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📄 baiscobj.cpp

📁 实现3D游戏碰撞
💻 CPP
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// 学程序编游戏系列丛书
// 唐明理 E_mail: cqtmL@163.com
//====================================================================
#include "stdafx.h"
#include "baiscobj.h"
#include "anmobj.h"
#include "../include/BITMAP.H"
#include "mdlobj.h"
extern mdlobj	m_mdlobj;

extern GLfloat	r; 
float  gao=1.8f;
extern CString	test; 
extern anmobj* m_anmobj;
extern HWND		hWnd;   
extern bool		Lbutdown;
int	   rnshu=0;  

//////////////////////////////////////////////////////////////////////
baiscobj::baiscobj()
{	g_eye[0]= MAP;//
	g_eye[2]=-MAP;//
	g_Angle=0;//
	g_elev=-0;//

	char	appdir[256];
	GetCurrentDirectory(256,appdir);
	CString dir=appdir;
	if(dir.Right(8)!="运行程序")
	SetCurrentDirectory("../运行程序");
	m_mdlobj.InitGL(0,"data/mdl模型/qian1.mdl");

	g_imageData = LoadBit("data/images/Terrain1.bmp",&g_bit);
	LoadT8("data/images/sand0.bmp",	 g_cactus[0]);	
	LoadT8("data/images/1RBack.bmp",g_cactus[2]);
	LoadT8("data/images/1Front.bmp",g_cactus[3]);
	LoadT8("data/images/1Top.bmp",	 g_cactus[4]);	
	LoadT8("data/images/1Left.bmp", g_cactus[5]);	
	LoadT8("data/images/1Right.bmp",g_cactus[6]);
	LoadT16("data/images/CACTUS0.BMP",g_cactus[11]);   
	LoadT16("data/images/CACTUS1.BMP",g_cactus[12]);    
	LoadT16("data/images/CACTUS2.BMP",g_cactus[13]);    
	LoadT16("data/images/CACTUS3.BMP",g_cactus[14]);  
	InitTerrain(5);

	m_3ds=new CLoad3DS();
	load3dobj("data/3ds/","航天发射台.3DS",0);
	load3dobj("data/3ds/","直升机0.3ds",1);
	load3dobj("data/3ds/","飞机1.3ds",2);

	m_anmobj->model[0]=NULL;	m_anmobj->model[1]=NULL;
	m_anmobj->texture[0]=NULL;	m_anmobj->texture[1]=NULL;
	m_anmobj->getobj("data/模型/士兵0/");	
	for(int i=0;i<RNSHU;i++)
	{m_anmobj->man[i].qd[0]=MAP+80+rand()%20;
	 m_anmobj->man[i].qd[1]=MAP-10+i*1;
	 m_anmobj->man[i].zd[0]=MAP+20-rand()%5;
	 m_anmobj->man[i].zd[1]=MAP-10+i*1;
	 m_anmobj->man[i].dz=1;			
	 m_anmobj->man[i].death=0;
	}

	LoadT16("data/images/explosion.bmp",g_cactus[15]); 
    isExplosion = true;                           
	explosion=NULL;                             
	Explosion(0,0,0,1,1);                       

	inputSys = new CInputSystem;                
	bool useDInput =
		inputSys->Initialize(hWnd,(HINSTANCE)GetModuleHandle(NULL),
					   true,IS_USEKEYBOARD|IS_USEMOUSE);
	Lbutdown=false;                                   
	rocketX=0,rocketZ=0,rocketY=2000;                
	rad_xz=0;                                   
	Expl=0;                                      

	srand(100);
	for(i=0;i<TREESL;i++)				
	{objposi[i].x= RAND_COORD((MAP_W-1)*MAP_SCALE);	
	 objposi[i].z= RAND_COORD((MAP_W-1)*MAP_SCALE);	
	 objposi[i].size=5.0f+rand()%5;				
	 objposi[i].h=-objposi[i].size/10;		
	 objposi[i].cactus=rand()%4+11;			
	}

	glEnable(GL_TEXTURE_2D);
}
baiscobj::~baiscobj()
{	for(int i=0;i<16;i++) glDeleteTextures(1, &g_cactus[i]);
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}

void baiscobj::light0()
{	GLfloat light_position[] = {1.0,5.0,1.0,1.0};
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_COLOR_MATERIAL);
}
BOOL baiscobj::DisplayScene()
{ float speed=0.5f;					
  int mouseX, mouseY;	                  
  inputSys->Update();                       
  inputSys->GetMouseMovement(mouseX,mouseY);
  g_Angle +=  mouseX*.2f;                 
  g_elev  += -mouseY*.2f;           
  float x=g_eye[0],y=g_eye[2],z=g_eye[2];
  if (KEY_DOWN(VK_SHIFT))  speed   =speed*2;
  if (KEY_DOWN(VK_LEFT))   g_Angle-=speed*2;
  if (KEY_DOWN(VK_RIGHT))  g_Angle+=speed*2;
  rad_xz = float (3.13149* g_Angle/180.0f);
  if (KEY_DOWN(33))		   g_elev +=speed;	
  if (KEY_DOWN(34))		   g_elev -=speed;	
  if (g_elev<-360)		   g_elev  =-360;
  if (g_elev> 360)		   g_elev  = 360;
  if (KEY_DOWN(VK_UP))					
  { g_eye[2]+=(float)sin(rad_xz)*speed;		
    g_eye[0]+=(float)cos(rad_xz)*speed;		
  }
  if (KEY_DOWN(VK_DOWN))				
  { g_eye[2]-=(float)sin(rad_xz)*speed;	
    g_eye[0]-=(float)cos(rad_xz)*speed;	
  }

  if(g_eye[0]<  MAP_SCALE)			g_eye[0]=  MAP_SCALE;
  if(g_eye[0]> (MAP_W-2)*MAP_SCALE)	g_eye[0]= (MAP_W-2)*MAP_SCALE;
  if(g_eye[2]<-(MAP_W-2)*MAP_SCALE)	g_eye[2]=-(MAP_W-2)*MAP_SCALE;
  if(g_eye[2]> -MAP_SCALE)			g_eye[2]= -MAP_SCALE;
  g_eye[1] =GetHeight((float)g_eye[0],(float)g_eye[2])+gao;

  g_look[0] = (float)(g_eye[0] +100*cos(rad_xz));
  g_look[2] = (float)(g_eye[2] +100*sin(rad_xz));	
  g_look[1] = g_eye[1] +g_elev;	
 
  gluLookAt(g_eye[0],g_eye[1],g_eye[2],	
			g_look[0],g_look[1],g_look[2],	
			0.0,1.0,0.0					
		   );
  ////////////////////////////////////////////////////////////////
  int r0=abs((int)g_Angle);
  test.Format("[方位=%03d X=%3.0f y=%3.0f 高=%2.1f 俯仰角=%2.0f,re=%03.0f]",
		  r0%360,g_eye[0],-g_eye[2],g_eye[1],g_elev,r);
  r+=1.0f;if(r>360) r=0;

  if (KEY_DOWN(' ')||Lbutdown==true)
  {rocketX=g_eye[0],rocketZ=g_eye[2];
   rocketY=GetHeight(rocketX, rocketZ)+1.6f;
   m_mdlobj.fire(1);
   fire();							
   sndPlaySound("data/images/explode1.wav",SND_ASYNC);
  }
  zangan(x,z);
  return TRUE;
}
//==========================================================================
void baiscobj::InitTerrain(float h)
{ int index = 0;
  int Vertex;
  for (int z = 0; z < MAP_W; z++)
   for (int x = 0; x < MAP_W; x++)
    { Vertex = z * MAP_W + x;
      g_terrain [Vertex][0] = float(x)*MAP_SCALE;
//      g_terrain [Vertex][1] = (float)(g_imageData[(z*MAP_W+x)*3]/3);
	  g_terrain [Vertex][1] = h + FRAND * h;	
      g_terrain [Vertex][2] = -float(z)*MAP_SCALE;
      g_texcoord[Vertex][0] = (float) x;	
     g_texcoord[Vertex][1] = (float) z;		
     g_index [index++] = Vertex;		
     g_index [index++] = Vertex+ MAP_W;
   }
  glEnableClientState(GL_VERTEX_ARRAY);		
  glVertexPointer    (3,GL_FLOAT,0,g_terrain);	
  glEnableClientState(GL_TEXTURE_COORD_ARRAY);	
  glTexCoordPointer  (2,GL_FLOAT,0,g_texcoord);	
}
void baiscobj::DrawSand()
{ glBindTexture(GL_TEXTURE_2D, g_cactus[0]);
  glTexEnvf    (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
  for (int z = 0; z < MAP_W-1; z++)
    glDrawElements(GL_TRIANGLE_STRIP,MAP_W*2,GL_UNSIGNED_INT,&g_index[z*MAP_W*2]);

}
float baiscobj::GetHeight(float x, float z)
{ 	float CameraX = x/MAP_SCALE;          
	float CameraZ =-z/MAP_SCALE;  
	int Col0 = int(CameraX);            
	int Row0 = int(CameraZ);         
	int Col1 = Col0 + 1;                  
	int Row1 = Row0 + 1;             
	if (Col1 > MAP_W)	Col1 = 0;         
	if (Row1 > MAP_W)	Row1 = 0;        
	if (Col0 <	0)		Col0 = 0;         
	if (Row0 <	0)		Row0 = 0;      
	if (Col1 <	0)		Col1 = 0;       
	if (Row1 <	0)		Row1 = 0;          
	float h00=g_terrain[Col0 + Row0*MAP_W][1];
	float h01=g_terrain[Col1 + Row0*MAP_W][1];
	float h11=g_terrain[Col1 + Row1*MAP_W][1];
	float h10=g_terrain[Col0 + Row1*MAP_W][1];
	float tx =CameraX - int(CameraX);      
	float ty =CameraZ - int(CameraZ);    
	float txty = tx * ty;                 
	return h00*(1.0f-ty-tx+txty) 
			+ h01*(tx-txty)
			+ h11*txty
			+ h10*(ty-txty);              
}
void baiscobj::CreateSkyBox(int a,int wi,int he,int le)
{	float width =MAP*wi;		
	float height=MAP*he;
	float length=MAP*le;	
	float x = MAP  -width /2;
	float y = MAP/a-height/2;
	float z = -MAP -length/2;
///////////////////////////////////////////////////////////////////////////////
	texture(g_cactus[2]);	
	glBegin(GL_QUADS);			
		glTexCoord2f(1.0f,0.0f); glVertex3f(x+width,y,		 z);
		glTexCoord2f(1.0f,1.0f); glVertex3f(x+width,y+height,z); 
		glTexCoord2f(0.0f,1.0f); glVertex3f(x,		y+height,z);
		glTexCoord2f(0.0f,0.0f); glVertex3f(x,		y,		 z);
	glEnd();
	texture(g_cactus[3]);
	glBegin(GL_QUADS);		
		glTexCoord2f(1.0f,0.0f); glVertex3f(x,		y,		 z+length);
		glTexCoord2f(1.0f,1.0f); glVertex3f(x,		y+height,z+length);
		glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z+length); 
		glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y,		 z+length);
	glEnd();

	texture(g_cactus[4]);	
	glBegin(GL_QUADS);			
		glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z);
		glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y+height,z+length); 
		glTexCoord2f(1.0f,0.0f); glVertex3f(x,		y+height,z+length);
		glTexCoord2f(1.0f,1.0f); glVertex3f(x,		y+height,z);
	glEnd();
	texture(g_cactus[5]);
	glBegin(GL_QUADS);		
		glTexCoord2f(1.0f,1.0f); glVertex3f(x,		y+height,z);	
		glTexCoord2f(0.0f,1.0f); glVertex3f(x,		y+height,z+length); 
		glTexCoord2f(0.0f,0.0f); glVertex3f(x,		y,		 z+length);
		glTexCoord2f(1.0f,0.0f); glVertex3f(x,		y,		 z);		
	glEnd();
	texture(g_cactus[6]);	
	glBegin(GL_QUADS);			
		glTexCoord2f(0.0f,0.0f); glVertex3f(x+width,y,		 z);
		glTexCoord2f(1.0f,0.0f); glVertex3f(x+width,y,		 z+length);
		glTexCoord2f(1.0f,1.0f); glVertex3f(x+width,y+height,z+length); 
		glTexCoord2f(0.0f,1.0f); glVertex3f(x+width,y+height,z);
	glEnd();
}
void baiscobj::texture(UINT textur)
{	glBindTexture  (GL_TEXTURE_2D, textur);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
}

void baiscobj::picter(float x,float y,float z)
{y=GetHeight(x,z);
 glPushAttrib(GL_CURRENT_BIT);
 glDisable(GL_TEXTURE_2D);
 glPushMatrix();
	glTranslatef(x,y+0.5f,z);	
	glColor3f(0.0f,1.0f,0.2f);	
	auxSolidCube(1);			
	glTranslatef(0.0f,0.8f,0.0f);
	glColor3f(0.0f,0.0f,1.0f);	
	auxSolidBox(.2f,1.3f,.2f);	
 glPopMatrix();
 glPushMatrix();
	glTranslatef(x,y+2.5f,z);	
	glRotatef(r-90,0.0,1.0,0.0);

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