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| author | Joel Davis <[email protected]> | 2017-01-02 21:56:25 -0800 |
|---|---|---|
| committer | Joel Davis <[email protected]> | 2017-01-02 21:56:25 -0800 |
| commit | d5d391faaf69027b8fecb26f30754c3bff83c311 (patch) | |
| tree | 5129f65135b521e2825af5cc09b3d7e33a2ce59a /src/shapes.c | |
| parent | 037da8879a3ae61b09d8388bc2b4a2fe5359256a (diff) | |
| download | raylib-d5d391faaf69027b8fecb26f30754c3bff83c311.tar.gz raylib-d5d391faaf69027b8fecb26f30754c3bff83c311.zip | |
Added RaycastMesh function and example test case
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 73 |
1 files changed, 67 insertions, 6 deletions
diff --git a/src/shapes.c b/src/shapes.c index 4b2de4f2..74480c83 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -544,13 +544,74 @@ RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight ) { float t = (ray.position.y - groundHeight) / -ray.direction.y; if (t >= 0.0) { - Vector3 camDir = ray.direction; - VectorScale( &camDir, t ); - result.hit = true; - result.hitNormal = (Vector3){ 0.0, 1.0, 0.0}; - result.hitPosition = VectorAdd( ray.position, camDir ); + 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; -}
\ No newline at end of file +} + |
