Question

S'il vous plaît aider, voici ma 4ème question à ce sujet, j'essaie si fort que j'ai tout essayé!

Tout ce que je veux faire est de détecter en cliquant sur un objet (cube) dans un monde 3D (monde 3D créé).
Cela le fait http: //blog.nova- box.com/2010/05/iphone-ray-picking-glunproject-sample.html mais a une structure d'application complètement différente et fait beaucoup avec des tampons, etc rendu.

Je suis en train d'utiliser l'aide gluUnProject (quelqu'un a porté il).

On touche

    CGPoint pos = [[touches anyObject] locationInView:self.view];

 glGetIntegerv( GL_VIEWPORT, __viewport );
 glGetFloatv( GL_MODELVIEW_MATRIX, __modelview );
 glGetFloatv( GL_PROJECTION_MATRIX, __projection ); 

 int i = 0;
 for (NSDictionary *item in self.players) {

  IMPoint3D playerPos;

  playerPos.x = [[item objectForKey:@"posX"] floatValue];
  playerPos.z = [[item objectForKey:@"posZ"] floatValue];
  playerPos.y = 1.0f;

  if([self checkCollission:pos object:playerPos])
  {
   NSLog(@"FIRE I LOVE YOU MAN %i", i);
  }

  i ++;
 }

fonction de collision provenant d'autres projets

    #define RAY_ITERATIONS 1000
     #define COLLISION_RADIUS 0.1f

-(Boolean) checkCollission:(CGPoint)winPos object:(IMPoint3D) _object { 

 winPos.y = (float)__viewport[3] - winPos.y;

 Point3D nearPoint;
 Point3D farPoint;
 Point3D rayVector;

 //Retreiving position projected on near plan
 gluUnProject( winPos.x, winPos.y , 0, __modelview, __projection, __viewport, &nearPoint.x, &nearPoint.y, &nearPoint.z);

 //Retreiving position projected on far plan
 gluUnProject( winPos.x, winPos.y,  1, __modelview, __projection, __viewport, &farPoint.x, &farPoint.y, &farPoint.z);

 //Processing ray vector
 rayVector.x = farPoint.x - nearPoint.x;
 rayVector.y = farPoint.y - nearPoint.y;
 rayVector.z = farPoint.z - nearPoint.z;

 float rayLength = sqrtf(POW2(rayVector.x) + POW2(rayVector.y) + POW2(rayVector.z));

 //normalizing ray vector
 rayVector.x /= rayLength;
 rayVector.y /= rayLength;
 rayVector.z /= rayLength;

 Point3D collisionPoint;
 Point3D objectCenter = {_object.x, _object.y, _object.z};

 //Iterating over ray vector to check collisions
 for(int i = 0; i < RAY_ITERATIONS; i++)
 {
  collisionPoint.x = rayVector.x * rayLength/RAY_ITERATIONS*i;
  collisionPoint.y = rayVector.y * rayLength/RAY_ITERATIONS*i;
  collisionPoint.z = rayVector.z * rayLength/RAY_ITERATIONS*i;

  //Checking collision 
  if([Tools poinSphereCollision:collisionPoint center:objectCenter radius:COLLISION_RADIUS])
  {
   return TRUE;
  }
 }

 return FALSE; 
} 

Si quelqu'un peut travailler l'erreur, je vais même un peu d'argent sur paypal (si c'est permis), cela m'a donné un mal de tête pendant des jours. Je pense que quelque chose à faire quand je reçois la projection et de la matrice modelview

Était-ce utile?

La solution

Je cant't être sûr, mais il semble que le système de coordonnées est erroné. J'utilise (2D) quelque chose comme ceci:

- (CGPoint) unProject: (CGPoint) point
{
    GLfloat x=0, y=0, z=0;
    GLfloat modelMatrix[16]; 
    GLfloat projMatrix[16];
    GLint viewport[4];
    glGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix);
    glGetFloatv(GL_PROJECTION_MATRIX, projMatrix);
    glGetIntegerv(GL_VIEWPORT, viewport);

    CGPoint result = { 0.0f/0.0f, 0.0f/0.0f };
    if(gluUnProject(point.x, size.height-point.y, 0, modelMatrix, projMatrix, viewport, &x, &y, &z) == GL_TRUE) { 
        result.x = x;
        result.y = y;
        //Since we're using an ortho projection, we can ignore z.
        UNUSED(z);
    }
    return result;
}

Notez ceci: size.height-point.y où la taille contient la size de l'écran. Vous devez vous rappeler que la valeur par défaut du système de coordonnées de l'écran dans Core Animation pour iOS est différent de celui utilisé par OpenGL.

Si vous avez une traduction appliquée, il est très difficile de comprendre ce qui se passe.

J'utilise cette mise en œuvre de gluUnProject: http://www.codng.com/2011/02/gluunproject-for -iphoneios.html . (Disclaimer: il est mon blog personnel)

Je sais que cela ne répond pas complètement à votre question, mais il pourrait aider.

Autres conseils

Je poste ce que la source complète de la classe, je vous le quelque chose à faire avec la matrice du projet ne fonctionne pas

#import "GLViewController.h" 
#import "ConstantsAndMacros.h" 
#import "OpenGLCommon.h"
#import "WorldAppDelegate.h"
#import "Tools.h"
#import "glu.h"

#define SPEED_MOVE 0.025 
#define SPEED_TURN 0.05
#define MapSizeX 20
#define MapSizeZ 20

typedef struct 
{
    float x;
    float y;
    float z;
} IMPoint3D;

@interface GLViewController ()

- (void)updateData;
- (BOOL)checkCollisionWithX:(float)x andWithZ:(float)z;
- (void)loadTextures:(NSString *)textureName andWithIndex:(int)index;
- (void)handleTouches;
- (void)updateCoords;
- (void)setupPlayer;
- (void)addScene;
- (void)loadTextureList;
- (void)loadController;
- (Boolean) checkCollission:(CGPoint)winPos object:(IMPoint3D) _object;
- (CGPoint)getScreenCoorOfPoint:(IMPoint3D)_point3D;
@end

@implementation GLViewController

@synthesize deviceID, players, label,collisionArray, baseURL;

-(void)setupView:(GLView*)view { 

    const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 120.0; 
    GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 8.0);

    glEnable(GL_DEPTH_TEST); 
    glMatrixMode(GL_PROJECTION);

    //Rotate the view
    glRotatef(-90,0,0,1);

    CGRect rect = self.view.bounds; 
    glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar);

    glViewport(0, 0, rect.size.width, rect.size.height);

    // Starting position
    eye[0] = -0; 
    eye[1] = 3;
    eye[2] = -10; 
    center[0] = 0; 
    center[1] = 1.5;
    center[2] = 0;

    [self loadTextureList];
    [self loadController];
    [self loadTextureList ];
    [self addScene];    
    [self setupPlayer];
    [self updateCoords]; 

} 


// ...
- (void)drawView:(UIView *)theView { 

    // floor
    const GLfloat floorVertices[] = { 
        -1, 0.0f, 1,
        1, 0.0f, 1,
        1, 0.0f, -1, 
        -1, 0.0f, -1
        };

    const GLshort floorTextureCoords[] = {
        0, 1, // top left
        0, 0, // bottom left
        1, 0, //bottom right
        1, 1  //top right
    };

    // Colour cube
    static const GLubyte cubeNumberOfIndices = 36;

    const GLubyte colourCubeFaceColors[] = {
        0,255,0,255,
        255,125,0,255,
        255,0,0,255,
        255,255,0,255,
        0,0,255,255,
        255,0,255,255
    };


    static const Vertex3D texturedVertices[]= {
        {-1.0, 1.0, 1.0},             // vertices[0]
        {1.0, 1.0, 1.0},              // vertices[1]
        {-1.0, -1.0, 1.0},             // vertices[2]
        {-1.0, -1.0, 1.0},            // vertices[3]
        {1.0, 1.0, 1.0},             // vertices[4]
        {1.0, -1.0, 1.0},             // vertices[5]
        {-1.0, 1.0, 1.0},              // vertices[6]
        {-1.0, 1.0, -1.0},             // vertices[7]
        {-1.0, -1.0, 1.0},            // vertices[8]
        {-1.0, -1.0, 1.0},            // vertices[9]
        {-1.0, 1.0, -1.0},             // vertices[10]
        {-1.0, -1.0, -1.0},         // vertices[11]
        {-1.0, 1.0, -1.0},             // vertices[12]
        {1.0, 1.0, -1.0},              // vertices[13]
        {-1.0, -1.0, -1.0},             // vertices[14]
        {-1.0, -1.0, -1.0},            // vertices[15]
        {1.0, 1.0, -1.0},             // vertices[16]
        {1.0, -1.0, -1.0}, 
        {1.0, 1.0, 1.0},
        {1.0, 1.0, -1.0},
        {1.0, -1.0, 1.0},
        {1.0, -1.0, 1.0},
        {1.0, 1.0, -1.0},
        {1.0, -1.0, -1.0},
        {-1.0, 1.0, 1.0},
        {-1.0, 1.0, -1.0},
        {1.0, 1.0, 1.0},
        {1.0, 1.0, 1.0},
        {-1.0, 1.0, -1.0},
        {1.0, 1.0, -1.0},
        {-1.0, -1.0, 1.0},
        {-1.0, -1.0, -1.0},
        {1.0, -1.0, 1.0},
        {1.0, -1.0, 1.0},
        {-1.0, -1.0, -1.0},
        {1.0, -1.0, -1.0},
    };

    static const GLubyte texturedCube[] = {
        0, 1, 2,
        3, 4, 5,
        6, 7, 8,
        9, 10, 11,
        12, 13, 14,
        15, 16, 17,
        18, 19, 20,
        21, 22, 23,
        24, 25, 26, 
        27, 28, 29,
        30, 31, 32, 
        33, 34, 35,
    };

    static const GLfloat texturedCubeCoord[] = {
        0.0, 1.0,
        1.0, 1.0,
        0.0, 0.0,
        0.0, 0.0,
        1.0, 1.0,
        1.0, 0.0,

        1.0, 1.0,
        0.0, 1.0,
        1.0, 0.0,
        1.0, 0.0,
        0.0, 1.0,
        0.0, 0.0,

        1.0, 1.0,
        0.0, 1.0,
        1.0, 0.0,
        1.0, 0.0,
        0.0, 1.0,
        0.0, 0.0,

        0.0, 1.0,
        1.0, 1.0,
        0.0, 0.0,
        0.0, 0.0,
        1.0, 1.0,
        1.0, 0.0,

        0.0, 1.0,
        1.0, 1.0,
        0.0, 0.0,
        0.0, 0.0,
        1.0, 1.0,
        1.0, 0.0,

        0.0, 1.0,
        1.0, 1.0,
        0.0, 0.0,
        0.0, 0.0,
        1.0, 1.0,
        1.0, 0.0,

    };


    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor4f(1.0, 1.0, 1.0, 1.0);


    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    [self handleTouches];

    //view : prebaked in to OPenGL Template
    gluLookAt(eye[0], eye[1], eye[2],center[0],  center[1], center[2], 0.0, 1, 0.0);

    // draw the floor
    glPushMatrix();

    //tell GL about our texture 
    glMatrixMode(GL_TEXTURE);
    glScalef(20,20,1);
    glBindTexture(GL_TEXTURE_2D, 3);
    glMatrixMode(GL_MODELVIEW);

    glScalef(20,1,20);
    glTexCoordPointer(2, GL_SHORT, 0, floorTextureCoords);
    glVertexPointer(3, GL_FLOAT, 0, floorVertices); 
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    glPopMatrix();

    for (NSString *coords in self.collisionArray) {

        NSArray *coordsArray = [coords componentsSeparatedByString:@","];

        float x =  [[coordsArray objectAtIndex:0] floatValue] ;
        float z =  [[coordsArray objectAtIndex:1] floatValue] ;
        float width =  ([[coordsArray objectAtIndex:2] floatValue] /2) ;
        float length =   ([[coordsArray objectAtIndex:3] floatValue] /2) ;

        glPushMatrix();

        //tell GL about our texture
        glMatrixMode(GL_TEXTURE);
        glLoadIdentity();

        if (width > length) {
            glScalef(width, 3, length);
        } else {
            glScalef(length, 3, width);
        }

        glBindTexture(GL_TEXTURE_2D, ([[coordsArray objectAtIndex:4] floatValue]));
        glMatrixMode(GL_MODELVIEW);
        glTranslatef(x, 3, z);
        glScalef(width, 3, length);
        glVertexPointer(3, GL_FLOAT, 0, texturedVertices);
        glTexCoordPointer(2, GL_FLOAT, 0, texturedCubeCoord);
        glDrawElements(GL_TRIANGLES,cubeNumberOfIndices , GL_UNSIGNED_BYTE, texturedCube);

        glPopMatrix();
    }

    float x;
    float z;
    float playerRotation;

    for (NSDictionary *item in self.players) {

        x = [[item objectForKey:@"posX"] floatValue];
        z = [[item objectForKey:@"posZ"] floatValue];
        playerRotation = [[item objectForKey:@"rotation"] floatValue];

        glPushMatrix();
        glTranslatef(x, 1 , z);
        glRotatef(playerRotation, 0, 1, 0);


        //Reset textures
        glMatrixMode(GL_TEXTURE);
        glLoadIdentity();

        glMatrixMode(GL_MODELVIEW);
        glVertexPointer(3, GL_FLOAT, 0, texturedVertices);
        glTexCoordPointer(2, GL_FLOAT, 0, texturedCubeCoord);

        glBindTexture(GL_TEXTURE_2D, 1);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &texturedCube[0]);

        glBindTexture(GL_TEXTURE_2D, 4);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &texturedCube[6]);

        int colorIndex = 0;
        glBindTexture(GL_TEXTURE_2D, 0);
        glColor4ub(colourCubeFaceColors[colorIndex], colourCubeFaceColors[colorIndex+1], colourCubeFaceColors[colorIndex+2], colourCubeFaceColors[colorIndex+3]);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &texturedCube[12]);

        glPopMatrix();
    }

    // GL teardown
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
}


- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    CGPoint pos = [[touches anyObject] locationInView:self.view];

    int i = 0;
    for (NSDictionary *item in self.players) {

        IMPoint3D playerPos;

        playerPos.x = [[item objectForKey:@"posX"] floatValue];
        playerPos.z = [[item objectForKey:@"posZ"] floatValue];
        playerPos.y = 1.0f;

        if([self checkCollission:pos object:playerPos])
        {
            NSLog(@"FIRE I LOVE YOU MAN %i", i);
        }

    }


    //left
    if ( pos.x >= 35 && pos.x <= 80 && pos.y >= 0 && pos.y <= 40) {
        action = ActionTurnLeft;

    //right 
    } else if ( pos.x >= 35 && pos.x <= 80 && pos.y >= 80 && pos.y <= 120) {
        action = ActionTurnRight;

    //forward
    } else if ( pos.x >= 80 && pos.x <= 120 && pos.y >= 32 && pos.y <= 82) {
        action = ActionMoveForward;

    //back
    } else if ( pos.x >= 0 && pos.x <= 40 && pos.y >= 32 && pos.y <= 82) {
        action = ActionMoveBackward;
    }

} 

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
    action = ActionNone; 
}

#define RAY_ITERATIONS 1000
#define COLLISION_RADIUS 0.1f

-(Boolean) checkCollission:(CGPoint)winPos object:(IMPoint3D) _object { 

    glGetFloatv( GL_PROJECTION_MATRIX, __projection );  
    glGetFloatv( GL_MODELVIEW_MATRIX, __modelview );
    glGetIntegerv( GL_VIEWPORT, __viewport );

    winPos.y = (float)__viewport[3] - winPos.y;

    Point3D nearPoint;
    Point3D farPoint;
    Point3D rayVector;

    //Retreiving position projected on near plan
    gluUnProject( winPos.x, winPos.y , 0, __modelview, __projection, __viewport, &nearPoint.x, &nearPoint.y, &nearPoint.z);

    //Retreiving position projected on far plan
    gluUnProject( winPos.x, winPos.y,  1, __modelview, __projection, __viewport, &farPoint.x, &farPoint.y, &farPoint.z);

    //Processing ray vector
    rayVector.x = farPoint.x - nearPoint.x;
    rayVector.y = farPoint.y - nearPoint.y;
    rayVector.z = farPoint.z - nearPoint.z;

    float rayLength = sqrtf(POW2(rayVector.x) + POW2(rayVector.y) + POW2(rayVector.z));

    //normalizing ray vector
    rayVector.x /= rayLength;
    rayVector.y /= rayLength;
    rayVector.z /= rayLength;

    Point3D collisionPoint;
    Point3D objectCenter = {_object.x, _object.y, _object.z};

    //Iterating over ray vector to check collisions
    for(int i = 0; i < RAY_ITERATIONS; i++)
    {
        collisionPoint.x = rayVector.x * rayLength/RAY_ITERATIONS*i;
        collisionPoint.y = rayVector.y * rayLength/RAY_ITERATIONS*i;
        collisionPoint.z = rayVector.z * rayLength/RAY_ITERATIONS*i;

        //Checking collision 
        if([Tools poinSphereCollision:collisionPoint center:objectCenter radius:COLLISION_RADIUS])
        {
            return TRUE;
        }
    }

    return FALSE;   
} 

/* does not work
-(CGPoint)getScreenCoorOfPoint:(IMPoint3D)_point3D
{
    GLfloat     p[16];   // Where The 16 Doubles Of The Projection Matrix Are To Be Stored
    glGetFloatv(GL_PROJECTION_MATRIX, p);                           // Retrieve The Projection Matrix
    /*
     Multiply M * point
     */
    //GLfloat _p[] = {p[0]*_point3D.x +p[4]*_point3D.y +p[8]*_point3D.z + p[12],
    //  p[1]*_point3D.x +p[5]*_point3D.y +p[9]*_point3D.z + p[13],
    //  p[2]*_point3D.x +p[6]*_point3D.y +p[10]*_point3D.z+ p[14],
    //  p[3]*_point3D.x +p[7]*_point3D.y +p[11]*_point3D.z+ p[15]};
    /*
     divide by scale factor
     */
   // CGPoint _p2D = {_p[0]/_p[3], _p[1]/_p[3]};
    /*
     get result in screen coordinates. In this case I'm in landscape mode
     */
    //return (CGPoint) {_p2D.x*240.0f + 240.0f, (1.0f - _p2D.y) *160.0f};
}
*/

- (void)handleTouches { 
    if (action != ActionNone) {
        GLfloat v[] = {center[0] - eye[0], center[1] - eye[1], center[2] - eye[2]}; 

        switch (action) {
            case ActionMoveForward: 

                eye[0] += v[0] * SPEED_MOVE;
                eye[2] += v[2] * SPEED_MOVE;
                center[0] += v[0] * SPEED_MOVE;
                center[2] += v[2] * SPEED_MOVE;

                if ((eye[2] > MapSizeZ || eye[0] > MapSizeX  || eye[2] < -MapSizeZ || eye[0] < -MapSizeX)  || [self checkCollisionWithX:eye[0] andWithZ:eye[2]]){

                    eye[0] -= v[0] * SPEED_MOVE; 
                    eye[2] -= v[2] * SPEED_MOVE;
                    center[0] -= v[0] * SPEED_MOVE;
                    center[2] -= v[2] * SPEED_MOVE;
                }

                break;
            case ActionMoveBackward: 

                eye[0] -= v[0] * SPEED_MOVE; 
                eye[2] -= v[2] * SPEED_MOVE;
                center[0] -= v[0] * SPEED_MOVE;
                center[2] -= v[2] * SPEED_MOVE;

                if ((eye[2] > MapSizeZ || eye[0] > MapSizeX  || eye[2] < -MapSizeZ || eye[0] < -MapSizeX) || [self checkCollisionWithX:eye[0] andWithZ:eye[2]] ){

                    eye[0] += v[0] * SPEED_MOVE;
                    eye[2] += v[2] * SPEED_MOVE;
                    center[0] += v[0] * SPEED_MOVE;
                    center[2] += v[2] * SPEED_MOVE;
                }
                break;

            case ActionTurnLeft: 
                center[0] = eye[0] + cos(-SPEED_TURN)*v[0] - sin(-SPEED_TURN)*v[2]; 
                center[2] = eye[2] + sin(-SPEED_TURN)*v[0] + cos(-SPEED_TURN)*v[2]; 
                rotation -=2.865;
                break;

            case ActionTurnRight: 
                center[0] = eye[0] + cos(SPEED_TURN)*v[0] - sin(SPEED_TURN)*v[2];
                center[2] = eye[2] + sin(SPEED_TURN)*v[0] + cos(SPEED_TURN)*v[2]; 
                rotation +=2.865;
                break;
        }

    }

}

- (void)loadTextures:(NSString *)textureName andWithIndex:(int)index { 

    // load image as a CG ref 
    CGImageRef textureImage = [UIImage imageNamed:textureName].CGImage;
    // if failed, bail
    if (!textureImage) { 
        NSLog(@"Error: failed to load texture"); 
        return;
    }


    // figure out the width and height
    int texWidth = CGImageGetWidth(textureImage); 
    int texHeight = CGImageGetHeight(textureImage);

    // alloc space for the texture
    GLubyte *textureData = (GLubyte *)malloc(texWidth * texHeight * 4);

    // create a CA context ref
    CGContextRef textureContext = CGBitmapContextCreate( 
                                                        textureData, texWidth, texHeight, 8, texWidth * 4, 
                                                        CGImageGetColorSpace(textureImage),
                                                        kCGImageAlphaPremultipliedLast
                                                        );

    // draw the image to in-memory buffer
    CGContextDrawImage(textureContext, CGRectMake(0,0,texWidth,texHeight), textureImage);

    // done with context - release it
    CGContextRelease(textureContext); 

    // have GL create handle for our texture
    glGenTextures(1, &textures[index]); 

    // tell GL that the image is 2D
    glBindTexture(GL_TEXTURE_2D, textures[index]);

    // send our data down to GL, copy into graphics hardware
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);

    // free our in-memory copy of the data
    free(textureData);

    // specify min/max filters
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    // tell GL to turn on textures
    glEnable(GL_TEXTURE_2D); 

}

- (void)updateCoords {

    self.players = [[NSMutableArray alloc] initWithContentsOfURL:[NSURL URLWithString:[NSString stringWithFormat:@"%@UpdatePlayer.aspx?playerIndex=%@&posX=%f&posZ=%f&rotation=%f", baseURL, self.deviceID, eye[0], eye[2], rotation]]];

    [self updateData]; 
}

- (void)updateData {

    NSInvocationOperation *op = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(updateCoords) object:nil];
    [[(WorldAppDelegate *)[[UIApplication sharedApplication] delegate] sharedOperationQueue] addOperation:op];
    [op release];
}   

- (void)setupPlayer {

    // Device id
    UIDevice *device = [UIDevice currentDevice];
    self.deviceID = [device uniqueIdentifier];

    NSDictionary *tempDict = [[[NSDictionary alloc] initWithContentsOfURL:[NSURL URLWithString:[NSString stringWithFormat: @"%@GetPlayerPosition.aspx?playerIndex=%@", baseURL, self.deviceID]]] autorelease];
    eye[0] = [[tempDict objectForKey:@"posX"] floatValue];
    eye[2] = [[tempDict objectForKey:@"posZ"] floatValue]  ;
    rotation = [[tempDict objectForKey:@"rotation"] floatValue];
}

- (void)addScene {


    self.collisionArray = [[NSMutableArray alloc] init];
    [self.collisionArray addObject:@"5,-4,4,4,1"];
    [self.collisionArray addObject:@"5, 4,4,4,1"];

    [self.collisionArray addObject:@"20,0,1,40,4"];
    [self.collisionArray addObject:@"-20,0,1,40,4"];

    [self.collisionArray addObject:@"0,-20,40,1,4"];
    [self.collisionArray addObject:@"0,20,40,1,4"];


}

- (void)loadTextureList {

    [self loadTextures:@"crate.png" andWithIndex:0];
    [self loadTextures:@"brick.jpg" andWithIndex:1];
    [self loadTextures:@"GrassTexture.png" andWithIndex:2];
    [self loadTextures:@"swtexnew.png" andWithIndex:3];

}

- (void)loadController {

    self.baseURL = @"http://burf2000.dyndns.org:90/Cubes/";

    //Controler
    UIImageView *joypadView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"StoneCompass.png"]];
    joypadView.frame = CGRectMake(0, 0, 120, 120);
    [self.view addSubview:joypadView];
    [joypadView release];

}

- (BOOL)checkCollisionWithX:(float)x andWithZ:(float)z {

    for (NSString *coords in self.collisionArray) {

        NSArray *coordsArray = [coords componentsSeparatedByString:@","];

        float x1 =  [[coordsArray objectAtIndex:0] floatValue] -   ([[coordsArray objectAtIndex:2] floatValue] /2) ;
        float z1 =  [[coordsArray objectAtIndex:1] floatValue] -   ([[coordsArray objectAtIndex:3] floatValue] /2) ;
        float x2 =  [[coordsArray objectAtIndex:0] floatValue] +   ([[coordsArray objectAtIndex:2] floatValue] /2) ;
        float z2 =  [[coordsArray objectAtIndex:1] floatValue] +   ([[coordsArray objectAtIndex:3] floatValue] /2) ;


        if ( x > x1 && x < x2  && z > z1  && z < z2 ) {

            return YES;
        }
    }

    return NO;
}

- (void)dealloc {
    [deviceID release];
    [players release];
    [collisionArray release];
    [label release];
    [baseURL release];
    [super dealloc];
}

@end
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