I've finally completed the collision detection, however the collision response is very glitchy (if you try you can go through walls) and that's mainly because I have no information about the collision angle!
I have camPos(x,y,z) coordinates of my camera aswell as the min and max values of model(minX,minY,minZ,maxX,maxY,maxZ).. with a simple test I check if the camPos is interecting the model boundaries:
if(cameraX > xMax || cameraX < xMin) {
collisionX = false;
collisionY = false;
collisionZ = false;
} else {
collisionX = true;
System.out.println("collisionX: "+ collisionX); // collision on x is true!
}
I have acess to all vertice positions and calculated the min max values of the object to create a BoundingBox.
In order to get the right direction in which I want to push the object I need to know in which direction the nearest face is pointing (left,right,forward,back?)
To find out the angle I thought I could use the normal coordinates which I also have acess to, since they indicate a 90 degree angle to the face, right?
console print: //all 'vn' values of cube.obj
xNormals:0.0
yNormals:0.0
zNormals:0.0
xNormals:0.0
yNormals:0.0
zNormals:0.0
xNormals:1.0
yNormals:1.0
zNormals:1.0
xNormals:0.0
yNormals:0.0
zNormals:0.0
xNormals:-1.0
yNormals:-1.0
zNormals:-1.0
xNormals:0.0
yNormals:0.0
zNormals:0.0
Basically I want to know how these normal coordinates have to be applied to the min and max values of the object so that I can define all faces of the BoundingBox for example: face A is defined by xMin_a and xMax_a and faces left, face B is defined by xMin_b and xMax_b and faces right and so on..
I hope it's a bit more understandable, it's quite hard to explain..
Okay I've figured out a way to do it, hope it will help someone else too: I found out how to calculate the faces of a bounding box, it was actually not even that hard and it had absolutely nothing to do with normals.. sorry for the confusion.
As shown in my answer you can calculate the boundingBox of objects with their min/max values.. but you can also define all six faces of the box by extending the check and use a boolean to find out if the respective face collides somewhere:
if(collisionX == true && collisionY == true) {
if(cameraZ+0.2 > zMin_list.get(posIndex)-0.2 && cameraZ+0.2 < zMin_list.get(posIndex)) {
faceA = true;
System.out.println("faceA = " +faceA + " face a is true!");
} else {
faceA = false;
}
}
You can do this for all six faces where A(Forward), B(Back), C(Left), D(Right), E(Up) and F(Down) will define where the collision direction should be:
If the collision is on Face A, the response will be moving backwards (on z axis minus).. That way you will never be able to glitch through a wall because it will always push you away from the collision area.
Related
So, my problem is that I'm currently working on a path-finding technique in an open world with tiles of various sizes. The object needs to find an optimal path to a destination inside an infinite world (it generates on the fly), which is filled with tiles of various sizes (which are not located on a set grid - they can have any location and size - and neither have to be integers). (The object has access to the data of all the tiles via and ArrayList). Now some factors that make this problem more difficult:
The objects itself has a size and cannot move through tiles. Therefore, it is possible for a path to exist that is too narrow for the object to move through.
The target destination may itself be a moving object.
It is possible for there to be dozens of such objects at the same time - so it is necessary for the algorithm to either be light on the system or for the path to be calculated in a few separate ticks of the program.
I tried implementing solutions for maze-solving techniques, but the main problem is the in most mazes, the tiles can only have very specific coordinates (such as whole numbers) and are always the same size.
I also tried rendering the scene as a giant conventional maze where tiles are actually pixels of tiles (so if i have a 20x40 tile it becomes a 20x40 block of 1x1 tiles), but ran into performance issues and the still didn't solve the issue with a path potentially being to narrow for the object to fit through.
EDIT:
Terribly sorry for my poor wording before, that happens when I'm trying to rush to a solution without fully understanding the question. So what I'm using the algorithm for at the moment is for NPC enemies to find their way to the player around obstacles. Here is an example of a scene:
The black circle with an arrow is the player, the black bush-like blobs are the NPC enemies. So this my my current algorithm I'm using for the enemy AI:
void move() { //part of the Enemy class, this function is called once each tick for every enemy
PVector velocity = new PVector(speed*game.dt, 0); //speed is a pre-set float denoting the enemy's speed, game.dt is deltatim
velocity.rotate(atan2(game.player.location.y-location.y, game.player.location.x-location.x)); //game.player.location is a PVector of the player's position, location is a PVector of this enemy's position
boolean init_collision = getTileCollision(); //getTileCollision is a boolean of whether this enemy is colliding with any tile
location.add(velocity);
boolean collision = getTileCollision();
if (!init_collision && collision) { //if the enemy happens to spawn inside a tile, let is move out of it before checking for collision
location.sub(velocity);
if (desired_heading != -1) { //desired heading is the angle, in radians, of which 90-degree angle the enemy wants to move in, by default set to -1 (see my descrition of this algorithm below)
velocity = new PVector(speed*game.dt, 0);
velocity.rotate(desired_heading);
location.add(velocity);
if (getTileCollision()) {
location.sub(velocity);
velocity = new PVector(speed*game.dt, 0);
velocity.rotate(current_heading); //current heading the an angle, in radians, of which 90-degree angle the enemy is currently moving in. set to -1 by default but can not equal -1 if desired_heading is not -1
location.add(velocity);
if (getTileCollision()) {
location.sub(velocity);
desired_heading = -1;
current_heading = -1;
}
} else {
desired_heading = -1;
current_heading = -1;
}
} else {
float original_heading = velocity.heading();
desired_heading = radians(round(degrees(velocity.heading())/90.0)*90.0); //round to the nearest 90 degrees
velocity = new PVector(speed*game.dt, 0);
velocity.rotate(desired_heading);
location.add(velocity);
if (getTileCollision()) {
location.sub(velocity);
}
float turn = radians(90);
while (true) { //if it cant move, try rotating 90 degrees and moving
velocity.rotate(turn);
location.add(velocity);
if (!getTileCollision() && abs(round(degrees(current_heading)) - round(degrees(velocity.heading()))) != 180) {
current_heading = velocity.heading();
break;
} else {
location.sub(velocity);
}
}
}
} else {
desired_heading = -1;
current_heading = -1;
}
}
So what my terrible code hopes to accomplish is the the enemy first tries to move directly at the player. If it encounters an obstacle, it will round its angle to the nearest 90 degrees, set desired_heading to this and try to move through. If it cant, it will rotate another 90 degrees and so forth, always keeping the original rounded angle in mind.
This doesn't work remotely well as first of all, rotating 90 degrees has a 50% chance to go in the exact wrong diretion, so I tried adding
if (abs(original_heading - velocity.heading()+turn) < abs(original_heading - velocity.heading()-turn)) {
turn = radians(-90);
}
right before the while (true) but that broke the algorithm completely (sometimes the enemy will freeze in deep thought and not move ever again).
What am I doing terribly wrong? Should I try a different algorithm or does this one have potential?
I hope this is a better question now...
Here is a link to a video I recorded of my issue: https://sendvid.com/rjpi6vnw
You'll notice that initially, I start at tile (0, 0) then after moving my character up and down multiple times, the screen will only go up to (1,0). So I lost a whole row of playable map. I only lose part of the map when my screen adjusts itself. You'll understand what I mean in a moment. I have a class called Player, and in it I have methods called moveRight(), moveLeft(), moveUp(), and moveDown(). I'm excluding all useless classes and methods in order to not waste your time. Here are my moveDown() and moveUp() methods:
public void moveUp(){
locY1 -= defaultMoveAmount;
if(viewShouldMoveVertically(locX1, locY1) == true){ //locX1 and locY1 refers to the player's bounds location as set by setBounds()
Display.uni.moveMapDown(defaultMoveAmount); //Display.uni just means in the Display class
}
}
public void moveDown(){
locY1 += defaultMoveAmount;
if(viewShouldMoveVertically(locX1, locY1) == true){
Display.uni.moveMapUp(defaultMoveAmount); //defaultMoveAmount is the # of pixels the player moves each time the program updates
}
}
So I have KeyListeners that decide when these methods are called. The viewShouldMoveVertically() method is as follows:
public boolean viewShouldMoveVertically(int X1, int Y1){
if(Y1 < screenCenterY){ //screenCenterY is the number of vertical pixels on my screen/2
return false;
}
return true;
}
The moveMapUp() or moveMapDown() method is then called in the Display class:
int backgroundX1 = 0;
int backgroundY1 = 0;
public void moveMapUp(int moveAmt){
backgroundY1 -= moveAmt;
background.setBounds(backgroundX1, backgroundY1, backgroundX2 , backgroundY2);
}
public void moveMapDown(int moveAmt){
backgroundY1 += moveAmt;
background.setBounds(backgroundX1, backgroundY1, backgroundX2 , backgroundY2);
}
So if you can't view the video at the link I posted, I'll describe the issue. When my character moves close to the edge of the map, I obviously wouldn't want the camera to show areas off of the map. So the camera stops, but my character may continue walking up to the border of the map. If my character is within 540 pixels of the top of the map, the camera won't move(I'm running on a 1920x1080 display). This is intended. When I move the character more than 540 pixels from the top of the map, the camera will now move with the player since he's in the center of the screen. But the issue is that IF and ONLY IF the camera ends up moving away from the top of the map, then I now lose exactly "defaultMoveAmount" pixels from the viewable area when I return to the top again. I can't seem to figure out how to fix this issue. Now, a little more you may end up wanting to know: I have the same issue moving horizontally as I have moving vertically. It is set up in the same way, so there was no point in making you guys read extra code. When viewing the video at the link, I have to click on the play button at the bottom left, or else it tries to make me add an extension to Chrome or something. The solution to my program's issue may end up being quite simple, but I just can't seem to figure it out. I ended up getting sick of it and decided getting a little help would be better than giving up for now. I am a beginner to programming, as I've only had 1 year of programming experience from an AP Compute Science class. I'm sure you may see a few things that seem dumb, and I welcome any suggestions or comments you may have, but please be aware that I am fairly new to this stuff. Primarily motion. And finally, I did not post a compile-able section of code due to things such as the graphics that are required. While I'm on here, if you have any suggestions or good references for figuring out whether a character is within an area in a large tile-like map, such as a door that can be opened, it would be appreciated.
I have solved the issue. Here is my updated viewShouldMoveVertically() method:
public boolean viewShouldMoveVertically(int X1, int Y1){
if( Y1 <= screenCenterY && previousY1 > screenCenterY ){ //if just touched highest camera point from below
return true;
}else if( Y1 >= mapPixelTotalY-screenCenterY && previousY1 < mapPixelTotalY-screenCenterY ){ //if just touched lowest camera point from above
return true;
} else if( Y1 <= screenCenterY){ //if just touched highest camera point from above or is just above
return false;
} else if( Y1 >= mapPixelTotalY-screenCenterY ){ //If touched lowest camera point from below or is just below
return false;
}
return true;
}
It turns out that when the player touches the "highest camera point from below" or the "highest camera point from above", different results are required. If touching the highest camera view from below, the camera still needs to move upwards just one more time. But when touching that same point from above, the camera shouldn't move, since the player was coming from an area that the camera wouldn't be vertically moving at.You can see my solution in the code. Also, I added a "previousY1" that records what the last Y1 value was, so that I can tell whether the player came from above or below.
I am using libgdx for easy 3D game, I need check model is clicked.
It is my code:
public int getObject (int screenX, int screenY) {
Ray ray = cam.getPickRay(screenX, screenY);
int result = -1;
float distance = -1;
for (int i = 0; i < rooms.size; ++i) {
final GameObject instance = rooms.get(i);
instance.transform.getTranslation(position);
position.add(instance.center);
final float len = ray.direction.dot(position.x-ray.origin.x, position.y-ray.origin.y, position.z-ray.origin.z);
if (len < 0f)
continue;
float dist2 = position.dst2(ray.origin.x+ray.direction.x*len, ray.origin.y+ray.direction.y*len, ray.origin.z+ray.direction.z*len);
if (distance >= 0f && dist2 > distance)
continue;
if (dist2 <= instance.radius * instance.radius ) {
result = i;
distance = dist2;
}
}
return result;
}
It it sometimes work.
Is is my model:
http://www6.zippyshare.com/v/97501566/file.html
What do I wrong?
Any help for me?
I am new with libgdx.
When was I press 1 it lights, but when I waas press 2, 1 lights too (instead 2)...
I didn't fully analyze your code nor do I know what It it sometimes work. actually means (e.g. in which circumstances doesn't it work?) but you're using a bounding sphere for detecting whether the object has been clicked or not.
Assuming your calculations are correct (as I said, I didn't check them in depth) you still can have false positives or negatives since the only shape which is perfectly represented by a bounding sphere is ... well... a sphere.
That might be the source for click detection to work "sometimes".
If that is the case and you want more accurate detection you should either use different bound volumes, bounding volumne hierarchies or a rendering based approach (i.e. render the object id into some buffer, which would allow for pixel perfect selection).
UPDATE:
From your post update it seems that bounding spheres are not the problem here, since they should not overlap, unless your data is wrong - which you should check/debug.
So the problem might actually lie in your calculations. From the documentation it looks like the ray you get is projected into the scene (i.e. into world space) so you'd need to transform your objects' center into worldspace as well.
You're currently only applying the position but ignore rotation and scale thus the resulting position might be wrong. I'm sure there's some built-in transform code, so instead of transforming manually you should use that. Please check the docs on how to do that.
In the game i'm building, I have made a basic collision detection system.
My current method is explained below:
I workout where the player will be in the next step of the game:
double checkforx = x+vx;
double checkfory = y+vy;
I then check for a collision with blocks (1) in mapArray.
public static Boolean checkForMapCollisions(double character_x,double character_y){
//First find our position in the map so we can check for things...
int map_x = (int) Math.round((character_x-10)/20);
int map_y = (int) Math.round((character_y-10)/20);
//Now find out where our bottom corner is on the map
int map_ex = (int) Math.round((character_x+10)/20);
int map_ey = (int) Math.round((character_y+10)/20);
//Now check if there's anything in the way of our character being there...
try{
for(int y = map_y; y <= map_ey; y++){
for(int x = map_x; x <= map_ex; x++){
if (levelArray[y][x] == 1){
return true;
}
}
}
}catch (Exception e){
System.out.println("Player outside the map");
}
return false;
}
If true is returned {nothing}
If false is returned {Player physics}
I need the player to be able to land on a block and then be able to walk around but I cannot find and adequate tutorial for this.
Can someone give me an idea on how to run my collision detection and/or movement?
There are 2 parts to this question. Collision detection, meaning determining whether a volume is touching or intersecting another volume. The second is collision response. Collision response is the physics portion.
I'll cover collision detection here as that's primarily what you asked about.
Ddefine a class for the map like so:
int emptyTile = 0;
//this assumes level is not a ragged array.
public boolean inBounds(int x, int y){
return x>-1 && y>-1 && x<levelArray[0].length && y<levelArray.length;
}
public boolean checkForCollisions(Rectangle rectangle){
boolean wasCollision = false;
for(int x=0;x<rectangle.width && !wasCollision;x++){
int x2 = x+rectangle.x;
for(int y=0;y<rectangle.height && !wasCollision;y++){
int y2 = y+rectangle.y;
if(inBounds(x2,y2) && levelArray[y2][x2] != emptyTile){
//collision, notify listeners.
wasCollision=true;
}
}
}
}
Do not make your methods static. You probably want more than one instance of a level right? Static is for when you need to share state which remains constant across multiple instances of a class. Level data will surely not remain constant for every level.
Instead of passing in a coordinate, try passing in an entire rectangle. This rectangle will be the bounding box of your character (the bounding box is also sometimes referred to as AABB, which means Axis-aligned bounding box, just FYI in case you're reading tutorials online for this sort of thing.) Let your Sprite class decide what its bounding rectangle is, that's not the map class's responsibility. All the map should be used for is maybe rendering, and whether a rectangle is overlapping tiles which are not empty.
I am sorry for a very shitty explanation but here is my github code and it will help better.
https://github.com/Quillion/Engine
Just to explain what I do. I have character object (https://github.com/Quillion/Engine/blob/master/QMControls.java) and it has vectors and a boolean called standing. Every time boolean standing is false. Then we pass it to the engine to check for collision, if collision happens then standing is true and y vector is 0. As to x vector whenever you press any arrow keys you make the xvector of the object to whatever value you want. And in the update loop you displace the given box by the amount of speed.
The collection detection method I'm using currently can interpret a collision, but causes strange effects depending on the direction. It will:
Always work if the player is hitting the right side of the object.
Push the player to the side if the player is hitting the top or bottom of the object.
Work the first time if the player is hitting the left side of the object, but will teleport the player to the opposite side of the object the next time a collision is detected on the left side.
This is the current collision detection code:
if(player.playerBounds.intersects(portal.bounds)&&player.isMovingLeft){
player.playerX=(portal.x+portal.width);
player.playerX++;
}
else if(player.playerBounds.intersects(portal.bounds)&&player.isMovingRight){
player.playerX=(portal.x-player.width);
player.playerX--;
}
else if(player.playerBounds.intersects(portal.bounds)&&player.isMovingUp){
player.playerY=(portal.y+portal.height);
player.playerY--;
}
else if(player.playerBounds.intersects(portal.bounds)&&player.isMovingDown){
player.playerY=(portal.y+player.height);
player.playerY++;
}
Can you try the following code and see if it works?
bool collide = player.playerBounds.intersects(portal.bounds);
if(collide && player.isMovingLeft){
player.playerX = (portal.x + portal.width) + 1;
}
else if(collide && player.isMovingRight){
player.playerX = (portal.x - player.width) - 1;
}
else if(collide && player.isMovingUp){
player.playerY = (portal.y + portal.height) + 1;
}
else if(collide && player.isMovingDown){
player.playerY = (portal.y + player.height) - 1;
}
Possible reason could be:
checking for collision multiple times.
moving the player is changing the direction of movement.
some other code is conflicting with this code.
isMovingX is not working correctly.
Going to answer my own question here. The flag for direction moving in was never being changed from true, which was the root of the problems. One direction was normal because it lined up with the first direction I would usually move in.