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| author | raysan5 <[email protected]> | 2017-01-05 19:33:05 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-01-05 19:33:05 +0100 |
| commit | 658c2806690ace34a0dae6b6ed12d0ea52d2d6e4 (patch) | |
| tree | e726d130c81f429e70d1c36b91aef5454658efb9 /src/models.c | |
| parent | 0369bb4c8cfe8988634a09d56c307b73be281452 (diff) | |
| download | raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip | |
Lattest PR review
Function names, code formatting...
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 167 |
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; -} |
