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-rw-r--r--examples/src/models/models_mesh_picking.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/examples/src/models/models_mesh_picking.c b/examples/src/models/models_mesh_picking.c
index 0b5247e..e150fe9 100644
--- a/examples/src/models/models_mesh_picking.c
+++ b/examples/src/models/models_mesh_picking.c
@@ -35,7 +35,7 @@ int main()
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
- tower.material.texDiffuse = texture; // Set model diffuse texture
+ tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
@@ -89,7 +89,7 @@ int main()
cursorColor = PURPLE;
hitObjectName = "Triangle";
- bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
+ bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
@@ -136,15 +136,15 @@ int main()
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
{
- DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor);
- DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED);
+ DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
+ DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
Vector3 normalEnd;
- normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
- normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
- normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
+ normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
+ normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
+ normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
- DrawLine3D(nearestHit.hitPosition, normalEnd, RED);
+ DrawLine3D(nearestHit.position, normalEnd, RED);
}
DrawRay(ray, MAROON);
@@ -163,14 +163,14 @@ int main()
DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
- nearestHit.hitPosition.x,
- nearestHit.hitPosition.y,
- nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
+ nearestHit.position.x,
+ nearestHit.position.y,
+ nearestHit.position.z), 10, ypos + 15, 10, BLACK);
DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
- nearestHit.hitNormal.x,
- nearestHit.hitNormal.y,
- nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
+ nearestHit.normal.x,
+ nearestHit.normal.y,
+ nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}