tavli
diff src/board.cc @ 21:c3fbf9616dbd
slot bounds, and ray testing
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Thu, 02 Jul 2015 00:01:39 +0300 |
parents | 37dead56f01e |
children | c2a2069a49ec |
line diff
1.1 --- a/src/board.cc Mon Jun 29 21:55:36 2015 +0300 1.2 +++ b/src/board.cc Thu Jul 02 00:01:39 2015 +0300 1.3 @@ -19,6 +19,8 @@ 1.4 #define PIECE_RAD (0.45 * HSIZE / 5.0) 1.5 #define BOARD_OFFSET (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25) 1.6 #define PIECES_PER_LAYER 5 1.7 +#define SLOT_WIDTH (HSIZE / 5.0) 1.8 +#define SLOT_HEIGHT (VSIZE * 0.4) 1.9 1.10 1.11 static const vec2_t piece_cp[] = { 1.12 @@ -66,11 +68,37 @@ 1.13 } 1.14 } 1.15 1.16 +Quad::Quad() 1.17 +{ 1.18 +} 1.19 + 1.20 +Quad::Quad(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3) 1.21 + : tri0(v0, v1, v2), tri1(v0, v2, v3) 1.22 +{ 1.23 +} 1.24 + 1.25 +bool Quad::intersect(const Ray &ray, HitPoint *hit) const 1.26 +{ 1.27 + return tri0.intersect(ray, hit) || tri1.intersect(ray, hit); 1.28 +} 1.29 1.30 Board::Board() 1.31 { 1.32 piece_obj = 0; 1.33 clear(); 1.34 + 1.35 + for(int i=0; i<NUM_SLOTS; i++) { 1.36 + Vector3 p = piece_pos(i, 0); 1.37 + bool top_side = i >= NUM_SLOTS / 2; 1.38 + 1.39 + float z0 = top_side ? -PIECE_RAD : PIECE_RAD; 1.40 + float z1 = top_side ? SLOT_HEIGHT : -SLOT_HEIGHT; 1.41 + 1.42 + slotbb[i] = Quad(p + Vector3(-SLOT_WIDTH / 2.0, 0, z0), 1.43 + p + Vector3(SLOT_WIDTH / 2.0, 0, z0), 1.44 + p + Vector3(SLOT_WIDTH / 2.0, 0, z1), 1.45 + p + Vector3(-SLOT_WIDTH / 2.0, 0, z1)); 1.46 + } 1.47 } 1.48 1.49 Board::~Board() 1.50 @@ -163,13 +191,23 @@ 1.51 pos.y = (layer + 0.5) * PIECE_HEIGHT; 1.52 1.53 pos.z = (-VSIZE * 0.5 + PIECE_RAD + PIECE_RAD * 2.0 * layer_level); 1.54 - if(top_side) { 1.55 + if(!top_side) { 1.56 pos.z = -pos.z; 1.57 } 1.58 1.59 return pos; 1.60 } 1.61 1.62 +int Board::slot_hit(const Ray &ray) const 1.63 +{ 1.64 + for(int i=0; i<NUM_SLOTS; i++) { 1.65 + if(slotbb[i].intersect(ray)) { 1.66 + return i; 1.67 + } 1.68 + } 1.69 + return -1; 1.70 +} 1.71 + 1.72 void Board::draw() const 1.73 { 1.74 bool use_shadows = opt.shadows && sdr_shadow; 1.75 @@ -193,6 +231,40 @@ 1.76 piece_obj->set_shader(piece_sdr); 1.77 piece_obj->draw(); 1.78 } 1.79 + 1.80 + // draw the slot bounds 1.81 + /* 1.82 + static const float pal[][3] = { 1.83 + {1, 0, 0}, 1.84 + {0, 1, 0}, 1.85 + {0, 0, 1}, 1.86 + {1, 1, 0}, 1.87 + {0, 1, 1}, 1.88 + {1, 0, 1} 1.89 + }; 1.90 + int idx = dbg_int % NUM_SLOTS; 1.91 + if(idx >= 0) { 1.92 + glUseProgram(0); 1.93 + 1.94 + glPushAttrib(GL_ENABLE_BIT); 1.95 + glDisable(GL_LIGHTING); 1.96 + glDisable(GL_CULL_FACE); 1.97 + glDisable(GL_DEPTH_TEST); 1.98 + 1.99 + glBegin(GL_TRIANGLES); 1.100 + glColor3fv(pal[idx % (sizeof pal / sizeof *pal)]); 1.101 + glVertex3f(slotbb[idx].tri0.v[0].x, slotbb[idx].tri0.v[0].y, slotbb[idx].tri0.v[0].z); 1.102 + glVertex3f(slotbb[idx].tri0.v[1].x, slotbb[idx].tri0.v[1].y, slotbb[idx].tri0.v[1].z); 1.103 + glVertex3f(slotbb[idx].tri0.v[2].x, slotbb[idx].tri0.v[2].y, slotbb[idx].tri0.v[2].z); 1.104 + glVertex3f(slotbb[idx].tri1.v[0].x, slotbb[idx].tri1.v[0].y, slotbb[idx].tri1.v[0].z); 1.105 + glVertex3f(slotbb[idx].tri1.v[1].x, slotbb[idx].tri1.v[1].y, slotbb[idx].tri1.v[1].z); 1.106 + glVertex3f(slotbb[idx].tri1.v[2].x, slotbb[idx].tri1.v[2].y, slotbb[idx].tri1.v[2].z); 1.107 + glEnd(); 1.108 + 1.109 + glPopAttrib(); 1.110 + } 1.111 + */ 1.112 + // TODO slot highlighting 1.113 } 1.114 1.115