I'm currently making a 3D car game using XNA 3.1. It is a taxi game. So my main vehicle encounters traffic vehicles during the game. I'm having problems with coding the collision detection among traffic vehicles and the main vehicle. I used the bounding box method instead of bounding sphere method because bounding spheres don't cover the vehicles properly.
Below is the code i used to achieve collision. Problem with it is when the vehicle turns left or right bounding box doesn't change according to that.
I wrote this code in the update method.
carWorld = Matrix.CreateScale(1f) * Matrix.CreateTranslation(vehicalClassObs[0].Position);
trafficWorld = Matrix.CreateScale(1f) * Matrix.CreateTranslation(carObject.Position);
BoundingBox b=CalculateBoundingBox(carO);
BoundingBox c=CalculateBoundingBox(car);
Vector3[] obb = new Vector3[8];
b.GetCorners(obb);
Vector3.Transform(obb, ref carWorld, obb);
BoundingBox worldAABB = BoundingBox.CreateFromPoints(obb);
Vector3[] occ=new Vector3[8];
c.GetCorners(occ);
Vector3.Transform(occ, ref trafficWorld, occ);
BoundingBox worldAACC = BoundingBox.CreateFromPoints(occ);
if (worldAABB.Intersects(worldAACC))
col = true;
else col = false;
Below is the CalculateBoundingBox method
public BoundingBox CalculateBoundingBox(Model m_model)
{
// Create variables to hold min and max xyz values for the model. Initialise them to extremes
Vector3 modelMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);
Vector3 modelMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
foreach (ModelMesh mesh in m_model.Meshes)
{
Matrix[] m_transforms = new Matrix[m_model.Bones.Count];
m_model.CopyAbsoluteBoneTransformsTo(m_transforms);
//Create variables to hold min and max xyz values for the mesh. Initialise them to extremes
Vector3 meshMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);
Vector3 meshMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
// There may be multiple parts in a mesh (different materials etc.) so loop through each
foreach (ModelMeshPart part in mesh.MeshParts)
{
// The stride is how big, in bytes, one vertex is in the vertex buffer
// We have to use this as we do not know the make up of the vertex
int stride = part.VertexDeclaration.GetVertexStrideSize(0);
byte[] vertexData = new byte[stride * part.NumVertices];
mesh.VertexBuffer.GetData(part.BaseVertex * stride, vertexData, 0, part.NumVertices, 1); // fixed 13/4/11
// Find minimum and maximum xyz values for this mesh part
// We know the position will always be the first 3 float values of the vertex data
Vector3 vertPosition=new Vector3();
for (int ndx = 0; ndx < vertexData.Length; ndx += stride)
{
vertPosition.X= BitConverter.ToSingle(vertexData, ndx);
vertPosition.Y = BitConverter.ToSingle(vertexData, ndx + sizeof(float));
vertPosition.Z= BitConverter.ToSingle(vertexData, ndx + sizeof(float)*2);
// update our running values from this vertex
meshMin = Vector3.Min(meshMin, vertPosition);
meshMax = Vector3.Max(meshMax, vertPosition);
}
}
// transform by mesh bone transforms
meshMin = Vector3.Transform(meshMin, m_transforms[mesh.ParentBone.Index]);
meshMax = Vector3.Transform(meshMax, m_transforms[mesh.ParentBone.Index]);
// Expand model extents by the ones from this mesh
modelMin = Vector3.Min(modelMin, meshMin);
modelMax = Vector3.Max(modelMax, meshMax);
}
// Create and return the model bounding box
return new BoundingBox(modelMin, modelMax);
}
If someone can help me to solve this problem it wil be very helpful. If there is a better way to achieve collision other than the way i used please let me know about that method.