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authorJoel Davis <[email protected]>2016-12-31 15:06:39 -0800
committerJoel Davis <[email protected]>2016-12-31 15:06:39 -0800
commit037da8879a3ae61b09d8388bc2b4a2fe5359256a (patch)
tree15f63d24730128f9a3534d20c866f2898e4490e1
parent202f45415c98df2201202ba8edb10b6496cbeb62 (diff)
downloadraylib-037da8879a3ae61b09d8388bc2b4a2fe5359256a.tar.gz
raylib-037da8879a3ae61b09d8388bc2b4a2fe5359256a.zip
Added RaycastGround and ray picking example
-rw-r--r--examples/Makefile6
-rw-r--r--examples/core_3d_raypick.c118
-rw-r--r--src/raylib.h15
-rw-r--r--src/shapes.c20
4 files changed, 159 insertions, 0 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 710e97c4..676529c7 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -203,6 +203,7 @@ EXAMPLES = \
core_gestures_detection \
core_3d_mode \
core_3d_picking \
+ core_3d_raypick \
core_3d_camera_free \
core_3d_camera_first_person \
core_2d_camera \
@@ -320,6 +321,11 @@ core_3d_mode: core_3d_mode.c
core_3d_picking: core_3d_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+# compile [core] example - 3d ray picking
+core_3d_raypick: core_3d_raypick.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+
# compile [core] example - 3d camera free
core_3d_camera_free: core_3d_camera_free.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
diff --git a/examples/core_3d_raypick.c b/examples/core_3d_raypick.c
new file mode 100644
index 00000000..c1c32771
--- /dev/null
+++ b/examples/core_3d_raypick.c
@@ -0,0 +1,118 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Ray-Picking in 3d mode, also ground plane
+*
+* This example has been created using raylib 1.3 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking");
+
+ // Define the camera to look into our 3d world
+ Camera camera;
+ camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+
+ Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
+ Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
+ Vector3 groundCursorPos = { 0 };
+
+ Ray ray; // Picking line ray
+
+ bool collision = false;
+
+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update camera
+
+ // if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ // {
+ // // NOTE: This function is NOT WORKING properly!
+ // ray = GetMouseRay(GetMousePosition(), camera);
+
+ // // Check collision between ray and box
+ // collision = CheckCollisionRayBox(ray,
+ // (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+ // (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
+ // }
+
+ ray = GetMouseRay(GetMousePosition(), camera);
+ RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 );
+
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ if (collision)
+ {
+ DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
+ DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
+
+ DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
+ }
+ else
+ {
+ DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
+ DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
+ }
+
+ if (hitinfo.hit) {
+
+ groundCursorPos = hitinfo.hitPosition;
+ groundCursorPos.y += 0.25; // Offset so the cube rests on the ground
+ printf("Hit: groundpos %3.2f %3.2f %3.2f\n",
+ groundCursorPos.x, groundCursorPos.y, groundCursorPos.z );
+ DrawCubeWires( groundCursorPos, 0.5, 0.5, 0.5, RED );
+ }
+
+ DrawRay(ray, MAROON);
+
+ DrawGrid(10, 1.0f);
+
+ End3dMode();
+
+ //DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
+
+ //if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/src/raylib.h b/src/raylib.h
index e2e4ee13..f291ce85 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -97,6 +97,9 @@
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
+// A small number
+#define EPSILON 0.000001
+
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_RESIZABLE_WINDOW 2
@@ -491,6 +494,13 @@ typedef struct Ray {
Vector3 direction; // Ray direction
} Ray;
+// Information returned from a raycast
+typedef struct RayHitInfo {
+ bool hit; // Did the ray hit something?
+ Vector3 hitPosition; // Position of nearest hit
+ Vector3 hitNormal; // Surface normal of hit
+} RayHitInfo;
+
// Wave type, defines audio wave data
typedef struct Wave {
unsigned int sampleCount; // Number of samples
@@ -911,6 +921,11 @@ RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphe
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
//------------------------------------------------------------------------------------
+// Ray Casts
+//------------------------------------------------------------------------------------
+RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight );
+
+//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
diff --git a/src/shapes.c b/src/shapes.c
index 3d3333c1..4b2de4f2 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -533,4 +533,24 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
}
return retRec;
+}
+
+
+RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
+{
+ RayHitInfo result = {0};
+
+ if (fabs(ray.direction.y) > EPSILON)
+ {
+ float t = (ray.position.y - groundHeight) / -ray.direction.y;
+ if (t >= 0.0) {
+ Vector3 camDir = ray.direction;
+ VectorScale( &camDir, t );
+ result.hit = true;
+ result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
+ result.hitPosition = VectorAdd( ray.position, camDir );
+ }
+ }
+
+ return result;
} \ No newline at end of file