Can someone tell me how to make triangle vertices collide with edges of the screen? For math library I am using GLM and for window creation and keyboard/mouse input I am using GLFW. I created perspective matrix and simple array of triangle vertices.
Then I multiplied all this in vertex shader like:
gl_Position = projection * view * model * vec4(pos, 1.0);
Projection matrix is defined as:
glm::mat4 projection = glm::perspective(
45.0f, (GLfloat)screenWidth / (GLfloat)screenHeight, 0.1f, 100.0f);
I have fully working camera and projection. I can move around my "world" and see triangle standing there. The problem I have is I want to make sure that triangle collide with edges of the screen.
What I did was disable camera and only enable keyboard movement. Then I initialized translation matrix as glm::translate(model, glm::vec3(xMove, yMove, -2.5f)); and scale matrix to scale by 0.4.
Now all of that is working fine. When I press RIGHT triangle moves to the right when I press UP triangle moves up etc... The problem is I have no idea how to make it stop moving then it hits edges.
This is what I have tried:
triangleRightVertex.x is glm::vec3 object.
0.4 is scaling value that I used in scaling matrix.
if(((xMove + triangleRightVertex.x) * 0.4f) >= 1.0f)
{
cout << "Right side collision detected!" << endl;
}
When I move triangle to the right it does detect collision when x of the third vertex(bottom right corner of triangle) collides with right side but it goes little bit beyond before it detects. But when I tried moving up it detected collision when half of the triangle was up.
I have no idea what to do here can someone explain me this please?