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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/shapes.c | |
| parent | 0369bb4c8cfe8988634a09d56c307b73be281452 (diff) | |
| download | raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip | |
Lattest PR review
Function names, code formatting...
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 81 |
1 files changed, 0 insertions, 81 deletions
diff --git a/src/shapes.c b/src/shapes.c index 74480c83..8c6c4be0 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -534,84 +534,3 @@ 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 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; -} -// Adapted from: -// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm -RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c ) -{ - Vector3 e1, e2; //Edge1, Edge2 - Vector3 p, q, tv; - float det, inv_det, u, v; - float t; - RayHitInfo result = {0}; - - //Find vectors for two edges sharing V1 - e1 = VectorSubtract( b, a); - e2 = VectorSubtract( c, a); - - //Begin calculating determinant - also used to calculate u parameter - p = VectorCrossProduct( ray.direction, e2); - - //if determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle - det = VectorDotProduct(e1, p); - - //NOT CULLING - if(det > -EPSILON && det < EPSILON) return result; - inv_det = 1.f / det; - - //calculate distance from V1 to ray origin - tv = VectorSubtract( ray.position, a ); - - //Calculate u parameter and test bound - u = VectorDotProduct(tv, p) * inv_det; - - //The intersection lies outside of the triangle - if(u < 0.f || u > 1.f) return result; - - //Prepare to test v parameter - q = VectorCrossProduct( tv, e1 ); - - //Calculate V parameter and test bound - v = VectorDotProduct( ray.direction, q) * inv_det; - - //The intersection lies outside of the triangle - if(v < 0.f || (u + v) > 1.f) return result; - - t = VectorDotProduct(e2, q) * inv_det; - - - if(t > EPSILON) { - // ray hit, get hit point and normal - result.hit = true; - result.distance = t; - - result.hit = true; - result.hitNormal = VectorCrossProduct( e1, e2 ); - VectorNormalize( &result.hitNormal ); - Vector3 rayDir = ray.direction; - VectorScale( &rayDir, t ); - result.hitPosition = VectorAdd( ray.position, rayDir ); - } - - return result; -} - |
