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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 /examples/models
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]>
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_mesh_picking.c61
1 files changed, 40 insertions, 21 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);