Jump to content

View more

Image of the Day

#ld38 #screenshotsaturday Mimosa Fizz action gif #2 https://t.co/TUzdppvfUL
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Collision Detection using lesson 30

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 PoeticCrayons   Members   

100
Like
0Likes
Like

Posted 30 April 2010 - 04:59 AM

I'm doing a scene using openGL (a house). I want to do some collision detection, mainly with the walls in the house. I have tried using the TestIntersionPlane function in Lesson 30 but I don't understand what exactly should the first two parameters be. I've tried the following: Vector planeNor(0,0,1); Vector position(0,0,-10); Plane p(planeNor,position); Vector vel(0,0,-1); double lamda; Vector pNormal; coll= p.TestIntersionPlane(vel,Z,lamda,pNormal); glPushMatrix(); glBegin(GL_QUADS); if(coll) glColor3f(1,0,0); else glColor3f(1,1,1); glVertex3d(0,0,-10); glVertex3d(3,0,-10); glVertex3d(3,3,-10); glVertex3d(0,3,-10); glEnd(); glPopMatrix(); where Z is initially (0,0,0) and everytime I move the camera towards the plane, I reduce its z component by 0.1 (i.e. Z.z-=0.1 ). I know that the problem is with the vel vector, but I can't figure out what the right value should be. Can anyone help me please?




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.