I’m working on a new game, and am trying to detect whether or not the player (on a slope) is colliding with a given mesh based off of their coordinates relative to the coordinates of the slope. I’m using this function, which doesn’t seem to be working (the slope seems too small or something)
//Slopes
float slopeY = max.Y-min.Y;
float slopeZ = max.Z-min.Z;
float slopeX = max.X-min.X;
float angle = (float)Math.Atan(slopeZ/slopeY);
//Console.WriteLine(OpenTK.Math.Functions.RadiansToDegrees((float)Math.Atan(slopeZ/slopeY)).ToString()+" degrees incline");
slopeY = slopeY/slopeZ;
float slopeZX = slopeY/slopeX;
//End slopes
float surfaceposX = max.X-coord.X;
float surfaceposY = max.Y-coord.Y;
float surfaceposZ = min.Z-coord.Z;
min-=sval;
max+=sval;
//Surface coords
//End surface coords
//Y SHOULD = mx+b, where M = slope and X = surfacepos, and B = surfaceposZ
if(coord.X<max.X& coord.X>min.X&coord.Y>min.Y&coord.Y<max.Y&coord.Z>min.Z&coord.Z<max.Z) {
if(slopeY !=0) {
Console.WriteLine("Slope = "+slopeY.ToString()+"SlopeZX="+slopeZX.ToString()+" surfaceposZ="+surfaceposZ.ToString());
Console.WriteLine(surfaceposY-(surfaceposY*slopeY));
//System.Threading.Thread.Sleep(40000);
if(surfaceposY-(surfaceposZ*slopeY)<3 || surfaceposY-(surfaceposX*slopeZX)<3) {
return true;
} else {
return false;
}
} else {
return true;
}
} else {
return false;
}
Any suggestions?
Sample output:
59.86697
6.225558 2761.331
68.3019 degrees incline
59.86698,46.12445
59.86698
6.225558 2761.332
0 degrees incline


EDIT: Partially fixed the problem. Slope detection works, but now I can walk through walls???
//Slopes
float slopeY = max.Y-min.Y;
float slopeZ = max.Z-min.Z;
float slopeX = max.X-min.X;
float angle = (float)Math.Atan(slopeZ/slopeY);
//Console.WriteLine(OpenTK.Math.Functions.RadiansToDegrees((float)Math.Atan(slopeZ/slopeY)).ToString()+" degrees incline");
slopeY = slopeY/slopeZ;
float slopey = slopeY+1/slopeZ;
float slopeZX = slopeY/slopeX;
//End slopes
float surfaceposX = min.X-coord.X;
float surfaceposY = max.Y-coord.Y;
float surfaceposZ = min.Z-coord.Z;
min-=sval;
max+=sval;
//Surface coords
//End surface coords
//Y SHOULD = mx+b, where M = slope and X = surfacepos, and B = surfaceposZ
if(coord.X<max.X& coord.X>min.X&coord.Y>min.Y&coord.Y<max.Y&coord.Z>min.Z&coord.Z<max.Z) {
if(slopeY !=0) {
Console.WriteLine("Slope = "+slopeY.ToString()+"SlopeZX="+slopeZX.ToString()+" surfaceposZ="+surfaceposZ.ToString());
Console.WriteLine(surfaceposY-(surfaceposY*slopeY));
//System.Threading.Thread.Sleep(40000);
surfaceposZ = Math.Abs(surfaceposZ);
if(surfaceposY>(surfaceposZ*slopeY) & surfaceposY-2<(surfaceposZ*slopeY) || surfaceposY>(surfaceposX*slopeZX) & surfaceposY-2<(surfaceposX*slopeZX)) {
return true;
} else {
return false;
}
} else {
return true;
}
} else {
return false;
}
Have you considered implementing a BSP tree? Even if you work out the bugs with the code you’re using now, it’ll be dog slow with a mesh of any decent size/complexity. A BSP or quadtree will go a long way towards simplifying your code and improving performance, and they’re very easy to implement.
Edit
Here’s a link to a nice BSP tutorial and overview.
If you’re only concerned with terrain (no vertical walls, doors, etc), a quadtree might be more appropriate:
Here’s a nice quadtree tutorial at gamedev.net.
Both of these algorithms are intended to divide your geometry into a tree to make searching easier. In your case, you’re searching for polygons for collision purposes. To build a BSP tree (very briefly):
Define a structure for the nodes in the tree:
Pick a “partition” plane (face) from your mesh that roughly divides the rest of the mesh in two. This is a lot easier to do with complex geometry as fully convex items (spheres and the like) tend to wind up looking like lists instead of trees.
Create a new
BspNodeinstance from the vertices that define the partition plane.When checking for collisions, you have two options.
Single-point: check the coordinates that the character or object is moving to against the tree by calling your root node’s
.IsInFront(moveDestination)If the method returns false, the target point is “inside” the mesh, and you’ve collided. If the method returns true, the target point is “outside” the mesh, and no collision has occurred.Ray intersection. This one gets a little tricky. Call the root node’s
.SplitsRay()method with the object’s current position and it’s target position. If the methods returnstrue, moving between the two positions will transition through the mesh. This is a superior (though more complex) check because it will catch edge cases, such as when the desired movement would take an object completely through an object in one step.I just threw that sample code together quickly; it’s incomplete and probably won’t even compile, but it should get you going in the right direction.
Another nice thing about the BSP: Using the
.SplitsRay()method, you can determine if one point on a map is visible from another point. Some games use this to determine if NPCs/AIs can see each other or real players. You could use a slight modification of that to determine if they can hear each other walking, etc.This may seem a lot more complicated than your original approach, but it’s ultimately far more powerful and flexible. It’s worth your time to investigate.