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authorJeffery Myers <[email protected]>2020-12-14 10:26:32 -0800
committerGitHub <[email protected]>2020-12-14 19:26:32 +0100
commit7a0e73331d1b243ff6ad95ca6c38c04bf83928a3 (patch)
tree611d8824fc28b6fa4b7628340e14c3ebab15f4ac /src/raylib.h
parenta840d8a77d3b582226ce08326a709d388016e87a (diff)
downloadraylib-7a0e73331d1b243ff6ad95ca6c38c04bf83928a3.tar.gz
raylib-7a0e73331d1b243ff6ad95ca6c38c04bf83928a3.zip
Add mesh collision function so we can check meshes directly instead of having to put them in a model. (#1459)
Make model collision function call the mesh function.
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 3060be00..4d889e34 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1377,6 +1377,7 @@ RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)