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📄 mycollision1view.cpp

📁 本代码演示了在3D游戏编程中经常要使用的碰撞检测
💻 CPP
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// MyCollision1View.cpp : implementation of the CMyCollision1View class
//

#include "stdafx.h"
#include "MyCollision1.h"

#include "MyCollision1Doc.h"
#include "MyCollision1View.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

GLfloat spec[]={1.0, 1.0 ,1.0 ,1.0};      // 设置球的镜面高光
GLfloat posl[]={0,400,0,1};               // 光源的位置
GLfloat amb[]={0.2f, 0.2f, 0.2f ,1.0f};   // 全局环境光
GLfloat amb2[]={0.3f, 0.3f, 0.3f ,1.0f};  // 光源的环境光

CVector dir(0,0,-10);                     // 摄像机的最初方向
CVector pos(0,-50,1000);                  // 摄像机的最初位置
float camera_rotation=0;                  // 围绕 Y 轴旋转

CVector veloc(0.5,-0.1,0.5);              // 球的最初运动速度
CVector accel(0,-0.05,0);                 // 球的加速度

CVector ArrayVel[10];                     // 保存球的速度
CVector ArrayPos[10];                     // 球的位置
CVector OldPos[10];                       // 球的老位置
int NrOfBalls;                            // 设置球的数量
double Time=0.6;                          // 仿真的时间步长
int hook_toball1=0, sounds=1;             


/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View

IMPLEMENT_DYNCREATE(CMyCollision1View, CView)

BEGIN_MESSAGE_MAP(CMyCollision1View, CView)
	//{{AFX_MSG_MAP(CMyCollision1View)
	ON_WM_CREATE()
	ON_WM_DESTROY()
	ON_WM_SIZE()
	ON_WM_TIMER()
	//}}AFX_MSG_MAP
	// Standard printing commands
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View construction/destruction

CMyCollision1View::CMyCollision1View()
{
	// TODO: add construction code here

}

CMyCollision1View::~CMyCollision1View()
{
}

BOOL CMyCollision1View::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
////////////////////////////////////////////////////////////////
//设置窗口类型
	cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
////////////////////////////////////////////////////////////////
	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View drawing

void CMyCollision1View::OnDraw(CDC* pDC)
{
	CMyCollision1Doc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
	RenderScene();	//渲染场景
//////////////////////////////////////////////////////////////////

}

/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View printing

BOOL CMyCollision1View::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CMyCollision1View::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CMyCollision1View::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View diagnostics

#ifdef _DEBUG
void CMyCollision1View::AssertValid() const
{
	CView::AssertValid();
}

void CMyCollision1View::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CMyCollision1Doc* CMyCollision1View::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyCollision1Doc)));
	return (CMyCollision1Doc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View message handlers

int CMyCollision1View::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
//////////////////////////////////////////////////////////////////
//初始化OpenGL和设置定时器
	m_pDC = new CClientDC(this);
	SetTimer(1, 20, NULL);
	InitializeOpenGL(m_pDC);
//////////////////////////////////////////////////////////////////
	InitVars();
	Init();
	
	return 0;
}

void CMyCollision1View::OnDestroy() 
{
	CView::OnDestroy();
	
	// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//删除调色板和渲染上下文、定时器
	::wglMakeCurrent(0,0);
	::wglDeleteContext( m_hRC);
	if (m_hPalette)
	    DeleteObject(m_hPalette);
	if ( m_pDC )
	{
		delete m_pDC;
	}
	KillTimer(1);		
/////////////////////////////////////////////////////////////////
	
}

void CMyCollision1View::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//添加窗口缩放时的图形变换函数
	glViewport(0,0,cx,cy);
/////////////////////////////////////////////////////////////////
	glMatrixMode(GL_PROJECTION);	
	glLoadIdentity();	
	gluPerspective(50.0f,(GLfloat)cx/(GLfloat)cy,10.f,1700.0f);
	glMatrixMode(GL_MODELVIEW);	
	glLoadIdentity();		
	
}

void CMyCollision1View::OnTimer(UINT nIDEvent) 
{
	// TODO: Add your message handler code here and/or call default
/////////////////////////////////////////////////////////////////
//添加定时器响应函数和场景更新函数
	Invalidate(FALSE);	
/////////////////////////////////////////////////////////////////
	
	CView::OnTimer(nIDEvent);
}

/////////////////////////////////////////////////////////////////////
//	                  设置逻辑调色板
//////////////////////////////////////////////////////////////////////
void CMyCollision1View::SetLogicalPalette(void)
{
    struct
    {
        WORD Version;
        WORD NumberOfEntries;
        PALETTEENTRY aEntries[256];
    } logicalPalette = { 0x300, 256 };

	BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255};
	BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255};
	BYTE blues[] = {0, 85, 170, 255};

    for (int colorNum=0; colorNum<256; ++colorNum)
    {
        logicalPalette.aEntries[colorNum].peRed =
            reds[colorNum & 0x07];
        logicalPalette.aEntries[colorNum].peGreen =
            greens[(colorNum >> 0x03) & 0x07];
        logicalPalette.aEntries[colorNum].peBlue =
            blues[(colorNum >> 0x06) & 0x03];
        logicalPalette.aEntries[colorNum].peFlags = 0;
    }

    m_hPalette = CreatePalette ((LOGPALETTE*)&logicalPalette);
}


//////////////////////////////////////////////////////////
//						初始化openGL场景
//////////////////////////////////////////////////////////
BOOL CMyCollision1View::InitializeOpenGL(CDC* pDC)
{
	m_pDC = pDC;
	SetupPixelFormat();
	//生成绘制描述表
	m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc());
	//置当前绘制描述表
	::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC);

	return TRUE;
}

//////////////////////////////////////////////////////////
//						设置像素格式
//////////////////////////////////////////////////////////
BOOL CMyCollision1View::SetupPixelFormat()
{
	PIXELFORMATDESCRIPTOR pfd = { 
	    sizeof(PIXELFORMATDESCRIPTOR),    // pfd结构的大小 
	    1,                                // 版本号 
	    PFD_DRAW_TO_WINDOW |              // 支持在窗口中绘图 
	    PFD_SUPPORT_OPENGL |              // 支持 OpenGL 
	    PFD_DOUBLEBUFFER,                 // 双缓存模式 
	    PFD_TYPE_RGBA,                    // RGBA 颜色模式 
	    24,                               // 24 位颜色深度 
	    0, 0, 0, 0, 0, 0,                 // 忽略颜色位 
	    0,                                // 没有非透明度缓存 
	    0,                                // 忽略移位位 
	    0,                                // 无累加缓存 
	    0, 0, 0, 0,                       // 忽略累加位 
	    32,                               // 32 位深度缓存     
	    0,                                // 无模板缓存 
	    0,                                // 无辅助缓存 
	    PFD_MAIN_PLANE,                   // 主层 
	    0,                                // 保留 
	    0, 0, 0                           // 忽略层,可见性和损毁掩模 
	}; 	
	int pixelformat;
	pixelformat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);//选择像素格式
	::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd);	//设置像素格式
	if(pfd.dwFlags & PFD_NEED_PALETTE)
		SetLogicalPalette();	//设置逻辑调色板
	return TRUE;
}



//////////////////////////////////////////////////////////
//						场景绘制与渲染
//////////////////////////////////////////////////////////
BOOL CMyCollision1View::RenderScene() 
{
	idle();
	int i;
	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
	if (hook_toball1)
	{
		CVector unit_followvector=ArrayVel[0];
		unit_followvector.unit();
 		gluLookAt(ArrayPos[0].X()+250,ArrayPos[0].Y()+250 ,ArrayPos[0].Z(), ArrayPos[0].X()+ArrayVel[0].X() ,ArrayPos[0].Y()+ArrayVel[0].Y() ,ArrayPos[0].Z()+ArrayVel[0].Z() ,0,1,0);  
    
    }
	else
	    gluLookAt(pos.X(),pos.Y(),pos.Z(), pos.X()+dir.X(),pos.Y()+dir.Y(),pos.Z()+dir.Z(), 0,1.0,0.0);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glRotatef(camera_rotation,0,1,0);
	// 绘制球
	for (i=0;i<NrOfBalls;i++)
	{
		switch(i){
        case 1: glColor3f(1.0f,1.0f,1.0f);
			       break;
		case 2: glColor3f(1.0f,1.0f,0.0f);
			       break;
		case 3: glColor3f(0.0f,1.0f,1.0f);
			       break;
		case 4: glColor3f(0.0f,1.0f,0.0f);
			       break;
		case 5: glColor3f(0.0f,0.0f,1.0f);
			       break;
		case 6: glColor3f(0.65f,0.2f,0.3f);
			       break;
		case 7: glColor3f(1.0f,0.0f,1.0f);
			       break;
		case 8: glColor3f(0.0f,0.7f,0.4f);
			       break;
		default: glColor3f(1.0f,0,0);
		}
		glPushMatrix();
		glTranslated(ArrayPos[i].X(),ArrayPos[i].Y(),ArrayPos[i].Z());
		gluSphere(cylinder_obj,20,20,20);
		glPopMatrix();
	}
	glEnable(GL_TEXTURE_2D);
	// 绘制带纹理的墙壁
	glBindTexture(GL_TEXTURE_2D, texture[3]); 
	glColor3f(1, 1, 1);
	glBegin(GL_QUADS);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(320,320,320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-320,-320,320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,320,320);
        
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,320,-320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-320,-320,-320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,-320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(320,320,-320);
    
	glTexCoord2f(1.0f, 0.0f); glVertex3f(320,320,-320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,-320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(320,320,320);
	
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,320,320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-320,-320,320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-320,-320,-320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,320,-320);
	glEnd();
	// 绘制有颜色的地面
	glBindTexture(GL_TEXTURE_2D, texture[2]); 
    glBegin(GL_QUADS);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,-320,320);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,320);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,-320);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,-320,-320);
	glEnd();
    // 绘制圆柱体
	glBindTexture(GL_TEXTURE_2D, texture[0]);   
	glColor3f(0.5,0.5,0.5);
    glPushMatrix();
	glRotatef(90, 1,0,0);
	glTranslatef(0,0,-500);
	gluCylinder(cylinder_obj, 60, 60, 1000, 20, 2);
	glPopMatrix();

  	glPushMatrix();
  	glTranslatef(200,-300,-500);
	gluCylinder(cylinder_obj, 60, 60, 1000, 20, 2);
	glPopMatrix();

	glPushMatrix();
    glTranslatef(-200,0,0);
	glRotatef(135, 1,0,0);
	glTranslatef(0,0,-500);
	gluCylinder(cylinder_obj, 30, 30, 1000, 20, 2);
	glPopMatrix();
	
	// 绘制爆炸效果
	glEnable(GL_BLEND);
	glDepthMask(GL_FALSE);
    glBindTexture(GL_TEXTURE_2D, texture[1]);   
	for(i=0; i<20; i++)
	{
		if(ExplosionArray[i]._Alpha>=0)
		{
		   glPushMatrix();
           ExplosionArray[i]._Alpha-=0.01f;
		   ExplosionArray[i]._Scale+=0.03f;
		   glColor4f(1,1,0,ExplosionArray[i]._Alpha);	 
		   glScalef(ExplosionArray[i]._Scale,ExplosionArray[i]._Scale,ExplosionArray[i]._Scale);
           glTranslatef((float)ExplosionArray[i]._Position.X()/ExplosionArray[i]._Scale, (float)ExplosionArray[i]._Position.Y()/ExplosionArray[i]._Scale, (float)ExplosionArray[i]._Position.Z()/ExplosionArray[i]._Scale);
           glCallList(dlist);
	       glPopMatrix();
		}
	}
	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);

	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区
	return TRUE;
}

int CMyCollision1View::Init(GLvoid)										
{
   	float df=100.0;

	glClearDepth(1.0f);								
	glEnable(GL_DEPTH_TEST);						
	glDepthFunc(GL_LEQUAL);							
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	

	glClearColor(0,0,0,0);
  	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

	glShadeModel(GL_SMOOTH);
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);

	
	glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
	glMaterialfv(GL_FRONT,GL_SHININESS,&df);

	glEnable(GL_LIGHTING);
	glLightfv(GL_LIGHT0,GL_POSITION,posl);
	glLightfv(GL_LIGHT0,GL_AMBIENT,amb2);
	glEnable(GL_LIGHT0);

	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,amb);
	glEnable(GL_COLOR_MATERIAL);
	glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
   
	glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
   	
	glEnable(GL_TEXTURE_2D);
    LoadGLTextures();

    glNewList(dlist=glGenLists(1), GL_COMPILE);
    glBegin(GL_QUADS);
	glRotatef(-45,0,1,0);
	glNormal3f(0,0,1);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-50,-40,0);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(50,-40,0);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(50,40,0);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-50,40,0);
    glNormal3f(0,0,-1);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-50,40,0);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(50,40,0);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(50,-40,0);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-50,-40,0);

	glNormal3f(1,0,0);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(0,-40,50);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(0,-40,-50);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(0,40,-50);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(0,40,50);
    glNormal3f(-1,0,0);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(0,40,50);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(0,40,-50);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(0,-40,-50);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(0,-40,50);
	glEnd();
    glEndList();

	return TRUE;	
}

// 测试球之间是否相互碰撞
int CMyCollision1View::FindBallCol(CVector& point, double& TimePoint, double Time2, int& BallNr1, int& BallNr2)
{
	CVector RelativeV;
	CTray rays;
	double MyTime=0.0, Add=Time2/150.0, Timedummy=10000, Timedummy2=-1;
	CVector posi;
	// 测试所有的球是否相互碰撞
	for (int i=0;i<NrOfBalls-1;i++)
	{
		for (int j=i+1;j<NrOfBalls;j++)
		{	
		    RelativeV=ArrayVel[i]-ArrayVel[j];
			rays=CTray(OldPos[i],CVector::unit(RelativeV));
			MyTime=0.0;
			if ( (rays.dist(OldPos[j])) > 40) continue; 
			while (MyTime<Time2)
			{
				MyTime+=Add;
				posi=OldPos[i]+RelativeV*MyTime;

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