

Void matrix_inv(float* a, float* b) // a = Inverse(b) O -= glm::vec3(m, m, m) * znear // z axis offset

GlGetFloatv(GL_MODELVIEW_MATRIX, im) // get camera inverse matrix
#ZED AXIS 9.0 CODE#
get camera matrix (must be in right place in code before model transformations)

GluPerspective(45.0f, fAspect, 0.1f, 300.0f) //may need to make larger depending on project that znear and zfar should typically have a ratio of 1000:1 to make sorting out z depth easier for the GPU field of view of 45 degrees, near and far planes 1. p0, p1, p2, p3 holds your znear camera screen corners in world coordinates Is it ok to consider camera position and torus position as 2 boxes and check the collision (box to box collision) or camera as a point and torus as a box (point to box)? Or can somebody suggest best way to do that?īelow is the code that I've tried so far. I'm hoping to do this using AABB algorithm. But if we take the distance that means we're only considering the z co-ordinates so if the camera moved to that distance (without considering x,y coordinates) it's always taking as a collision which is wrong right? I saw some stack overflow answer suggesting to compute distance of whatever (player) to torus cell and if bigger than half or whole cell size you are colliding +/- your coordinate system and map topology tweaks. It is a simple 3D space game using the perspective view and in first person. I want to implement collision of 6 torus which are randomly disturbed in the game area.
