tjames221188

03-10-2011, 08:38 AM

Hi.

I am trying to make a very simple first person shooter - shooting boxes. the problem i am having is with the shooting part.

I have a method called shoot() that is called when the mouse button is clicked.

void shoot()

{

Click = false;

Point3d Ro = {player.xpos, player.height, player.zpos};

Point3d Rd;

//calculate bullet direction from x and y heading

float xRads = player.xHeading*piover180;

float yRads = player.yHeading*piover180;

Rd.x = cos(yRads) * cos(xRads);

Rd.y = sin(yRads) * cos(xRads);

Rd.z = sin(xRads);

//normalise Rd

float magnitude;

magnitude = sqrt((Rd.x*Rd.x)+(Rd.y*Rd.y)+(Rd.z*Rd.z));

Rd.x = Rd.x/magnitude;

Rd.y = Rd.y/magnitude;

Rd.z = Rd.z/magnitude;

//for each target use the ray equation and the plane equation

//to determine if any target has been hit

int i;

int j;

Point3d p,q,r,v,w,n;

float D;

float denominator;

float numerator;

float t;

//for each target

for (i = 0; i < arena.numTargets; i++)

{

//for each surface on the target

for (j = 0; j < 5; j++)

{

//for each surface

switch (j)

{

case 0://front face

//calculate surface normal

//get 3 points P, Q, R on the surface

p.x = targets[i].x - (targets[i].size/2);//bottom left of the quad

p.y = 0.0f;

p.z = targets[i].z + (targets[i].size/2);

q.x = targets[i].x + (targets[i].size/2);//bottom right of the quad

q.y = 0.0f;

q.z = targets[i].z + (targets[i].size/2);

r.x = targets[i].x + (targets[i].size/2);//top right of the quad

r.y = targets[i].height;

r.z = targets[i].z + (targets[i].size/2);

//calculate 2 perpendicular vectors in the plane

//v = q - p and w = r - p

v.x = q.x - p.x;

v.y = q.y - p.y;

v.z = q.z - p.z;

w.x = r.x - p.x;

w.y = r.y - p.y;

w.z = r.z - p.z;

//calculate the V x W (cross product) to obtain the plane normal

n.x = (v.y * w.z) - (w.y * v.z);

n.y = (v.z * w.x) - (w.z * v.x);

n.z = (v.x * w.y) - (w.x * v.y);

//define plane by Ax + By + Cz + D = 0

//calculate D from Ro.n (normalised)

//so normalise Ro and n

magnitude = sqrt((Ro.x*Ro.x)+(Ro.y*Ro.y)+(Ro.z*Ro.z));

Ro.x = Ro.x/magnitude;

Ro.y = Ro.y/magnitude;

Ro.z = Ro.z/magnitude;

magnitude = sqrt((n.x*n.x)+(n.y*n.y)+(n.z*n.z));

n.x = n.x/magnitude;

n.y = n.y/magnitude;

n.z = n.z/magnitude;

D = (Ro.x*n.x) + (Ro.y*n.y) + (Ro.z*n.z);

//A,B,C is the normal to the plane

//substitute in the ray equation to get

//A(x0 + txd)+ B(y0 + tyd) + C(z0 + tzd) + D = 0

//rearrange to solve for t

// _(N.Ro + D)

// ----------

// N.Rd

//first work out the denominator

denominator = (n.x*Rd.x) + (n.y*Rd.y) + (n.z*Rd.z);

if (denominator == 0.0f)

{

//bullet path is parallel to the plane

break;

}

if (denominator > 0.0f)

{

//normal to the plane is pointing away from the bullet path

break;

}

//now work out the numerator [-(N.Ro + D)]

numerator = -((n.x*Ro.x) + (n.y*Ro.y) + (n.z*Rd.z) + D);

t = numerator/denominator;

if (t < 0)//plane is behind origin

{

break;

}

else

{

//work out point of intersection

Point3d poi;

poi.x = Ro.x + Rd.x * t;

poi.y = Ro.y + Rd.y * t;

poi.z = Ro.z = Rd.z * t;

//now check if the point of intersection is within the

//rectangle on the surface of the target

//calculate rectangle vertices

//we already have 3 vertices p,q and r

//calculate the 4th:

Point3d s;

s.x = targets[i].x - targets[i].size;

s.y = targets[i].height;

s.z = targets[i].z + targets[i].size;

float left,right,top,bottom;

left = p.x;

right = q.x;

top = r.y;

bottom = q.y;

if (poi.x > left && poi.x < right &&

poi.y > bottom && poi.y < top)

{

targets[i].hit = true;

}

}

break;

case 1://back face

break;

case 2://top face

break;

case 3://right face

break;

case 4://left face

break;

}

}

}

}

As you can see im still trying to do this for 1 face of a box. I dont have any vector class so i am just hard coding the maths as it is only supposed to be a bit of learning.

i have traced through the program and found that no matter where i position my player the denominator is always > 0, but i cannot find out why.

If anyone can see what im doing wrong i would greatly appreciate any input.

Thanks in advance,

Toby

I am trying to make a very simple first person shooter - shooting boxes. the problem i am having is with the shooting part.

I have a method called shoot() that is called when the mouse button is clicked.

void shoot()

{

Click = false;

Point3d Ro = {player.xpos, player.height, player.zpos};

Point3d Rd;

//calculate bullet direction from x and y heading

float xRads = player.xHeading*piover180;

float yRads = player.yHeading*piover180;

Rd.x = cos(yRads) * cos(xRads);

Rd.y = sin(yRads) * cos(xRads);

Rd.z = sin(xRads);

//normalise Rd

float magnitude;

magnitude = sqrt((Rd.x*Rd.x)+(Rd.y*Rd.y)+(Rd.z*Rd.z));

Rd.x = Rd.x/magnitude;

Rd.y = Rd.y/magnitude;

Rd.z = Rd.z/magnitude;

//for each target use the ray equation and the plane equation

//to determine if any target has been hit

int i;

int j;

Point3d p,q,r,v,w,n;

float D;

float denominator;

float numerator;

float t;

//for each target

for (i = 0; i < arena.numTargets; i++)

{

//for each surface on the target

for (j = 0; j < 5; j++)

{

//for each surface

switch (j)

{

case 0://front face

//calculate surface normal

//get 3 points P, Q, R on the surface

p.x = targets[i].x - (targets[i].size/2);//bottom left of the quad

p.y = 0.0f;

p.z = targets[i].z + (targets[i].size/2);

q.x = targets[i].x + (targets[i].size/2);//bottom right of the quad

q.y = 0.0f;

q.z = targets[i].z + (targets[i].size/2);

r.x = targets[i].x + (targets[i].size/2);//top right of the quad

r.y = targets[i].height;

r.z = targets[i].z + (targets[i].size/2);

//calculate 2 perpendicular vectors in the plane

//v = q - p and w = r - p

v.x = q.x - p.x;

v.y = q.y - p.y;

v.z = q.z - p.z;

w.x = r.x - p.x;

w.y = r.y - p.y;

w.z = r.z - p.z;

//calculate the V x W (cross product) to obtain the plane normal

n.x = (v.y * w.z) - (w.y * v.z);

n.y = (v.z * w.x) - (w.z * v.x);

n.z = (v.x * w.y) - (w.x * v.y);

//define plane by Ax + By + Cz + D = 0

//calculate D from Ro.n (normalised)

//so normalise Ro and n

magnitude = sqrt((Ro.x*Ro.x)+(Ro.y*Ro.y)+(Ro.z*Ro.z));

Ro.x = Ro.x/magnitude;

Ro.y = Ro.y/magnitude;

Ro.z = Ro.z/magnitude;

magnitude = sqrt((n.x*n.x)+(n.y*n.y)+(n.z*n.z));

n.x = n.x/magnitude;

n.y = n.y/magnitude;

n.z = n.z/magnitude;

D = (Ro.x*n.x) + (Ro.y*n.y) + (Ro.z*n.z);

//A,B,C is the normal to the plane

//substitute in the ray equation to get

//A(x0 + txd)+ B(y0 + tyd) + C(z0 + tzd) + D = 0

//rearrange to solve for t

// _(N.Ro + D)

// ----------

// N.Rd

//first work out the denominator

denominator = (n.x*Rd.x) + (n.y*Rd.y) + (n.z*Rd.z);

if (denominator == 0.0f)

{

//bullet path is parallel to the plane

break;

}

if (denominator > 0.0f)

{

//normal to the plane is pointing away from the bullet path

break;

}

//now work out the numerator [-(N.Ro + D)]

numerator = -((n.x*Ro.x) + (n.y*Ro.y) + (n.z*Rd.z) + D);

t = numerator/denominator;

if (t < 0)//plane is behind origin

{

break;

}

else

{

//work out point of intersection

Point3d poi;

poi.x = Ro.x + Rd.x * t;

poi.y = Ro.y + Rd.y * t;

poi.z = Ro.z = Rd.z * t;

//now check if the point of intersection is within the

//rectangle on the surface of the target

//calculate rectangle vertices

//we already have 3 vertices p,q and r

//calculate the 4th:

Point3d s;

s.x = targets[i].x - targets[i].size;

s.y = targets[i].height;

s.z = targets[i].z + targets[i].size;

float left,right,top,bottom;

left = p.x;

right = q.x;

top = r.y;

bottom = q.y;

if (poi.x > left && poi.x < right &&

poi.y > bottom && poi.y < top)

{

targets[i].hit = true;

}

}

break;

case 1://back face

break;

case 2://top face

break;

case 3://right face

break;

case 4://left face

break;

}

}

}

}

As you can see im still trying to do this for 1 face of a box. I dont have any vector class so i am just hard coding the maths as it is only supposed to be a bit of learning.

i have traced through the program and found that no matter where i position my player the denominator is always > 0, but i cannot find out why.

If anyone can see what im doing wrong i would greatly appreciate any input.

Thanks in advance,

Toby