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| author | Crydsch <[email protected]> | 2021-06-03 20:15:27 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-06-03 20:15:27 +0200 |
| commit | edeaff4bd4010eaa46f09f47d0b78f27b4ff836e (patch) | |
| tree | dc9c42779ae678ff65f29937dfe502e3ff6312da /src | |
| parent | 2370af598e84c8594b8d1a4f6e17925b48949db7 (diff) | |
| download | raylib-edeaff4bd4010eaa46f09f47d0b78f27b4ff836e.tar.gz raylib-edeaff4bd4010eaa46f09f47d0b78f27b4ff836e.zip | |
Better collisions (#1803)
* review collisions ray-box and ray-sphere
* Applied raysan's refactor
Improved GetRayCollisionBox
* Replace GetRayCollisionGround with GetCollisionQuad
* Update example core_3d_picking
* Update example models_loading
* Fixed issues after merge
* remove debug stuff
Co-authored-by: Cry dsch <[email protected]>
Diffstat (limited to 'src')
| -rw-r--r-- | src/models.c | 108 | ||||
| -rw-r--r-- | src/raylib.h | 4 |
2 files changed, 77 insertions, 35 deletions
diff --git a/src/models.c b/src/models.c index 9217cc2d..50cc6cb7 100644 --- a/src/models.c +++ b/src/models.c @@ -2985,19 +2985,31 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius) 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); + float distance = Vector3Length(raySpherePos); + float d = radius*radius - (distance * distance - vector*vector); - if (d >= 0.0f) collision.hit = true; + collision.hit = d >= 0.0f; // Check if ray origin is inside the sphere to calculate the correct collision point - if (distance < radius) collision.distance = vector + sqrtf(d); - else collision.distance = vector - sqrtf(d); + if (distance < radius) { // inside + collision.distance = vector + sqrtf(d); - // Calculate collision point - collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); + // Calculate collision point + collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); + // Calculate collision normal (pointing outwards) + collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center))); + } else { // outside + collision.distance = vector - sqrtf(d); + + // Calculate collision point + collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); + + // Calculate collision normal (pointing inwards) + collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center)); + } + return collision; } @@ -3006,19 +3018,60 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) { RayCollision collision = { 0 }; - float t[8] = { 0 }; - t[0] = (box.min.x - ray.position.x)/ray.direction.x; - t[1] = (box.max.x - ray.position.x)/ray.direction.x; - t[2] = (box.min.y - ray.position.y)/ray.direction.y; - t[3] = (box.max.y - ray.position.y)/ray.direction.y; - t[4] = (box.min.z - ray.position.z)/ray.direction.z; - t[5] = (box.max.z - ray.position.z)/ray.direction.z; + // Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed) + // Reversing ray.direction will give use the correct result. + bool insideBox = + ray.position.x > box.min.x && ray.position.x < box.max.x && + ray.position.y > box.min.y && ray.position.y < box.max.y && + ray.position.z > box.min.z && ray.position.z < box.max.z; + + if (insideBox) { + ray.direction = Vector3Negate(ray.direction); + } + + float t[11] = { 0 }; + + t[8] = 1.0f / ray.direction.x; + t[9] = 1.0f / ray.direction.y; + t[10] = 1.0f / ray.direction.z; + + t[0] = (box.min.x - ray.position.x) * t[8]; + t[1] = (box.max.x - ray.position.x) * t[8]; + t[2] = (box.min.y - ray.position.y) * t[9]; + t[3] = (box.max.y - ray.position.y) * t[9]; + t[4] = (box.min.z - ray.position.z) * t[10]; + t[5] = (box.max.z - ray.position.z) * t[10]; 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.hit = !(t[7] < 0 || t[6] > t[7]); - - // TODO: Calculate other RayCollision data + collision.distance = t[6]; + collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); + + // Get box center point + collision.normal = Vector3Lerp(box.min, box.max, 0.5f); + // Get vector center point->hit point + collision.normal = Vector3Subtract(collision.point, collision.normal); + // Scale vector to unit cube + // we use an additional .01 to fix numerical errors + collision.normal = Vector3Scale(collision.normal, 2.01f); + collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min)); + // the relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f) + // and the others are somewhere between -1.0 and 1.0 + // casting to int is exactly our wanted normal! + collision.normal.x = (int)collision.normal.x; + collision.normal.y = (int)collision.normal.y; + collision.normal.z = (int)collision.normal.z; + + collision.normal = Vector3Normalize(collision.normal); + + if (insideBox) { + // Reset ray.direction + ray.direction = Vector3Negate(ray.direction); + // Fix result + collision.distance *= -1.0f; + collision.normal = Vector3Negate(collision.normal); + } return collision; } @@ -3089,6 +3142,7 @@ RayCollision GetRayCollisionModel(Ray ray, Model model) } // Get collision info between ray and triangle +// NOTE: The points are expected to be in counter-clockwise winding // NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) { @@ -3147,26 +3201,14 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 return collision; } -// Get collision info between ray and ground plane (Y-normal plane) -RayCollision GetRayCollisionGround(Ray ray, float groundHeight) -{ - #define EPSILON 0.000001 // A small number - +// Get collision info between ray and quad +// NOTE: The points are expected to be in counter-clockwise winding +RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) { RayCollision collision = { 0 }; - if (fabsf(ray.direction.y) > EPSILON) - { - float distance = (ray.position.y - groundHeight)/-ray.direction.y; + collision = GetRayCollisionTriangle(ray, p1, p2, p4); - if (distance >= 0.0) - { - 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; - } - } + if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4); return collision; } diff --git a/src/raylib.h b/src/raylib.h index db9bb401..0babd0ef 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1447,10 +1447,10 @@ RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere 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 GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh 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) +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) |
