review collisions ray-box and ray-sphere

This commit is contained in:
Cry dsch 2021-06-01 17:35:46 +02:00
parent 17ab26fdb2
commit e243f7ceba
3 changed files with 120 additions and 87 deletions

View File

@ -41,16 +41,18 @@ int main(void)
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
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 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
Vector3 bary = { 0.0f, 0.0f, 0.0f };
// Test sphere
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
float sr = 4.0f;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -63,59 +65,67 @@ int main(void)
UpdateCamera(&camera); // Update camera
// Display information about closest hit
RayHitInfo nearestHit = { 0 };
RayCollisionInfo nearestHit = { 0 };
char *hitObjectName = "None";
nearestHit.distance = FLT_MAX;
nearestHit.hit = false;
Color cursorColor = WHITE;
// Get ray and test against ground, triangle, and mesh
// Get ray and test against objects
ray = GetMouseRay(GetMousePosition(), camera);
// Check ray collision aginst ground plane
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
// Check ray collision against ground plane
/*RayCollisionInfo groundHitInfo = GetCollisionRayQuad(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);
RayCollisionInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
{
nearestHit = triHitInfo;
cursorColor = PURPLE;
cursorColor = ORANGE;
hitObjectName = "Triangle";
bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
RayHitInfo meshHitInfo = { 0 };
// Check ray collision against test sphere
RayCollisionInfo sphHitInfo = GetCollisionRaySphere(ray, sp, sr);
if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) {
nearestHit = sphHitInfo;
cursorColor = ORANGE;
hitObjectName = "Sphere";
}
// Check ray collision against bounding box first, before trying the full ray-mesh test
if (CheckCollisionRayBox(ray, towerBBox))
// Note: distance becomes negative if ray.position is inside the box!
RayCollisionInfo boxHitInfo = GetCollisionRayBox(ray, towerBBox);
if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance))
{
hitMeshBBox = true;
nearestHit = boxHitInfo;
cursorColor = PURPLE;
hitObjectName = "Box";
// Check ray collision against model
// NOTE: It considers model.transform matrix!
meshHitInfo = GetCollisionRayModel(ray, tower);
RayCollisionInfo meshHitInfo = GetCollisionRayModel(ray, tower);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
if (meshHitInfo.hit)
{
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
}
hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
@ -136,8 +146,11 @@ int main(void)
DrawLine3D(tb, tc, PURPLE);
DrawLine3D(tc, ta, PURPLE);
// Draw the test sphere
DrawSphereWires(sp, sr, 8, 8, PURPLE);
// Draw the mesh bbox if we hit it
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
@ -152,9 +165,13 @@ int main(void)
DrawLine3D(nearestHit.position, normalEnd, RED);
}
DrawRay(ray, MAROON);
float scale = 10000;
DrawLine3D(Vector3Add(ray.position, Vector3Scale(ray.direction, 10)), Vector3Add(ray.position, Vector3Scale(ray.direction, scale)), RED);
Vector3 p1 = { 0, 0, 0 };
Vector3 p2 = { 10, 10, 10 };
DrawLine3D(ray.position, p1, RED);
DrawRay(ray, MAROON); // TODO
DrawGrid(10, 10.0f);
EndMode3D();
@ -167,6 +184,7 @@ int main(void)
int ypos = 70;
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",
nearestHit.position.x,
@ -178,7 +196,7 @@ int main(void)
nearestHit.normal.y,
nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 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);
}
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);

View File

@ -2980,71 +2980,88 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
}
// Detect collision between ray and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
RayCollisionInfo GetCollisionRaySphere(Ray ray, Vector3 center, float radius)
{
bool collision = false;
RayCollisionInfo result = { 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);
if (d >= 0.0f) collision = true;
return collision;
}
// Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
{
bool collision = false;
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 d = radius*radius - (distance * distance - vector*vector);
if (d >= 0.0f) collision = true;
result.hit = d >= 0.0f;
// Check if ray origin is inside the sphere to calculate the correct collision point
float collisionDistance = 0;
if (distance < radius) { // inside
result.distance = vector + sqrtf(d);
if (distance < radius) collisionDistance = vector + sqrtf(d);
else collisionDistance = vector - sqrtf(d);
// Calculate collision point
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
// Calculate collision point
Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
// Calculate collision normal (pointing outwards)
result.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(result.position, center)));
} else { // outside
result.distance = vector - sqrtf(d);
collisionPoint->x = cPoint.x;
collisionPoint->y = cPoint.y;
collisionPoint->z = cPoint.z;
// Calculate collision point
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
return collision;
// Calculate collision normal (pointing inwards)
result.normal = Vector3Normalize(Vector3Subtract(result.position, center));
}
return result;
}
// Detect collision between ray and bounding box
bool CheckCollisionRayBox(Ray ray, BoundingBox box)
// Note: Returns a negative distance if ray.position is inside the box!
RayCollisionInfo GetCollisionRayBox(Ray ray, BoundingBox box)
{
bool collision = false;
RayCollisionInfo result = { 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;
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 = !(t[7] < 0 || t[6] > t[7]);
result.distance = t[6];
result.hit = !(t[7] < 0 || t[6] > t[7]);
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, result.distance));
return collision;
// get box center point
result.normal = Vector3Lerp(box.min, box.max, 0.5f);
// get vector center point->hit point
result.normal = Vector3Subtract(result.position, result.normal);
// scale vector to unit cube
// we use an additional .01 to fix numerical errors
result.normal = Vector3Scale(result.normal, 2.01f);
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)
// and the others are somewhere between -1 and 1.
// casting to int is exactly our wanted normal!
result.normal.x = (int)result.normal.x;
result.normal.y = (int)result.normal.y;
result.normal.z = (int)result.normal.z;
result.normal = Vector3Normalize(result.normal);
return result;
}
// Get collision info between ray and mesh
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
RayCollisionInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
{
RayHitInfo result = { 0 };
RayCollisionInfo result = { 0 };
// Check if mesh vertex data on CPU for testing
if (mesh.vertices != NULL)
@ -3074,7 +3091,7 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
b = Vector3Transform(b, transform);
c = Vector3Transform(c, transform);
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
RayCollisionInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
if (triHitInfo.hit)
{
@ -3087,13 +3104,13 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
}
// Get collision info between ray and model
RayHitInfo GetCollisionRayModel(Ray ray, Model model)
RayCollisionInfo GetCollisionRayModel(Ray ray, Model model)
{
RayHitInfo result = { 0 };
RayCollisionInfo result = { 0 };
for (int m = 0; m < model.meshCount; m++)
{
RayHitInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
RayCollisionInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
if (meshHitInfo.hit)
{
@ -3107,14 +3124,14 @@ RayHitInfo GetCollisionRayModel(Ray ray, Model model)
// Get collision info between ray and triangle
// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
RayCollisionInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
{
#define EPSILON 0.000001 // A small number
Vector3 edge1, edge2;
Vector3 p, q, tv;
float det, invDet, u, v, t;
RayHitInfo result = {0};
RayCollisionInfo result = {0};
// Find vectors for two edges sharing V1
edge1 = Vector3Subtract(p2, p1);
@ -3156,7 +3173,6 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
// Ray hit, get hit point and normal
result.hit = true;
result.distance = t;
result.hit = true;
result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
}
@ -3165,11 +3181,11 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
}
// Get collision info between ray and ground plane (Y-normal plane)
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
RayCollisionInfo GetCollisionRayGround(Ray ray, float groundHeight)
{
#define EPSILON 0.000001 // A small number
RayHitInfo result = { 0 };
RayCollisionInfo result = { 0 };
if (fabsf(ray.direction.y) > EPSILON)
{

View File

@ -403,12 +403,12 @@ typedef struct Ray {
} Ray;
// Raycast hit information
typedef struct RayHitInfo {
typedef struct RayCollisionInfo {
bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit
Vector3 position; // Position of nearest hit
Vector3 normal; // Surface normal of hit
} RayHitInfo;
} RayCollisionInfo;
// Bounding box type
typedef struct BoundingBox {
@ -1451,13 +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 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 CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
RLAPI RayCollisionInfo GetCollisionRaySphere(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 RayCollisionInfo GetCollisionRayModel(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 RayCollisionInfo GetCollisionRayTriangle(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
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)