protected void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); camera.look(); // Each frame we calculate the new frustum. In reality you only need to // calculate the frustum when we move the camera. GameCore.gFrustum.calculateFrustum(); // Initialize the total node count that is being draw per frame Octree.totalNodesDrawn = 0; glPushMatrix(); // Here we draw the octree, starting with the root node and recursing down each node. // This time, we pass in the root node and just the original world model. You could // just store the world in the root node and not have to keep the original data around. // This is up to you. I like this way better because it's easy, though it could be // more error prone. octree.drawOctree(octree, g_World); glPopMatrix(); // Render the cubed nodes to visualize the octree (in wire frame mode) if (g_bDisplayNodes) Octree.debug.drawBoundingBox(); glPushMatrix(); // If there was a collision, make the Orange ball Red. if (octree.isObjectColliding()) { glColor3f(1.0f, 0.0f, 0.0f); } else { glColor3f(1.0f, 0.5f, 0.0f); // Disable Lighting. } // Move the Ball into place. glTranslatef(g_BallEntity.x, g_BallEntity.y, g_BallEntity.z); glDisable(GL_LIGHTING); // Draw the Ground Intersection Line. glBegin(GL_LINES); glColor3f(1, 1, 1); glVertex3f(g_vGroundISector[0].x, g_vGroundISector[0].y, g_vGroundISector[0].z); glVertex3f(g_vGroundISector[1].x, g_vGroundISector[1].y, g_vGroundISector[1].z); glEnd(); // Draw the Forward Intersection Line. glBegin(GL_LINES); glColor3f(1, 1, 0); glVertex3f( g_vForwardISector[0].x * 10.0f, g_vForwardISector[0].y, g_vForwardISector[0].z * 10.0f); glVertex3f( g_vForwardISector[1].x * 10.0f, g_vForwardISector[1].y, g_vForwardISector[1].z * 10.0f); glEnd(); // Re-enable lighting. glEnable(GL_LIGHTING); // System.out.println("x " + g_BallEntity.x + " y " + g_BallEntity.y); // Draw it! pObj.draw(g_BallEntity.fRadius, 20, 20); glPopMatrix(); screen.setTitle( "Triangles: " + Octree.maxTriangles + " -Total Draw: " + Octree.totalNodesDrawn + " -Subdivisions: " + Octree.maxSubdivisions + " -FPS: " + FPSCounter.get() + " -Node Collisions: " + Octree.numNodesCollided + " -Object Colliding? " + octree.isObjectColliding()); }
public void checkGameInput() { if (drawMode.isPressed()) { octree.setRenderMode(!octree.isRenderMode()); octree.setObjectColliding(false); if (octree.isRenderMode()) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Render the triangles in fill mode } else { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Render the triangles in wire frame mode } octree.createDisplayList(octree, g_World, octree.getDisplayListID()); } if (fullScreen.isPressed()) { setFullScreen(!isFullScreen()); } if (enter.isPressed()) { Octree.octreeCollisionDetection = !Octree.octreeCollisionDetection; } if (left.isPressed()) { camera.strafe(-SPEED / 10 * elapsedTime); } if (right.isPressed()) { camera.strafe(SPEED / 10 * elapsedTime); } if (zoomIn.isPressed()) { camera.move(+SPEED / 10 * elapsedTime); } if (zoomOut.isPressed()) { camera.move(-SPEED / 10 * elapsedTime); } if (moveLeft.isPressed()) { g_BallEntity.fAngle += (float) AR_DegToRad(g_BallEntity.fTurnRate) * elapsedTime; } if (moveRight.isPressed()) { // Rotate the Ball Angle Counter Clockwise. g_BallEntity.fAngle -= (float) AR_DegToRad(g_BallEntity.fTurnRate) * elapsedTime; } // Clamp values above 2 * PI or 360 Deg's. if (g_BallEntity.fAngle >= AR_2PI) g_BallEntity.fAngle = g_BallEntity.fAngle - AR_2PI; // Clamp values below 0. if (g_BallEntity.fAngle < 0.0f) g_BallEntity.fAngle = AR_2PI + g_BallEntity.fAngle; if (debug.isPressed()) { g_bDisplayNodes = !g_bDisplayNodes; } if (moveUp.isPressed()) { if (g_BallEntity.fVelX + (g_BallEntity.fAccel * elapsedTime) < g_BallEntity.fMaxVel) { g_BallEntity.fVelX += g_BallEntity.fAccel * elapsedTime; g_BallEntity.fVelZ += g_BallEntity.fAccel * elapsedTime; } } if (moveDown.isPressed()) { // Move the Ball Backwards. if (g_BallEntity.fVelX - (g_BallEntity.fAccel * elapsedTime) > g_BallEntity.fMinVel) { g_BallEntity.fVelX -= g_BallEntity.fAccel * elapsedTime; g_BallEntity.fVelZ -= g_BallEntity.fAccel * elapsedTime; } } // Apply Gravity to this Entity (using time based motion) if he's not colliding with anything. if (!octree.isObjectColliding()) g_BallEntity.fVelY += (GRAVITY * elapsedTime); // Apply (spherical based) motion. g_BallEntity.x += (g_fSinTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fVelX) * elapsedTime; g_BallEntity.y += g_BallEntity.fVelY * elapsedTime; g_BallEntity.z += (g_fCosTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fVelZ) * elapsedTime; // Adjust the Forward I-Sectors Endpoint. g_vForwardISector[1].x = g_fSinTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fRadius * 0.2f; g_vForwardISector[1].y = 0.0f; g_vForwardISector[1].z = g_fCosTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fRadius * 0.2f; // Slow this guy down (friction). if (g_BallEntity.fVelX > g_fFriction * elapsedTime) { g_BallEntity.fVelX -= g_fFriction * elapsedTime; } if (g_BallEntity.fVelZ > g_fFriction * elapsedTime) { g_BallEntity.fVelZ -= g_fFriction * elapsedTime; } if (g_BallEntity.fVelX < g_fFriction * elapsedTime) { g_BallEntity.fVelX += g_fFriction * elapsedTime; } if (g_BallEntity.fVelZ < g_fFriction * elapsedTime) { g_BallEntity.fVelZ += g_fFriction * elapsedTime; } // If this Ball falls outside the world, drop back from the top. if (g_BallEntity.y < -30) { g_BallEntity.x = g_BallEntity.z = 0.0f; g_BallEntity.y = 5.0f; g_BallEntity.fVelX = g_BallEntity.fVelY = g_BallEntity.fVelZ = 0.0f; } Vector3f[] vGroundLine = {new Vector3f(), new Vector3f()}; Vector3f[] vForwardLine = {new Vector3f(), new Vector3f()}; // Prepare a Temporary line transformed to the Balls exact world position. vGroundLine[0].x = g_BallEntity.x + g_vGroundISector[0].x; vGroundLine[0].y = g_BallEntity.y + g_vGroundISector[0].y; vGroundLine[0].z = g_BallEntity.z + g_vGroundISector[0].z; vGroundLine[1].x = g_BallEntity.x + g_vGroundISector[1].x; vGroundLine[1].y = g_BallEntity.y + g_vGroundISector[1].y; vGroundLine[1].z = g_BallEntity.z + g_vGroundISector[1].z; // Prepare a Temporary line transformed to the Balls exact world position. vForwardLine[0].x = g_BallEntity.x + g_vForwardISector[0].x; vForwardLine[0].y = g_BallEntity.y + g_vForwardISector[0].y; vForwardLine[0].z = g_BallEntity.z + g_vForwardISector[0].z; vForwardLine[1].x = g_BallEntity.x + g_vForwardISector[1].x; vForwardLine[1].y = g_BallEntity.y + g_vForwardISector[1].y; vForwardLine[1].z = g_BallEntity.z + g_vForwardISector[1].z; // A temporary Vector holding the Intersection Point of our Intersection Check. vIntersectionPt = new Vector3f(); // Reset the Status of the Object (wheter it is colliding or not). octree.setObjectColliding(false); // Reset the Nodes collided to zero so we can start with a fresh count. Octree.numNodesCollided = 0; // Test the line for an intersection with the Octree Geometry. if (octree.intersectLineWithOctree(octree, g_World, vGroundLine, vIntersectionPt)) { // Move the Ball up from the point at which it collided with the ground. This is what // ground clamping is! g_BallEntity.x = vIntersectionPt.x; // NOTE: Make sure it is above the surface, AND half it's height (so it isn't half // underground). // This would only apply if you placed entity's by their exact center. g_BallEntity.y = vIntersectionPt.y + g_BallEntity.fRadius; g_BallEntity.z = vIntersectionPt.z; // Stop your up-down velocity. g_BallEntity.fVelY = 0.0f; } // Test the line for an intersection with the Octree Geometry. if (octree.intersectLineWithOctree(octree, g_World, vForwardLine, vIntersectionPt)) { // Move the Ball up from the point at which it collided with the ground. This is what // ground clamping is! g_BallEntity.x = vIntersectionPt.x; // NOTE: Make sure it is above the surface, AND half it's height (so it isn't half // underground). // This would only apply if you placed entity's by their exact center. g_BallEntity.y = vIntersectionPt.y + g_BallEntity.fRadius; g_BallEntity.z = vIntersectionPt.z; // Stop your up-down velocity. g_BallEntity.fVelY = 0.0f; } }