/** * This function determines whether entity A will, and has crossed paths with entity B. We make * use of the following formulas: * * <pre> * A = a1 - b1 * B = (a2 - a1) - (b2 - b1) * d^2 = A^2 - ((A · B)^2 / B^2) * t = (-(A·B) - Sqr((A·B)^2 - B^2 (A^2 - (r(a) + r(b))^2))) / B^2 * </pre> * * if B^2 = 0, then either both a and b are: stationary or moving in the same direction at the * same speed, and can thus not collide. * * <p>if d^2 > (r(a) + r(b))^2 - the sum of the entities radii squared. then the entities can * never collide on there current trajectories. * * <p>if t is greater or equal to 0, and smaller than 1. Then entities a and b intersect in the * current time step. * * @param a * @param b * @return */ protected boolean intersectionTesting(State a, State b) { Vec3 B = (a.pos.subtract(a.prevPos)).subtract(b.pos.subtract(b.prevPos)); double bSqr = B.getLengthSquared(); if (Double.compare(bSqr, 0.0f) == 0) { return false; } Vec3 A = a.prevPos.subtract(b.prevPos); double aSqr = A.getLengthSquared(); double rrSqr = ((a.scale.add(b.scale)).getLengthSquared()) / 2; double aDotb = (A.dot(B)); double aDotbSqr = aDotb * aDotb; double d2 = aSqr - (aDotbSqr / bSqr); if (Double.compare(d2, rrSqr) > 0) { return false; } // find fastInv double implimentation double t = (-(aDotb) - FastMath.sqrtFast((float) ((aDotbSqr) - bSqr * (aSqr - (rrSqr))))) / bSqr; if (Double.compare(t, 0) < 0 || Double.compare(t, 1) >= 0) { return false; } return true; }
@Override public void update(Engine engine, double time, double dt) { Window window = engine.getGlobal(Window.class); window.closing = Display.isCloseRequested(); if (Display.wasResized()) { window.width = Display.getWidth(); window.height = Display.getHeight(); } KeyboardComponent keyboard = engine.getGlobal(KeyboardComponent.class); Keyboard.poll(); for (int i = 0; i < keyboard.down.length; i++) { keyboard.pressed[i] = false; keyboard.released[i] = false; keyboard.down[i] = Keyboard.isKeyDown(i); } while (Keyboard.next()) { int key = Keyboard.getEventKey(); keyboard.pressed[key] = Keyboard.getEventKeyState(); keyboard.released[key] = !keyboard.pressed[key]; } MouseComponent mouse = engine.getGlobal(MouseComponent.class); Mouse.poll(); for (int i = 0; i < Mouse.getButtonCount(); i++) { mouse.pressed[i] = false; mouse.pressed[i] = false; mouse.down[i] = Mouse.isButtonDown(i); mouse.dx = 0; mouse.dy = 0; } while (Mouse.next()) { int btn = Mouse.getEventButton(); if (btn != -1) { mouse.pressed[btn] = Mouse.getEventButtonState(); mouse.released[btn] = !mouse.pressed[btn]; } else { mouse.dx += Mouse.getEventDX(); mouse.dy += Mouse.getEventDY(); } mouse.x = Mouse.getEventX(); mouse.y = Mouse.getEventY(); } mouse.nx = ((float) mouse.x / (float) window.width) * 2.0f - 1.0f; mouse.ny = ((float) mouse.y / (float) window.height) * 2.0f - 1.0f; Vec3[] mp = MouseUtils.mouseToWorld(window, engine.getGlobal(Camera.class), mouse); mouse.near = mp[0]; mouse.far = mp[1]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); for (Map m : objects.values()) { m.clear(); } // calculate the world matrix of each renderable, // and add them to their respective "shader buckets" for (RenderNode node : engine.getNodeList(RenderNode.class)) { ID<Entity> id = node.getEntity().getId(); worlds.put(id, StateUtils.getMatrix(node.state)); Program program = resourceManager.getProgram(node.renderable.shader); Map<ID<Entity>, RenderNode> renderables = objects.get(program); if (renderables == null) { renderables = new HashMap<>(); objects.put(program, renderables); } renderables.put(id, node); } for (ViewportNode vpnode : engine.getNodeList(ViewportNode.class)) { Camera camera = vpnode.camera; glViewport( (int) (window.width * vpnode.viewport.x), (int) (window.height * vpnode.viewport.y), (int) (window.width * vpnode.viewport.width), (int) (window.height * vpnode.viewport.height)); // for each shader, draw each object that uses that shader for (Map.Entry<Program, Map<ID<Entity>, RenderNode>> e : objects.entrySet()) { Program program = e.getKey(); program.use(); program.setView(camera.viewMatrix); program.setProjection(camera.projection); program.setSun(engine.getGlobal(Sun.class).location); program.setEye(camera.eye); for (Map.Entry<ID<Entity>, RenderNode> e2 : e.getValue().entrySet()) { RenderNode node = e2.getValue(); program.setWorld(worlds.get(e2.getKey())); program.setColour(node.renderable.colour); program.setOpacity(node.renderable.opacity); Mesh mesh = resourceManager.getMesh(node.mesh); mesh.draw(); } } glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glDisable(GL_CULL_FACE); Program program = resourceManager.getProgram("passthrough"); program.use(); program.setView(camera.viewMatrix); program.setProjection(camera.projection); for (BBoxNode node : engine.getNodeList(BBoxNode.class)) { program.setWorld(node.bbox.getMatrix()); Vec3 e = node.bbox.getExtents(); glBegin(GL_QUADS); { glColor3f(1, 0, 1); glVertex3f(e.getX(), e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), -e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), -e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), -e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), -e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), -e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), -e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(e.getX(), e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), -e.getY(), e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), -e.getY(), -e.getZ()); glColor3f(1, 0, 1); glVertex3f(-e.getX(), e.getY(), -e.getZ()); } glEnd(); } glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_CULL_FACE); } Display.update(); }