Beispiel #1
0
 public Cube getCube(int x, int y, int z) {
   // returns a cube if x,y,z lie within it
   Cube returnCube = null;
   for (Cube cube : cubes) {
     if (cube.collisionLooking(-x, -y, -z)) {
       returnCube = cube;
       break;
     }
   }
   return returnCube;
 }
Beispiel #2
0
 public boolean collisionLooking(float x, float y, float z) {
   // collision for selecting a cube being looked at
   boolean collision = false;
   for (Cube cube : cubes) {
     if (cube.collisionLooking(-x, -y, -z)) {
       collision = true;
       break;
     }
   }
   return collision;
 }
Beispiel #3
0
 public boolean collisionJump(float x, float y, float z) {
   boolean collision = false;
   for (Cube cube : cubes) {
     if (cube.collision(-x, -y, -z, controller.playerHeight, controller.playerBox)) {
       collision = true;
       controller.jumping = false;
       break;
     }
   }
   return collision;
 }
Beispiel #4
0
 public boolean collision(float x, float y, float z) {
   // collision detection for a player walking into a cube
   boolean collision = false;
   for (Cube cube : cubes) {
     // a slightly larger bounding box is given to the player
     // this makes it seem like the player is 3D
     if (cube.collision(-x, -y, -z, controller.playerHeight, controller.playerBox)) {
       collision = true;
       break;
     }
   }
   return collision;
 }
Beispiel #5
0
  public void checkSelected() {
    // this method highlights a cube if it is being looked at
    // I use a method of ray tracing to check along the players line of sight
    if (controller.getSelectedWeapon() != 1) return;

    boolean anythingSelected = false;
    int maxIterations = 500;

    float newX = 0, newY = 0, newZ = 0;

    for (int i = 0; i < maxIterations; i += 1) {
      newX =
          -(controller.getX()
              + (float)
                  (-(i)
                      * (Math.sin(Math.toRadians(controller.getAngleX())))
                      * (Math.cos(Math.toRadians(controller.getAngleY())))));
      newY =
          -(controller.getY()
              + (float) (-(i) * (Math.sin(Math.toRadians(controller.getAngleY())))));
      newZ =
          -(controller.getZ()
              + (float)
                  ((i)
                      * (Math.cos(Math.toRadians(controller.getAngleX())))
                      * (Math.cos(Math.toRadians(controller.getAngleY())))));

      if (collisionLooking(-newX, -newY, -newZ)) {
        Cube selected = getCube(-(int) newX, -(int) newY, -(int) newZ);
        int[][] sides = new int[6][3];
        float[] differences = new float[6];
        for (int j = 0; j < sides.length; j++) {
          sides[j] = selected.getSideMid(j);
        }

        for (int j = 0; j < sides.length; j++) {
          differences[j] =
              (float)
                  Math.sqrt(
                      Math.pow((sides[j][0] - newX), 2)
                          + Math.pow((sides[j][1] - newY), 2)
                          + Math.pow((sides[j][2] - newZ), 2));
        }

        float smallest = differences[0];
        for (int j = 0; j < differences.length; j++) {
          if (differences[j] < smallest) smallest = differences[j];
        }

        int side = -1;

        for (int j = 0; j < differences.length; j++) {
          if (differences[j] == smallest) side = j;
        }

        selected.selectedSide[side] = true;

        selectedCube = selected;
        selectedSide = side;
        anythingSelected = true;

        break;
      }
    }

    if (!anythingSelected) {
      selectedCube = null;
      selectedSide = -1;
    }
  }
Beispiel #6
0
 public boolean collision(float x, float y, float z, Cube cube) {
   // collision detection for a given cube
   return cube.collision(-x, -y, -z, controller.playerHeight, controller.playerBox);
 }
Beispiel #7
0
 public void renderCubes() {
   for (Cube cube : cubes) {
     cube.render();
     cube.renderDecals();
   }
 }