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Diffstat (limited to 'examples/core_3d_raypick.c')
| -rw-r--r-- | examples/core_3d_raypick.c | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/examples/core_3d_raypick.c b/examples/core_3d_raypick.c new file mode 100644 index 00000000..cf56b277 --- /dev/null +++ b/examples/core_3d_raypick.c @@ -0,0 +1,195 @@ +/******************************************************************************************* +* +* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* Example contributed by Joel Davis (@joeld42) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#include <stdio.h> +#include <float.h> + + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); + + // Define the camera to look into our 3d world + Camera camera; + camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + + Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; + Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; + + Ray ray; // Picking line ray + + Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model + Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture + tower.material.texDiffuse = texture; // Set model diffuse texture + Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position + BoundingBox towerBBox = CalculateBoundingBox( tower.mesh ); + bool hitMeshBBox; + bool hitTriangle; + + // Test triangle + Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; + Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; + Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; + + Vector3 bary = {0}; + + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + + //-------------------------------------------------------------------------------------- + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update camera + + + // Display information about closest hit + RayHitInfo nearestHit; + char *hitObjectName = "None"; + nearestHit.distance = FLT_MAX; + nearestHit.hit = false; + Color cursorColor = WHITE; + + // Get ray and test against ground, triangle, and mesh + ray = GetMouseRay(GetMousePosition(), camera); + + RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 ); + if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { + nearestHit = groundHitInfo; + cursorColor = GREEN; + hitObjectName = "Ground"; + } + + RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc ); + if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { + nearestHit = triHitInfo; + cursorColor = PURPLE; + hitObjectName = "Triangle"; + + bary = Barycentric( nearestHit.hitPosition, ta, tb, tc ); + hitTriangle = true; + } else { + hitTriangle = false; + } + + RayHitInfo meshHitInfo; + + // check the bounding box first, before trying the full ray/mesh test + if (CheckCollisionRayBox( ray, towerBBox )) { + hitMeshBBox = true; + meshHitInfo = RaycastMesh( ray, &tower.mesh ); + if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { + nearestHit = meshHitInfo; + cursorColor = ORANGE; + hitObjectName = "Mesh"; + } + } else { + hitMeshBBox = false; + } + + //---------------------------------------------------------------------------------- + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + // Draw the tower + DrawModel( tower, towerPos, 1.0, WHITE ); + + // Draw the test triangle + DrawLine3D( ta, tb, PURPLE ); + DrawLine3D( tb, tc, PURPLE ); + DrawLine3D( tc, ta, PURPLE ); + + // Draw the mesh bbox if we hit it + if (hitMeshBBox) { + DrawBoundingBox( towerBBox, LIME ); + } + + // If we hit something, draw the cursor at the hit point + if (nearestHit.hit) { + DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor ); + DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW ); + + Vector3 normalEnd; + normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; + normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; + normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; + DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW ); + } + + DrawRay(ray, MAROON); + + DrawGrid(10, 1.0f); + + End3dMode(); + + // Show some debug text + char line[1024]; + sprintf( line, "Hit Object: %s\n", hitObjectName ); + DrawText( line, 10, 30, 15, BLACK ); + + if (nearestHit.hit) { + int ypos = 45; + sprintf( line, "Distance: %3.2f", nearestHit.distance ); + DrawText( line, 10, ypos, 15, BLACK ); + ypos += 15; + + sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f", + nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z ); + DrawText( line, 10, ypos, 15, BLACK ); + ypos += 15; + + sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f", + nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z ); + DrawText( line, 10, ypos, 15, BLACK ); + ypos += 15; + + if (hitTriangle) { + sprintf( line, "Barycentric: %3.2f %3.2f %3.2f", + bary.x, bary.y, bary.z ); + DrawText( line, 10, ypos, 15, BLACK ); + } + } + + DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY ); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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