Applied raysan's refactor

Improved GetRayCollisionBox
This commit is contained in:
Cry dsch 2021-06-01 19:35:31 +02:00
parent e243f7ceba
commit 2995e20b3c
3 changed files with 79 additions and 67 deletions

View File

@ -65,7 +65,7 @@ int main(void)
UpdateCamera(&camera); // Update camera UpdateCamera(&camera); // Update camera
// Display information about closest hit // Display information about closest hit
RayCollisionInfo nearestHit = { 0 }; RayCollision nearestHit = { 0 };
char *hitObjectName = "None"; char *hitObjectName = "None";
nearestHit.distance = FLT_MAX; nearestHit.distance = FLT_MAX;
nearestHit.hit = false; nearestHit.hit = false;
@ -75,7 +75,7 @@ int main(void)
ray = GetMouseRay(GetMousePosition(), camera); ray = GetMouseRay(GetMousePosition(), camera);
// Check ray collision against ground plane // Check ray collision against ground plane
/*RayCollisionInfo groundHitInfo = GetCollisionRayQuad(ray, 0.0f); /*RayCollision groundHitInfo = GetCollisionRayQuad(ray, 0.0f);
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
{ {
@ -85,7 +85,7 @@ int main(void)
}*/ }*/
// Check ray collision against test triangle // Check ray collision against test triangle
RayCollisionInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
{ {
@ -93,11 +93,11 @@ int main(void)
cursorColor = ORANGE; cursorColor = ORANGE;
hitObjectName = "Triangle"; hitObjectName = "Triangle";
bary = Vector3Barycenter(nearestHit.position, ta, tb, tc); bary = Vector3Barycenter(nearestHit.point, ta, tb, tc);
} }
// Check ray collision against test sphere // Check ray collision against test sphere
RayCollisionInfo sphHitInfo = GetCollisionRaySphere(ray, sp, sr); RayCollision sphHitInfo = GetRayCollisionSphere(ray, sp, sr);
if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) { if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) {
nearestHit = sphHitInfo; nearestHit = sphHitInfo;
@ -106,18 +106,17 @@ int main(void)
} }
// Check ray collision against bounding box first, before trying the full ray-mesh test // Check ray collision against bounding box first, before trying the full ray-mesh test
// Note: distance becomes negative if ray.position is inside the box! RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
RayCollisionInfo boxHitInfo = GetCollisionRayBox(ray, towerBBox);
if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance)) if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance))
{ {
nearestHit = boxHitInfo; nearestHit = boxHitInfo;
cursorColor = PURPLE; cursorColor = ORANGE;
hitObjectName = "Box"; hitObjectName = "Box";
// Check ray collision against model // Check ray collision against model
// NOTE: It considers model.transform matrix! // NOTE: It considers model.transform matrix!
RayCollisionInfo meshHitInfo = GetCollisionRayModel(ray, tower); RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
if (meshHitInfo.hit) if (meshHitInfo.hit)
{ {
@ -155,22 +154,18 @@ int main(void)
// If we hit something, draw the cursor at the hit point // If we hit something, draw the cursor at the hit point
if (nearestHit.hit) if (nearestHit.hit)
{ {
DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor); DrawCube(nearestHit.point, 0.3f, 0.3f, 0.3f, cursorColor);
DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED); DrawCubeWires(nearestHit.point, 0.3f, 0.3f, 0.3f, RED);
Vector3 normalEnd; Vector3 normalEnd;
normalEnd.x = nearestHit.position.x + nearestHit.normal.x; normalEnd.x = nearestHit.point.x + nearestHit.normal.x;
normalEnd.y = nearestHit.position.y + nearestHit.normal.y; normalEnd.y = nearestHit.point.y + nearestHit.normal.y;
normalEnd.z = nearestHit.position.z + nearestHit.normal.z; normalEnd.z = nearestHit.point.z + nearestHit.normal.z;
DrawLine3D(nearestHit.position, normalEnd, RED); DrawLine3D(nearestHit.point, normalEnd, RED);
} }
float scale = 10000;
DrawLine3D(Vector3Add(ray.position, Vector3Scale(ray.direction, 10)), Vector3Add(ray.position, Vector3Scale(ray.direction, scale)), RED); DrawRay(ray, MAROON);
Vector3 p1 = { 0, 0, 0 };
Vector3 p2 = { 10, 10, 10 };
DrawLine3D(ray.position, p1, RED);
DrawRay(ray, MAROON); // TODO
DrawGrid(10, 10.0f); DrawGrid(10, 10.0f);
@ -184,19 +179,19 @@ int main(void)
int ypos = 70; int ypos = 70;
DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
if (nearestHit.distance < 0) DrawText("(Inside Box)", 100, ypos, 10, BLACK);
DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f", DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
nearestHit.position.x, nearestHit.point.x,
nearestHit.position.y, nearestHit.point.y,
nearestHit.position.z), 10, ypos + 15, 10, BLACK); nearestHit.point.z), 10, ypos + 15, 10, BLACK);
DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f", DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
nearestHit.normal.x, nearestHit.normal.x,
nearestHit.normal.y, nearestHit.normal.y,
nearestHit.normal.z), 10, ypos + 30, 10, BLACK); nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
if (triHitInfo.hit) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); if (triHitInfo.hit && strcmp(hitObjectName, "Triangle") == 0)
DrawText(TextFormat("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); DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);

View File

@ -2979,10 +2979,10 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
return collision; return collision;
} }
// Detect collision between ray and sphere // Get collision info between ray and sphere
RayCollisionInfo GetCollisionRaySphere(Ray ray, Vector3 center, float radius) RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
{ {
RayCollisionInfo result = { 0 }; RayCollision result = { 0 };
Vector3 raySpherePos = Vector3Subtract(center, ray.position); Vector3 raySpherePos = Vector3Subtract(center, ray.position);
float vector = Vector3DotProduct(raySpherePos, ray.direction); float vector = Vector3DotProduct(raySpherePos, ray.direction);
@ -2996,28 +2996,37 @@ RayCollisionInfo GetCollisionRaySphere(Ray ray, Vector3 center, float radius)
result.distance = vector + sqrtf(d); result.distance = vector + sqrtf(d);
// Calculate collision point // Calculate collision point
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance)); result.point = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
// Calculate collision normal (pointing outwards) // Calculate collision normal (pointing outwards)
result.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(result.position, center))); result.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(result.point, center)));
} else { // outside } else { // outside
result.distance = vector - sqrtf(d); result.distance = vector - sqrtf(d);
// Calculate collision point // Calculate collision point
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance)); result.point = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
// Calculate collision normal (pointing inwards) // Calculate collision normal (pointing inwards)
result.normal = Vector3Normalize(Vector3Subtract(result.position, center)); result.normal = Vector3Normalize(Vector3Subtract(result.point, center));
} }
return result; return result;
} }
// Detect collision between ray and bounding box // Get collision info between ray and bounding box
// Note: Returns a negative distance if ray.position is inside the box! RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
RayCollisionInfo GetCollisionRayBox(Ray ray, BoundingBox box)
{ {
RayCollisionInfo result = { 0 }; RayCollision result = { 0 };
// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
// Reversing ray.direction before 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 }; float t[11] = { 0 };
@ -3034,20 +3043,20 @@ RayCollisionInfo GetCollisionRayBox(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[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])); t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
result.distance = t[6];
result.hit = !(t[7] < 0 || t[6] > t[7]); result.hit = !(t[7] < 0 || t[6] > t[7]);
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance)); result.distance = t[6];
result.point = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
// get box center point // Get box center point
result.normal = Vector3Lerp(box.min, box.max, 0.5f); result.normal = Vector3Lerp(box.min, box.max, 0.5f);
// get vector center point->hit point // Get vector center point->hit point
result.normal = Vector3Subtract(result.position, result.normal); result.normal = Vector3Subtract(result.point, result.normal);
// scale vector to unit cube // Scale vector to unit cube
// we use an additional .01 to fix numerical errors // we use an additional .01 to fix numerical errors
result.normal = Vector3Scale(result.normal, 2.01f); result.normal = Vector3Scale(result.normal, 2.01f);
result.normal = Vector3Divide(result.normal, Vector3Subtract(box.max, box.min)); result.normal = Vector3Divide(result.normal, Vector3Subtract(box.max, box.min));
// the relevant elemets of the vector are now slightly larger than 1f (or smaller than -1f) // 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 and 1. // and the others are somewhere between -1.0 and 1.0
// casting to int is exactly our wanted normal! // casting to int is exactly our wanted normal!
result.normal.x = (int)result.normal.x; result.normal.x = (int)result.normal.x;
result.normal.y = (int)result.normal.y; result.normal.y = (int)result.normal.y;
@ -3055,13 +3064,21 @@ RayCollisionInfo GetCollisionRayBox(Ray ray, BoundingBox box)
result.normal = Vector3Normalize(result.normal); result.normal = Vector3Normalize(result.normal);
if (insideBox) {
// Reset ray.direction
ray.direction = Vector3Negate(ray.direction);
// Fix result
result.distance *= -1.0f;
result.normal = Vector3Negate(result.normal);
}
return result; return result;
} }
// Get collision info between ray and mesh // Get collision info between ray and mesh
RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform) RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
{ {
RayCollisionInfo result = { 0 }; RayCollision result = { 0 };
// Check if mesh vertex data on CPU for testing // Check if mesh vertex data on CPU for testing
if (mesh.vertices != NULL) if (mesh.vertices != NULL)
@ -3091,7 +3108,7 @@ RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
b = Vector3Transform(b, transform); b = Vector3Transform(b, transform);
c = Vector3Transform(c, transform); c = Vector3Transform(c, transform);
RayCollisionInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c); RayCollision triHitInfo = GetRayCollisionTriangle(ray, a, b, c);
if (triHitInfo.hit) if (triHitInfo.hit)
{ {
@ -3104,13 +3121,13 @@ RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
} }
// Get collision info between ray and model // Get collision info between ray and model
RayCollisionInfo GetCollisionRayModel(Ray ray, Model model) RayCollision GetRayCollisionModel(Ray ray, Model model)
{ {
RayCollisionInfo result = { 0 }; RayCollision result = { 0 };
for (int m = 0; m < model.meshCount; m++) for (int m = 0; m < model.meshCount; m++)
{ {
RayCollisionInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform); RayCollision meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
if (meshHitInfo.hit) if (meshHitInfo.hit)
{ {
@ -3124,14 +3141,14 @@ RayCollisionInfo GetCollisionRayModel(Ray ray, Model model)
// Get collision info between ray and triangle // Get collision info between ray and triangle
// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm // NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
RayCollisionInfo 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 #define EPSILON 0.000001 // A small number
Vector3 edge1, edge2; Vector3 edge1, edge2;
Vector3 p, q, tv; Vector3 p, q, tv;
float det, invDet, u, v, t; float det, invDet, u, v, t;
RayCollisionInfo result = {0}; RayCollision result = {0};
// Find vectors for two edges sharing V1 // Find vectors for two edges sharing V1
edge1 = Vector3Subtract(p2, p1); edge1 = Vector3Subtract(p2, p1);
@ -3174,18 +3191,18 @@ RayCollisionInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector
result.hit = true; result.hit = true;
result.distance = t; result.distance = t;
result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2)); result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t)); result.point = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
} }
return result; return result;
} }
// Get collision info between ray and ground plane (Y-normal plane) // Get collision info between ray and ground plane (Y-normal plane)
RayCollisionInfo GetCollisionRayGround(Ray ray, float groundHeight) RayCollision GetRayCollisionGround(Ray ray, float groundHeight)
{ {
#define EPSILON 0.000001 // A small number #define EPSILON 0.000001 // A small number
RayCollisionInfo result = { 0 }; RayCollision result = { 0 };
if (fabsf(ray.direction.y) > EPSILON) if (fabsf(ray.direction.y) > EPSILON)
{ {
@ -3196,8 +3213,8 @@ RayCollisionInfo GetCollisionRayGround(Ray ray, float groundHeight)
result.hit = true; result.hit = true;
result.distance = distance; result.distance = distance;
result.normal = (Vector3){ 0.0, 1.0, 0.0 }; result.normal = (Vector3){ 0.0, 1.0, 0.0 };
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance)); result.point = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
result.position.y = groundHeight; result.point.y = groundHeight;
} }
} }

View File

@ -403,12 +403,12 @@ typedef struct Ray {
} Ray; } Ray;
// Raycast hit information // Raycast hit information
typedef struct RayCollisionInfo { typedef struct RayCollision {
bool hit; // Did the ray hit something? bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit float distance; // Distance to nearest hit
Vector3 position; // Position of nearest hit Vector3 point; // Point of nearest hit
Vector3 normal; // Surface normal of hit Vector3 normal; // Surface normal of hit
} RayCollisionInfo; } RayCollision;
// Bounding box type // Bounding box type
typedef struct BoundingBox { typedef struct BoundingBox {
@ -1451,12 +1451,12 @@ 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 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 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 CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
RLAPI RayCollisionInfo GetCollisionRaySphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RLAPI RayCollisionInfo GetCollisionRayBox(Ray ray, BoundingBox box); // Get collision info between ray and box RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
RLAPI RayCollisionInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
RLAPI RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayCollisionInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayCollisionInfo GetCollisionRayQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad 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) // Audio Loading and Playing Functions (Module: audio)