#include "Box.h"
#include "md2model.h"
#include "sstream"
#include "Camera.h"
#include "Time.h"
#include <vector>
using namespace std;

#include "vgl.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/norm.hpp>
using namespace glm;
#define SPACEBAR_KEY 32
#define ESCAPE_KEY 033

Camera* camera;
Ogro* ogro;
//Box* boxes;
Font* font;
string fontText;
vector<GameObject*> gameObjects;
vector<Box * > boxes;
//vector<Box * > boxes;

int treesTapped = 0, points = 0;


float lastTime;
bool keyDown[255];

void timer(int value)
{
	glutPostRedisplay();
	glutTimerFunc(25, timer, 0);
}

void closeApp()
{
	delete camera;
	delete font;
	for (auto it = gameObjects.begin(); it != gameObjects.end(); ++it)
	{
		delete (*it);
	}	
}

void CheckKeyboard()
{
	int o = 0;

	if (keyDown['a'])
		camera->RotateLeft();
	if (keyDown['d'])
		camera->RotateRight();
	if (keyDown['w'])
		camera->MoveForward();
	if (keyDown['s'])
		camera->MoveBackWard();
	/*if (keyDown['e'])
		camera->StrafeRight();
	if (keyDown['q'])
		camera->StrafeLeft();*/

	vec3 p = camera->getPosition();
	camera->Update();
	bool collided = false;

	for (vector<Box*>::iterator i = boxes.begin(); i != boxes.end(); ++i)
	{
		if ((*i)->getType() == ObjectType::BOX)
		{
			if (camera->getPosition().x >= ((*i)->Position.x - (*i)->getXBuffer()) && camera->getPosition().x <= ((*i)->Position.x + (*i)->getXBuffer()))
			{
				if (camera->getPosition().z >= ((*i)->Position.z - (*i)->getZBuffer()) && camera->getPosition().z <= ((*i)->Position.z + (*i)->getZBuffer()))		//change to Z axis and get camera position instead of radius
				{
					o++;
					cout << o << endl;
					collided = true;
				}
			}
		}
	}
	
	if (collided)
	{
		camera->position = p;
		camera->Update();
	}

	if (camera->position.x >= 90.0f)
	{
		camera->position.x = 90.0f;
	}
	if (camera->position.x <= -90.0f)
	{
		camera->position.x = -90.0f;
	}
	if (camera->position.z >= 90.0f)
	{
		camera->position.z = 90.0f;
	}
	if (camera->position.z <= -90.0f)
	{
		camera->position.z = -90.0f;
	}

	srand(time(NULL));

}

float getElapsedSeconds()
{
	float currentTime = float(GetTickCount()) / 1000.0f;
	float seconds = float(currentTime - lastTime);
	lastTime = currentTime;
	return seconds;
}

void keyboardUp(unsigned char key, int x, int y)
{
	keyDown[key] = false;
}

void mouseMovement(int x, int y)
{
	static bool warp = true;

	if (warp)
	{
		if (x>glutGet(GLUT_WINDOW_WIDTH) / 2)
			camera->RotateRight();
		else if (x<glutGet(GLUT_WINDOW_WIDTH) / 2)
			camera->RotateLeft();

		if (y>glutGet(GLUT_WINDOW_HEIGHT) / 2)
			camera->RotateUp();
		else if (y<glutGet(GLUT_WINDOW_HEIGHT) / 2)
			camera->RotateDown();

		glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
		warp = false;
	}
	else
		warp = true;
}

void mouseWheel(int button, int direction, int x, int y)
{

	if (button == 16)
		camera->ResetFOV();
	else if (direction > 0)
		camera->ZoomIn();
	else
		camera->ZoomOut();
}

void keyboardSpecialKeys(int key, int x, int y)
{
	float yaw;
	switch (key)
	{
	case GLUT_KEY_LEFT:
		yaw = ((Ogro*)gameObjects[1])->getYaw();
		yaw -= 5.0;
		((Ogro*)gameObjects[1])->setYaw(yaw);
		break;
	case GLUT_KEY_RIGHT:
		yaw = ((Ogro*)gameObjects[1])->getYaw();
		yaw += 5.0;
		((Ogro*)gameObjects[1])->setYaw(yaw);
		break;
	}
}

void keyboard(unsigned char key, int x, int y)
{
	keyDown[key] = true;
	switch (key)
	{
	case ESCAPE_KEY:
		exit(EXIT_SUCCESS);
		break;
	case 'e':
		((Box*)gameObjects[1])->ChangeTexture();
		treesTapped++;
		break;
	}
	
}

void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	CheckKeyboard();

	if (fontText.length() != 0)
		font->printText(fontText, 350, 550, 25);

	float dt = getElapsedSeconds();
	for (int i = 0; i <= gameObjects.size() - 1; i++)
	{
		switch (gameObjects[i]->getType())
		{
		case ObjectType::BOX:
			((Box*)gameObjects[i])->setMVPMatrix(camera->ViewMatrix, camera->ProjectionMatrix);
			gameObjects[i]->Draw(dt);
			break;
		/*case ObjectType::OGRO:
			((Ogro*)gameObjects[i])->changeInTime = dt;
			((Ogro*)gameObjects[i])->Draw(camera->ViewMatrix, camera->ProjectionMatrix);
			break;*/
		}
	}

	std::stringstream ss1;
	ss1 << "Trees tapped: " << treesTapped;
	font->printText(ss1.str().c_str(), 20, 550, 15);
	std::stringstream ss2;
	ss2 << "Points: " << points;
	font->printText(ss2.str().c_str(), 20, 520, 15);


	glutSwapBuffers();
}


void init()
{
	glClearColor(0.0f, 0.0f, 0.7f, 0.0f);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);

	font = new Font();
	camera = new Camera();
	camera->setPosition(vec3(20.0f, 1.5f, 0.0f));
	glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
	std::fill(keyDown, keyDown + 255, false);

	gameObjects.push_back(new Box(vec3(0.0f, -2.0f, 0.0f), "data/images/grass-1.png", "data/shaders/Texture.vertexshader", "data/shaders/Texture.fragmentshader", "Data\\Models\\Floor.xml", true, 0.1f, vec3(100.0f, 0.1f, 100.0f), true));
	gameObjects.push_back(new Box(vec3(0.0f, -2.0f, 0.0f), "data/images/wood.bmp", "data/shaders/Texture.vertexshader", "data/shaders/Texture.fragmentshader", "Data\\Models\\Floor.xml", true, 0.1f, vec3(1.0f, 10.0f, 1.0f), true));
	gameObjects.push_back(new Box(vec3(0.0f, 6.0f, 0.0f), "data/images/leaves.jpg", "data/shaders/Texture.vertexshader", "data/shaders/Texture.fragmentshader", "Data\\Models\\Floor.xml", true, 0.1f, vec3(2.5f, 2.5f, 2.5f), true));

	/*gameObjects.push_back(new Ogro());
	((Ogro*)gameObjects[1])->Initialize();
	((Ogro*)gameObjects[1])->setPosition(vec3(0, 0, 0));
	((Ogro*)gameObjects[1])->setDirection(vec3(1, 0, 0));
	((Ogro*)gameObjects[1])->setYaw(90);

	gameObjects.push_back(new Ogro());
	((Ogro*)gameObjects[2])->Initialize();
	((Ogro*)gameObjects[2])->setYaw(-90);
	((Ogro*)gameObjects[2])->setPosition(vec3(0, 0, -3));
	((Ogro*)gameObjects[2])->setDirection(vec3(1, 0, 0));*/
}



int main(int argc, char** argv)
{
	glutInit(&argc, argv);

	glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH);
	glutInitWindowSize(1024, 768);
	glutInitContextProfile(GLUT_CORE_PROFILE);
	glutCreateWindow("Model Example1");
	

	if (glewInit())
	{
		cerr << "Unable to init glew" << endl;
		exit(EXIT_FAILURE);
	}

	init();
	glutDisplayFunc(display);
	glutKeyboardFunc(keyboard);
	glutKeyboardUpFunc(keyboardUp);
	glutSpecialFunc(keyboardSpecialKeys);
	//glutPassiveMotionFunc(mouseMovement);
	glutMouseWheelFunc(mouseWheel);
	glutTimerFunc(25, timer, 0);
	glutMainLoop();
	return 0;
}


I realize it's crazy to ask someone to help me out with the massive block of code, but I'm just at the point where I'm being unproductive trying to find the solution to this issue. Thank you again to the brave soul who is able to help me navigate through this, you have no idea how much I appreciate it.
Last edited on
boxes is never populated with elements, so there are no elements to loop through.
Don't I populate boxes in the Display() function, or maybe would I do it in another class? I have a box.cpp and box.h class, but I think that I would populate boxes in the main class, no? If I didn't do it, how might I go about accomplishing this? Thank you so much, you have no idea how much you're helping me out.
Last edited on
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