Java tutorial
/* * ______ __ ______ ______ __ __ __ __ ______ ______ ______ ______ * /\ == \ /\ \ /\ __ \ /\ ___\ /\ \/ / /\ \_\ \ /\ ___\ /\ __ \ /\ == \ /\__ _\ * \ \ __< \ \ \____ \ \ __ \ \ \ \____ \ \ _"-. \ \ __ \ \ \ __\ \ \ __ \ \ \ __< \/_/\ \/ * \ \_____\ \ \_____\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_\ * \/_____/ \/_____/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/ /_/ \/_/ * * (August 10th-17th 2013) * <http://7dfps.calvert.io> * * blackheart * Copyright (c) 2013 Robert Calvert <http://robert.calvert.io> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> * */ package io.flob.blackheart; import org.lwjgl.opengl.GL11; import org.lwjgl.util.vector.Vector3f; /** * * @author rob */ public final class CollisionBox { private ICollidable _object; private Vector3f _size = new Vector3f(Level.grid_size, Level.grid_size, Level.grid_size); public CollisionBox(ICollidable object) { _object = object; } public void size(Vector3f size) { _size = size; } public boolean intersects(CollisionBox that) { if (that.position_minimum().getX() < this.position_maximum().getX() && that.position_maximum().getX() > this.position_minimum().getX()) { if (that.position_minimum().getY() < this.position_maximum().getY() && that.position_maximum().getY() > this.position_minimum().getY()) { if (that.position_minimum().getZ() < this.position_maximum().getZ() && that.position_maximum().getZ() > this.position_minimum().getZ()) { return true; } } } return false; } public Vector3f position_minimum() { return new Vector3f(_object.position().getX() - (_size.getX() / 2), _object.position().getY() - (_size.getY() / 2), _object.position().getZ() - (_size.getZ() / 2)); } public Vector3f position_maximum() { return new Vector3f(_object.position().getX() + (_size.getX() / 2), _object.position().getY() + (_size.getY() / 2), _object.position().getZ() + (_size.getZ() / 2)); } public void render() { GL11.glColor3d(1, 0, 1); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_maximum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_maximum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_maximum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_maximum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_minimum().getY(), position_maximum().getZ()); GL11.glEnd(); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_minimum().getY(), position_maximum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_maximum().getX(), position_maximum().getY(), position_maximum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_minimum().getZ()); GL11.glVertex3f(position_minimum().getX(), position_maximum().getY(), position_maximum().getZ()); GL11.glEnd(); GL11.glColor3d(1, 1, 1); } }