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/*******************************************************************************************
*
*   raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
*   This example has been created using raylib 1.7 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
*   Example contributed by Joel Davis (@joeld42)
*
********************************************************************************************/

#include "raylib.h"
#include "raymath.h"

#define FLT_MAX     3.40282347E+38F     // Maximum value of a float, defined in <float.h>

#if defined(PLATFORM_WEB)
    #include <emscripten/emscripten.h>
#endif

//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;

Camera camera = { 0 };

Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };

Ray ray = { 0 };        // Picking line ray

Model tower = { 0 };
Texture2D texture = { 0 };

Vector3 towerPos = { 0.0f, 0.0f, 0.0f };
BoundingBox towerBBox = { 0 };
bool hitMeshBBox = false;
bool hitTriangle = false;

// Test triangle
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };

Vector3 bary = { 0.0f, 0.0f, 0.0f };

//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void);     // Update and Draw one frame

//----------------------------------------------------------------------------------
// Program Main Entry Point
//----------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d mesh picking");

    // Define the camera to look into our 3d world
    camera.position = (Vector3){ 10.0f, 8.0f, 10.0f };          // Camera position
    camera.target = (Vector3){ 0.0f, 2.3f, 0.0f };              // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.6f, 0.0f };                  // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                        // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;                           // Camera mode type

    tower = LoadModel("resources/models/turret.obj");           // Load OBJ model
    texture = LoadTexture("resources/models/turret_diffuse.png");   // Load model texture
    tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;     // Set model diffuse texture

    towerBBox = MeshBoundingBox(tower.meshes[0]);               // Get mesh bounding box

    SetCameraMode(camera, CAMERA_FREE);     // Set a free camera mode

    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadModel(tower);         // Unload model from GPU
    UnloadTexture(texture);     // Unload texture from GPU

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    UpdateCamera(&camera);          // Update camera

    // Display information about closest hit
    RayHitInfo nearestHit = { 0 };
    char *hitObjectName = "None";
    nearestHit.distance = FLT_MAX;
    nearestHit.hit = false;
    Color cursorColor = WHITE;

    // Get ray and test against ground, triangle, and mesh
    ray = GetMouseRay(GetMousePosition(), camera);

    // Check ray collision aginst ground plane
    RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);

    if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
    {
        nearestHit = groundHitInfo;
        cursorColor = GREEN;
        hitObjectName = "Ground";
    }

    // Check ray collision against test triangle
    RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);

    if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
    {
        nearestHit = triHitInfo;
        cursorColor = PURPLE;
        hitObjectName = "Triangle";

        bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
        hitTriangle = true;
    }
    else hitTriangle = false;

    RayHitInfo meshHitInfo = { 0 };

    // Check ray collision against bounding box first, before trying the full ray-mesh test
    if (CheckCollisionRayBox(ray, towerBBox))
    {
        hitMeshBBox = true;

        // Check ray collision against model
        // NOTE: It considers model.transform matrix!
        meshHitInfo = GetCollisionRayModel(ray, tower);

        if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
        {
            nearestHit = meshHitInfo;
            cursorColor = ORANGE;
            hitObjectName = "Mesh";
        }
    }

    hitMeshBBox = false;
    //----------------------------------------------------------------------------------

    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();

        ClearBackground(RAYWHITE);

        BeginMode3D(camera);

            // Draw the tower
            // WARNING: If scale is different than 1.0f,
            // not considered by GetCollisionRayModel()
            DrawModel(tower, towerPos, 1.0f, WHITE);

            // Draw the test triangle
            DrawLine3D(ta, tb, PURPLE);
            DrawLine3D(tb, tc, PURPLE);
            DrawLine3D(tc, ta, PURPLE);

            // Draw the mesh bbox if we hit it
            if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);

            // If we hit something, draw the cursor at the hit point
            if (nearestHit.hit)
            {
                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.position.x + nearestHit.normal.x;
                normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
                normalEnd.z = nearestHit.position.z + nearestHit.normal.z;

                DrawLine3D(nearestHit.position, normalEnd, RED);
            }

            DrawRay(ray, MAROON);

            DrawGrid(10, 10.0f);

        EndMode3D();

        // Draw some debug GUI text
        DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);

        if (nearestHit.hit)
        {
            int ypos = 70;

            DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);

            DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
                                nearestHit.position.x,
                                nearestHit.position.y,
                                nearestHit.position.z), 10, ypos + 15, 10, BLACK);

            DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
                                nearestHit.normal.x,
                                nearestHit.normal.y,
                                nearestHit.normal.z), 10, ypos + 30, 10, BLACK);

            if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
        }

        DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);

        DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);

        DrawFPS(10, 10);

    EndDrawing();
    //----------------------------------------------------------------------------------
}