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authorRay <[email protected]>2021-05-31 11:41:56 +0200
committerRay <[email protected]>2021-05-31 11:41:56 +0200
commit1c5de9721a8c9b9543044b461d4a9480c1d25b43 (patch)
tree464dc05f9d13bf9ed56ce76515c1c5f26f1a4ddc /src
parent7bcb2ad4f10c7b8508c706e538994830b012154b (diff)
downloadraylib-1c5de9721a8c9b9543044b461d4a9480c1d25b43.tar.gz
raylib-1c5de9721a8c9b9543044b461d4a9480c1d25b43.zip
WARNING: BREAKING: RENAMED: RayHitInfo to RayCollision #1781
- RENAMED: RayHitInfo to RayCollision - RENAMED/REDESIGNED: Multiple Ray collision functions to be more consistent and return RayCollision data -WIP-
Diffstat (limited to 'src')
-rw-r--r--src/models.c107
-rw-r--r--src/raylib.h19
2 files changed, 54 insertions, 72 deletions
diff --git a/src/models.c b/src/models.c
index 101677ca..9217cc2d 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2979,53 +2979,32 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
return collision;
}
-// Detect collision between ray and sphere
-bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
+// Get collision info between ray and sphere
+RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
{
- bool collision = false;
-
- Vector3 raySpherePos = Vector3Subtract(center, ray.position);
- float distance = Vector3Length(raySpherePos);
- float vector = Vector3DotProduct(raySpherePos, ray.direction);
- float d = radius*radius - (distance*distance - vector*vector);
-
- if (d >= 0.0f) collision = true;
-
- return collision;
-}
-
-// Detect collision between ray and sphere with extended parameters and collision point detection
-bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
-{
- bool collision = false;
+ RayCollision collision = { 0 };
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float distance = Vector3Length(raySpherePos);
float vector = Vector3DotProduct(raySpherePos, ray.direction);
float d = radius*radius - (distance*distance - vector*vector);
- if (d >= 0.0f) collision = true;
+ if (d >= 0.0f) collision.hit = true;
// Check if ray origin is inside the sphere to calculate the correct collision point
- float collisionDistance = 0;
-
- if (distance < radius) collisionDistance = vector + sqrtf(d);
- else collisionDistance = vector - sqrtf(d);
+ if (distance < radius) collision.distance = vector + sqrtf(d);
+ else collision.distance = vector - sqrtf(d);
// Calculate collision point
- Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
-
- collisionPoint->x = cPoint.x;
- collisionPoint->y = cPoint.y;
- collisionPoint->z = cPoint.z;
+ collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
return collision;
}
-// Detect collision between ray and bounding box
-bool CheckCollisionRayBox(Ray ray, BoundingBox box)
+// Get collision info between ray and box
+RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
{
- bool collision = false;
+ RayCollision collision = { 0 };
float t[8] = { 0 };
t[0] = (box.min.x - ray.position.x)/ray.direction.x;
@@ -3037,14 +3016,17 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
- collision = !(t[7] < 0 || t[6] > t[7]);
+ collision.hit = !(t[7] < 0 || t[6] > t[7]);
+
+ // TODO: Calculate other RayCollision data
return collision;
}
+
// Get collision info between ray and mesh
-RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
+RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
{
- RayHitInfo result = { 0 };
+ RayCollision collision = { 0 };
// Check if mesh vertex data on CPU for testing
if (mesh.vertices != NULL)
@@ -3074,47 +3056,49 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
b = Vector3Transform(b, transform);
c = Vector3Transform(c, transform);
- RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
+ RayCollision triHitInfo = GetRayCollisionTriangle(ray, a, b, c);
if (triHitInfo.hit)
{
// Save the closest hit triangle
- if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
+ if ((!collision.hit) || (collision.distance > triHitInfo.distance)) collision = triHitInfo;
}
}
}
- return result;
+
+ return collision;
}
// Get collision info between ray and model
-RayHitInfo GetCollisionRayModel(Ray ray, Model model)
+RayCollision GetRayCollisionModel(Ray ray, Model model)
{
- RayHitInfo result = { 0 };
+ RayCollision collision = { 0 };
for (int m = 0; m < model.meshCount; m++)
{
- RayHitInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
+ RayCollision meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
if (meshHitInfo.hit)
{
// Save the closest hit mesh
- if ((!result.hit) || (result.distance > meshHitInfo.distance)) result = meshHitInfo;
+ if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
}
}
- return result;
+ return collision;
}
// 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)
+RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
{
#define EPSILON 0.000001 // A small number
- Vector3 edge1, edge2;
+ RayCollision collision = { 0 };
+ Vector3 edge1 = { 0 };
+ Vector3 edge2 = { 0 };
Vector3 p, q, tv;
float det, invDet, u, v, t;
- RayHitInfo result = {0};
// Find vectors for two edges sharing V1
edge1 = Vector3Subtract(p2, p1);
@@ -3127,7 +3111,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
det = Vector3DotProduct(edge1, p);
// Avoid culling!
- if ((det > -EPSILON) && (det < EPSILON)) return result;
+ if ((det > -EPSILON) && (det < EPSILON)) return collision;
invDet = 1.0f/det;
@@ -3138,7 +3122,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
u = Vector3DotProduct(tv, p)*invDet;
// The intersection lies outside of the triangle
- if ((u < 0.0f) || (u > 1.0f)) return result;
+ if ((u < 0.0f) || (u > 1.0f)) return collision;
// Prepare to test v parameter
q = Vector3CrossProduct(tv, edge1);
@@ -3147,29 +3131,28 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
v = Vector3DotProduct(ray.direction, q)*invDet;
// The intersection lies outside of the triangle
- if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
+ if ((v < 0.0f) || ((u + v) > 1.0f)) return collision;
t = Vector3DotProduct(edge2, q)*invDet;
if (t > EPSILON)
{
// Ray hit, get hit point and normal
- result.hit = true;
- result.distance = t;
- result.hit = true;
- result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
- result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
+ collision.hit = true;
+ collision.distance = t;
+ collision.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
+ collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
}
- return result;
+ return collision;
}
// Get collision info between ray and ground plane (Y-normal plane)
-RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
+RayCollision GetRayCollisionGround(Ray ray, float groundHeight)
{
#define EPSILON 0.000001 // A small number
- RayHitInfo result = { 0 };
+ RayCollision collision = { 0 };
if (fabsf(ray.direction.y) > EPSILON)
{
@@ -3177,15 +3160,15 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
if (distance >= 0.0)
{
- result.hit = true;
- result.distance = distance;
- result.normal = (Vector3){ 0.0, 1.0, 0.0 };
- result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
- result.position.y = groundHeight;
+ collision.hit = true;
+ collision.distance = distance;
+ collision.normal = (Vector3){ 0.0, 1.0, 0.0 };
+ collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
+ collision.point.y = groundHeight;
}
}
- return result;
+ return collision;
}
//----------------------------------------------------------------------------------
diff --git a/src/raylib.h b/src/raylib.h
index 63d1bdf6..5f57496c 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -399,12 +399,12 @@ typedef struct Ray {
} Ray;
// RayCollision, ray hit information
-typedef struct RayHitInfo {
+typedef struct RayCollision {
bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit
- Vector3 position; // Position of nearest hit
+ Vector3 point; // Point of nearest hit
Vector3 normal; // Surface normal of hit
-} RayHitInfo;
+} RayCollision;
// BoundingBox
typedef struct BoundingBox {
@@ -1445,13 +1445,12 @@ RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source,
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
-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)
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)