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authorCrydsch <[email protected]>2021-06-03 20:15:27 +0200
committerGitHub <[email protected]>2021-06-03 20:15:27 +0200
commitedeaff4bd4010eaa46f09f47d0b78f27b4ff836e (patch)
treedc9c42779ae678ff65f29937dfe502e3ff6312da
parent2370af598e84c8594b8d1a4f6e17925b48949db7 (diff)
downloadraylib-edeaff4bd4010eaa46f09f47d0b78f27b4ff836e.tar.gz
raylib-edeaff4bd4010eaa46f09f47d0b78f27b4ff836e.zip
Better collisions (#1803)
* review collisions ray-box and ray-sphere * Applied raysan's refactor Improved GetRayCollisionBox * Replace GetRayCollisionGround with GetCollisionQuad * Update example core_3d_picking * Update example models_loading * Fixed issues after merge * remove debug stuff Co-authored-by: Cry dsch <[email protected]>
-rw-r--r--examples/models/models_mesh_picking.c61
-rw-r--r--src/models.c108
-rw-r--r--src/raylib.h4
3 files changed, 117 insertions, 56 deletions
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index 31500bce..a790e978 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -41,16 +41,24 @@ int main(void)
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
- bool hitMeshBBox = false;
- bool hitTriangle = false;
+
+ // Ground quad
+ Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
+ Vector3 g1 = (Vector3){ -50.0f, 0.0f, 50.0f };
+ Vector3 g2 = (Vector3){ 50.0f, 0.0f, 50.0f };
+ Vector3 g3 = (Vector3){ 50.0f, 0.0f, -50.0f };
// 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 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
+ Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
+ Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
Vector3 bary = { 0.0f, 0.0f, 0.0f };
+ // Test sphere
+ Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
+ float sr = 4.0f;
+
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -69,11 +77,11 @@ int main(void)
collision.hit = false;
Color cursorColor = WHITE;
- // Get ray and test against ground, triangle, and mesh
+ // Get ray and test against objects
ray = GetMouseRay(GetMousePosition(), camera);
- // Check ray collision aginst ground plane
- RayCollision groundHitInfo = GetRayCollisionGround(ray, 0.0f);
+ // Check ray collision against ground quad
+ RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
{
@@ -92,30 +100,37 @@ int main(void)
hitObjectName = "Triangle";
bary = Vector3Barycenter(collision.point, ta, tb, tc);
- hitTriangle = true;
}
- else hitTriangle = false;
-
- RayCollision meshHitInfo = { 0 };
+
+ // Check ray collision against test sphere
+ RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
+
+ if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) {
+ collision = sphereHitInfo;
+ cursorColor = ORANGE;
+ hitObjectName = "Sphere";
+ }
// Check ray collision against bounding box first, before trying the full ray-mesh test
- if (GetRayCollisionBox(ray, towerBBox).hit)
+ RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
+
+ if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
{
- hitMeshBBox = true;
+ collision = boxHitInfo;
+ cursorColor = ORANGE;
+ hitObjectName = "Box";
// Check ray collision against model
// NOTE: It considers model.transform matrix!
- meshHitInfo = GetRayCollisionModel(ray, tower);
+ RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
- if ((meshHitInfo.hit) && (meshHitInfo.distance < collision.distance))
+ if (meshHitInfo.hit)
{
collision = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
}
-
- hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
@@ -136,8 +151,11 @@ int main(void)
DrawLine3D(tb, tc, PURPLE);
DrawLine3D(tc, ta, PURPLE);
+ // Draw the test sphere
+ DrawSphereWires(sp, sr, 8, 8, PURPLE);
+
// Draw the mesh bbox if we hit it
- if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
+ if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
if (collision.hit)
@@ -154,7 +172,7 @@ int main(void)
}
DrawRay(ray, MAROON);
-
+
DrawGrid(10, 10.0f);
EndMode3D();
@@ -178,7 +196,8 @@ int main(void)
collision.normal.y,
collision.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);
+ if (triHitInfo.hit && strcmp(hitObjectName, "Triangle") == 0)
+ 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);
diff --git a/src/models.c b/src/models.c
index 9217cc2d..50cc6cb7 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2985,19 +2985,31 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
RayCollision collision = { 0 };
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
- float distance = Vector3Length(raySpherePos);
float vector = Vector3DotProduct(raySpherePos, ray.direction);
- float d = radius*radius - (distance*distance - vector*vector);
+ float distance = Vector3Length(raySpherePos);
+ float d = radius*radius - (distance * distance - vector*vector);
- if (d >= 0.0f) collision.hit = true;
+ collision.hit = d >= 0.0f;
// Check if ray origin is inside the sphere to calculate the correct collision point
- if (distance < radius) collision.distance = vector + sqrtf(d);
- else collision.distance = vector - sqrtf(d);
+ if (distance < radius) { // inside
+ collision.distance = vector + sqrtf(d);
- // Calculate collision point
- collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
+ // Calculate collision point
+ collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
+ // Calculate collision normal (pointing outwards)
+ collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center)));
+ } else { // outside
+ collision.distance = vector - sqrtf(d);
+
+ // Calculate collision point
+ collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
+
+ // Calculate collision normal (pointing inwards)
+ collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center));
+ }
+
return collision;
}
@@ -3006,19 +3018,60 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
{
RayCollision collision = { 0 };
- float t[8] = { 0 };
- t[0] = (box.min.x - ray.position.x)/ray.direction.x;
- t[1] = (box.max.x - ray.position.x)/ray.direction.x;
- t[2] = (box.min.y - ray.position.y)/ray.direction.y;
- t[3] = (box.max.y - ray.position.y)/ray.direction.y;
- t[4] = (box.min.z - ray.position.z)/ray.direction.z;
- t[5] = (box.max.z - ray.position.z)/ray.direction.z;
+ // Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
+ // Reversing ray.direction will give use the correct result.
+ bool insideBox =
+ ray.position.x > box.min.x && ray.position.x < box.max.x &&
+ ray.position.y > box.min.y && ray.position.y < box.max.y &&
+ ray.position.z > box.min.z && ray.position.z < box.max.z;
+
+ if (insideBox) {
+ ray.direction = Vector3Negate(ray.direction);
+ }
+
+ float t[11] = { 0 };
+
+ t[8] = 1.0f / ray.direction.x;
+ t[9] = 1.0f / ray.direction.y;
+ t[10] = 1.0f / ray.direction.z;
+
+ t[0] = (box.min.x - ray.position.x) * t[8];
+ t[1] = (box.max.x - ray.position.x) * t[8];
+ t[2] = (box.min.y - ray.position.y) * t[9];
+ t[3] = (box.max.y - ray.position.y) * t[9];
+ t[4] = (box.min.z - ray.position.z) * t[10];
+ t[5] = (box.max.z - ray.position.z) * t[10];
t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
collision.hit = !(t[7] < 0 || t[6] > t[7]);
-
- // TODO: Calculate other RayCollision data
+ collision.distance = t[6];
+ collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
+
+ // Get box center point
+ collision.normal = Vector3Lerp(box.min, box.max, 0.5f);
+ // Get vector center point->hit point
+ collision.normal = Vector3Subtract(collision.point, collision.normal);
+ // Scale vector to unit cube
+ // we use an additional .01 to fix numerical errors
+ collision.normal = Vector3Scale(collision.normal, 2.01f);
+ collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
+ // the relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
+ // and the others are somewhere between -1.0 and 1.0
+ // casting to int is exactly our wanted normal!
+ collision.normal.x = (int)collision.normal.x;
+ collision.normal.y = (int)collision.normal.y;
+ collision.normal.z = (int)collision.normal.z;
+
+ collision.normal = Vector3Normalize(collision.normal);
+
+ if (insideBox) {
+ // Reset ray.direction
+ ray.direction = Vector3Negate(ray.direction);
+ // Fix result
+ collision.distance *= -1.0f;
+ collision.normal = Vector3Negate(collision.normal);
+ }
return collision;
}
@@ -3089,6 +3142,7 @@ RayCollision GetRayCollisionModel(Ray ray, Model model)
}
// Get collision info between ray and triangle
+// NOTE: The points are expected to be in counter-clockwise winding
// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
{
@@ -3147,26 +3201,14 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
return collision;
}
-// Get collision info between ray and ground plane (Y-normal plane)
-RayCollision GetRayCollisionGround(Ray ray, float groundHeight)
-{
- #define EPSILON 0.000001 // A small number
-
+// Get collision info between ray and quad
+// NOTE: The points are expected to be in counter-clockwise winding
+RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) {
RayCollision collision = { 0 };
- if (fabsf(ray.direction.y) > EPSILON)
- {
- float distance = (ray.position.y - groundHeight)/-ray.direction.y;
+ collision = GetRayCollisionTriangle(ray, p1, p2, p4);
- if (distance >= 0.0)
- {
- collision.hit = true;
- collision.distance = distance;
- collision.normal = (Vector3){ 0.0, 1.0, 0.0 };
- collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
- collision.point.y = groundHeight;
- }
- }
+ if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4);
return collision;
}
diff --git a/src/raylib.h b/src/raylib.h
index db9bb401..0babd0ef 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1447,10 +1447,10 @@ RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
-RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
-RLAPI RayCollision GetRayCollisionGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)