review collisions ray-box and ray-sphere
This commit is contained in:
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17ab26fdb2
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@ -41,16 +41,18 @@ int main(void)
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
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bool hitMeshBBox = false;
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bool hitTriangle = false;
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// Test triangle
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Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
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Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
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Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
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Vector3 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
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Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
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Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
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Vector3 bary = { 0.0f, 0.0f, 0.0f };
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// Test sphere
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Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
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float sr = 4.0f;
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -63,59 +65,67 @@ int main(void)
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UpdateCamera(&camera); // Update camera
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// Display information about closest hit
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RayHitInfo nearestHit = { 0 };
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RayCollisionInfo nearestHit = { 0 };
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char *hitObjectName = "None";
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nearestHit.distance = FLT_MAX;
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nearestHit.hit = false;
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Color cursorColor = WHITE;
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// Get ray and test against ground, triangle, and mesh
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// Get ray and test against objects
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ray = GetMouseRay(GetMousePosition(), camera);
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// Check ray collision aginst ground plane
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RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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// Check ray collision against ground plane
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/*RayCollisionInfo groundHitInfo = GetCollisionRayQuad(ray, 0.0f);
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
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{
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nearestHit = groundHitInfo;
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cursorColor = GREEN;
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hitObjectName = "Ground";
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}
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}*/
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// Check ray collision against test triangle
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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RayCollisionInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
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{
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nearestHit = triHitInfo;
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cursorColor = PURPLE;
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cursorColor = ORANGE;
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hitObjectName = "Triangle";
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bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
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hitTriangle = true;
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}
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else hitTriangle = false;
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RayHitInfo meshHitInfo = { 0 };
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// Check ray collision against test sphere
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RayCollisionInfo sphHitInfo = GetCollisionRaySphere(ray, sp, sr);
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if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) {
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nearestHit = sphHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Sphere";
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}
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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if (CheckCollisionRayBox(ray, towerBBox))
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// Note: distance becomes negative if ray.position is inside the box!
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RayCollisionInfo boxHitInfo = GetCollisionRayBox(ray, towerBBox);
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if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance))
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{
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hitMeshBBox = true;
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nearestHit = boxHitInfo;
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cursorColor = PURPLE;
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hitObjectName = "Box";
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// Check ray collision against model
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// NOTE: It considers model.transform matrix!
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meshHitInfo = GetCollisionRayModel(ray, tower);
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RayCollisionInfo meshHitInfo = GetCollisionRayModel(ray, tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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if (meshHitInfo.hit)
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{
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nearestHit = meshHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Mesh";
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}
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}
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hitMeshBBox = false;
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//----------------------------------------------------------------------------------
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// Draw
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@ -136,8 +146,11 @@ int main(void)
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DrawLine3D(tb, tc, PURPLE);
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DrawLine3D(tc, ta, PURPLE);
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// Draw the test sphere
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DrawSphereWires(sp, sr, 8, 8, PURPLE);
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// Draw the mesh bbox if we hit it
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if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
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// If we hit something, draw the cursor at the hit point
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if (nearestHit.hit)
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@ -152,9 +165,13 @@ int main(void)
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DrawLine3D(nearestHit.position, normalEnd, RED);
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}
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DrawRay(ray, MAROON);
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float scale = 10000;
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DrawLine3D(Vector3Add(ray.position, Vector3Scale(ray.direction, 10)), Vector3Add(ray.position, Vector3Scale(ray.direction, scale)), RED);
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Vector3 p1 = { 0, 0, 0 };
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Vector3 p2 = { 10, 10, 10 };
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DrawLine3D(ray.position, p1, RED);
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DrawRay(ray, MAROON); // TODO
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DrawGrid(10, 10.0f);
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EndMode3D();
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@ -167,6 +184,7 @@ int main(void)
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int ypos = 70;
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DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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if (nearestHit.distance < 0) DrawText("(Inside Box)", 100, ypos, 10, BLACK);
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DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
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nearestHit.position.x,
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@ -178,7 +196,7 @@ int main(void)
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nearestHit.normal.y,
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nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
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if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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if (triHitInfo.hit) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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}
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DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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118
src/models.c
118
src/models.c
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@ -2980,71 +2980,88 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
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}
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// Detect collision between ray and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
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RayCollisionInfo GetCollisionRaySphere(Ray ray, Vector3 center, float radius)
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{
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bool collision = false;
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RayCollisionInfo result = { 0 };
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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return collision;
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}
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// Detect collision between ray and sphere with extended parameters and collision point detection
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
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{
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bool collision = false;
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = radius*radius - (distance*distance - vector*vector);
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float d = radius*radius - (distance * distance - vector*vector);
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if (d >= 0.0f) collision = true;
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result.hit = d >= 0.0f;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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float collisionDistance = 0;
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if (distance < radius) { // inside
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result.distance = vector + sqrtf(d);
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if (distance < radius) collisionDistance = vector + sqrtf(d);
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else collisionDistance = vector - sqrtf(d);
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// Calculate collision point
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result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
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// Calculate collision point
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Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
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// Calculate collision normal (pointing outwards)
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result.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(result.position, center)));
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} else { // outside
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result.distance = vector - sqrtf(d);
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collisionPoint->x = cPoint.x;
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collisionPoint->y = cPoint.y;
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collisionPoint->z = cPoint.z;
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// Calculate collision point
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result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
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return collision;
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// Calculate collision normal (pointing inwards)
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result.normal = Vector3Normalize(Vector3Subtract(result.position, center));
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}
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return result;
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}
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// Detect collision between ray and bounding box
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bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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// Note: Returns a negative distance if ray.position is inside the box!
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RayCollisionInfo GetCollisionRayBox(Ray ray, BoundingBox box)
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{
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bool collision = false;
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RayCollisionInfo result = { 0 };
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float t[8] = { 0 };
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t[0] = (box.min.x - ray.position.x)/ray.direction.x;
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t[1] = (box.max.x - ray.position.x)/ray.direction.x;
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t[2] = (box.min.y - ray.position.y)/ray.direction.y;
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t[3] = (box.max.y - ray.position.y)/ray.direction.y;
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t[4] = (box.min.z - ray.position.z)/ray.direction.z;
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t[5] = (box.max.z - ray.position.z)/ray.direction.z;
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float t[11] = { 0 };
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t[8] = 1.0f / ray.direction.x;
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t[9] = 1.0f / ray.direction.y;
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t[10] = 1.0f / ray.direction.z;
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t[0] = (box.min.x - ray.position.x) * t[8];
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t[1] = (box.max.x - ray.position.x) * t[8];
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t[2] = (box.min.y - ray.position.y) * t[9];
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t[3] = (box.max.y - ray.position.y) * t[9];
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t[4] = (box.min.z - ray.position.z) * t[10];
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t[5] = (box.max.z - ray.position.z) * t[10];
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t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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collision = !(t[7] < 0 || t[6] > t[7]);
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result.distance = t[6];
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result.hit = !(t[7] < 0 || t[6] > t[7]);
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result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
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return collision;
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// get box center point
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result.normal = Vector3Lerp(box.min, box.max, 0.5f);
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// get vector center point->hit point
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result.normal = Vector3Subtract(result.position, result.normal);
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// scale vector to unit cube
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// we use an additional .01 to fix numerical errors
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result.normal = Vector3Scale(result.normal, 2.01f);
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result.normal = Vector3Divide(result.normal, Vector3Subtract(box.max, box.min));
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// the relevant elemets of the vector are now slightly larger than 1f (or smaller than -1f)
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// and the others are somewhere between -1 and 1.
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// casting to int is exactly our wanted normal!
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result.normal.x = (int)result.normal.x;
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result.normal.y = (int)result.normal.y;
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result.normal.z = (int)result.normal.z;
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result.normal = Vector3Normalize(result.normal);
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return result;
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}
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// Get collision info between ray and mesh
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RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
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RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
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{
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RayHitInfo result = { 0 };
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RayCollisionInfo result = { 0 };
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// Check if mesh vertex data on CPU for testing
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if (mesh.vertices != NULL)
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@ -3074,7 +3091,7 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
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b = Vector3Transform(b, transform);
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c = Vector3Transform(c, transform);
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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RayCollisionInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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if (triHitInfo.hit)
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{
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@ -3087,13 +3104,13 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
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}
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// Get collision info between ray and model
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RayHitInfo GetCollisionRayModel(Ray ray, Model model)
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RayCollisionInfo GetCollisionRayModel(Ray ray, Model model)
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{
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RayHitInfo result = { 0 };
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RayCollisionInfo result = { 0 };
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for (int m = 0; m < model.meshCount; m++)
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{
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RayHitInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
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RayCollisionInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
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if (meshHitInfo.hit)
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{
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@ -3107,14 +3124,14 @@ RayHitInfo GetCollisionRayModel(Ray ray, Model model)
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// Get collision info between ray and triangle
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// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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RayCollisionInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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{
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#define EPSILON 0.000001 // A small number
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Vector3 edge1, edge2;
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Vector3 p, q, tv;
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float det, invDet, u, v, t;
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RayHitInfo result = {0};
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RayCollisionInfo result = {0};
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// Find vectors for two edges sharing V1
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edge1 = Vector3Subtract(p2, p1);
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@ -3156,7 +3173,6 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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// Ray hit, get hit point and normal
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result.hit = true;
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result.distance = t;
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result.hit = true;
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result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
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result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
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}
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@ -3165,11 +3181,11 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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}
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// Get collision info between ray and ground plane (Y-normal plane)
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RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
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RayCollisionInfo GetCollisionRayGround(Ray ray, float groundHeight)
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{
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#define EPSILON 0.000001 // A small number
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RayHitInfo result = { 0 };
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RayCollisionInfo result = { 0 };
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if (fabsf(ray.direction.y) > EPSILON)
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{
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17
src/raylib.h
17
src/raylib.h
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@ -403,12 +403,12 @@ typedef struct Ray {
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} Ray;
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// Raycast hit information
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typedef struct RayHitInfo {
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typedef struct RayCollisionInfo {
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 position; // Position of nearest hit
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Vector3 normal; // Surface normal of hit
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} RayHitInfo;
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} RayCollisionInfo;
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// Bounding box type
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typedef struct BoundingBox {
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@ -1451,13 +1451,12 @@ RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source,
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
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RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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RLAPI RayCollisionInfo GetCollisionRaySphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollisionInfo GetCollisionRayBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollisionInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
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RLAPI RayCollisionInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayCollisionInfo GetCollisionRayQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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