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Diffstat (limited to 'examples/models_ray_picking.c')
| -rw-r--r-- | examples/models_ray_picking.c | 197 |
1 files changed, 0 insertions, 197 deletions
diff --git a/examples/models_ray_picking.c b/examples/models_ray_picking.c deleted file mode 100644 index c578a185..00000000 --- a/examples/models_ray_picking.c +++ /dev/null @@ -1,197 +0,0 @@ -/******************************************************************************************* -* -* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh -* -* This example has been created using raylib 1.7 (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 "../src/raymath.h" - -#include <stdio.h> -#include <float.h> - - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [models] 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 = false; - bool hitTriangle = false; - - // 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 = { 0.0f, 0.0f, 0.0f }; - - 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); - - // Check ray collision aginst ground plane - RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); - - if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) - { - nearestHit = groundHitInfo; - cursorColor = GREEN; - hitObjectName = "Ground"; - } - - // Check ray collision against test triangle - RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); - - if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) - { - nearestHit = triHitInfo; - cursorColor = PURPLE; - hitObjectName = "Triangle"; - - bary = Barycenter(nearestHit.hitPosition, ta, tb, tc); - hitTriangle = true; - } - else hitTriangle = false; - - RayHitInfo meshHitInfo; - - // Check ray collision against bounding box first, before trying the full ray-mesh test - if (CheckCollisionRayBox(ray, towerBBox)) - { - hitMeshBBox = true; - - // Check ray collision against mesh - meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh); - - if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) - { - nearestHit = meshHitInfo; - cursorColor = ORANGE; - hitObjectName = "Mesh"; - } - - } 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(100, 1.0f); - - End3dMode(); - - // Draw some debug GUI text - DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); - - if (nearestHit.hit) - { - int ypos = 70; - - DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); - - DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", - nearestHit.hitPosition.x, - nearestHit.hitPosition.y, - nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK); - - DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", - nearestHit.hitNormal.x, - nearestHit.hitNormal.y, - nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK); - - if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); - } - - DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
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