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authorraysan5 <[email protected]>2017-01-05 19:33:05 +0100
committerraysan5 <[email protected]>2017-01-05 19:33:05 +0100
commit658c2806690ace34a0dae6b6ed12d0ea52d2d6e4 (patch)
treee726d130c81f429e70d1c36b91aef5454658efb9 /src/models.c
parent0369bb4c8cfe8988634a09d56c307b73be281452 (diff)
downloadraylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz
raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip
Lattest PR review
Function names, code formatting...
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c167
1 files changed, 129 insertions, 38 deletions
diff --git a/src/models.c b/src/models.c
index 41e527dc..0673874b 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1474,6 +1474,135 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
return collision;
}
+// Get collision info between ray and mesh
+RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
+{
+ RayHitInfo result = { 0 };
+
+ // If mesh doesn't have vertex data on CPU, can't test it.
+ if (!mesh->vertices) return result;
+
+ // mesh->triangleCount may not be set, vertexCount is more reliable
+ int triangleCount = mesh->vertexCount/3;
+
+ // Test against all triangles in mesh
+ for (int i = 0; i < triangleCount; i++)
+ {
+ Vector3 a, b, c;
+ Vector3 *vertdata = (Vector3 *)mesh->vertices;
+
+ if (mesh->indices)
+ {
+ a = vertdata[mesh->indices[i*3 + 0]];
+ b = vertdata[mesh->indices[i*3 + 1]];
+ c = vertdata[mesh->indices[i*3 + 2]];
+ }
+ else
+ {
+ a = vertdata[i*3 + 0];
+ b = vertdata[i*3 + 1];
+ c = vertdata[i*3 + 2];
+ }
+
+ RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
+
+ if (triHitInfo.hit)
+ {
+ // Save the closest hit triangle
+ if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
+ }
+ }
+
+ return result;
+}
+
+// Get collision info between ray and triangle
+// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
+RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
+{
+ #define EPSILON 0.000001 // A small number
+
+ Vector3 edge1, edge2;
+ Vector3 p, q, tv;
+ float det, invDet, u, v, t;
+ RayHitInfo result = {0};
+
+ // Find vectors for two edges sharing V1
+ edge1 = VectorSubtract(p2, p1);
+ edge2 = VectorSubtract(p3, p1);
+
+ // Begin calculating determinant - also used to calculate u parameter
+ p = VectorCrossProduct(ray.direction, edge2);
+
+ // If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
+ det = VectorDotProduct(edge1, p);
+
+ // Avoid culling!
+ if ((det > -EPSILON) && (det < EPSILON)) return result;
+
+ invDet = 1.0f/det;
+
+ // Calculate distance from V1 to ray origin
+ tv = VectorSubtract(ray.position, p1);
+
+ // Calculate u parameter and test bound
+ u = VectorDotProduct(tv, p)*invDet;
+
+ // The intersection lies outside of the triangle
+ if ((u < 0.0f) || (u > 1.0f)) return result;
+
+ // Prepare to test v parameter
+ q = VectorCrossProduct(tv, edge1);
+
+ // Calculate V parameter and test bound
+ v = VectorDotProduct(ray.direction, q)*invDet;
+
+ // The intersection lies outside of the triangle
+ if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
+
+ t = VectorDotProduct(edge2, q)*invDet;
+
+ if (t > EPSILON)
+ {
+ // Ray hit, get hit point and normal
+ result.hit = true;
+ result.distance = t;
+ result.hit = true;
+ result.hitNormal = VectorCrossProduct(edge1, edge2);
+ VectorNormalize(&result.hitNormal);
+ Vector3 rayDir = ray.direction;
+ VectorScale(&rayDir, t);
+ result.hitPosition = VectorAdd(ray.position, rayDir);
+ }
+
+ return result;
+}
+
+// Get collision info between ray and ground plane (Y-normal plane)
+RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
+{
+ #define EPSILON 0.000001 // A small number
+
+ RayHitInfo result = { 0 };
+
+ if (fabsf(ray.direction.y) > EPSILON)
+ {
+ float t = (ray.position.y - groundHeight)/-ray.direction.y;
+
+ if (t >= 0.0)
+ {
+ Vector3 rayDir = ray.direction;
+ VectorScale(&rayDir, t);
+ result.hit = true;
+ result.distance = t;
+ result.hitNormal = (Vector3){ 0.0, 1.0, 0.0 };
+ result.hitPosition = VectorAdd(ray.position, rayDir);
+ }
+ }
+
+ return result;
+}
+
// Calculate mesh bounding box limits
// NOTE: minVertex and maxVertex should be transformed by model transform matrix (position, scale, rotate)
BoundingBox CalculateBoundingBox(Mesh mesh)
@@ -1918,41 +2047,3 @@ static Material LoadMTL(const char *fileName)
return material;
}
-
-RayHitInfo RaycastMesh( Ray ray, Mesh *mesh )
-{
- RayHitInfo result = {0};
-
- // If mesh doesn't have vertex data on CPU, can't test it.
- if (!mesh->vertices) {
- return result;
- }
-
- // mesh->triangleCount may not be set, vertexCount is more reliable
- int triangleCount = mesh->vertexCount / 3;
-
- // Test against all triangles in mesh
- for (int i=0; i < triangleCount; i++) {
- Vector3 a, b, c;
- Vector3 *vertdata = (Vector3*)mesh->vertices;
- if (mesh->indices) {
- a = vertdata[ mesh->indices[i*3+0] ];
- b = vertdata[ mesh->indices[i*3+1] ];
- c = vertdata[ mesh->indices[i*3+2] ];
- } else {
- a = vertdata[i*3+0];
- b = vertdata[i*3+1];
- c = vertdata[i*3+2];
- }
-
- RayHitInfo triHitInfo = RaycastTriangle( ray, a, b, c );
- if (triHitInfo.hit) {
- // Save the closest hit triangle
- if ((!result.hit)||(result.distance > triHitInfo.distance)) {
- result = triHitInfo;
- }
- }
- }
-
- return result;
-}