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https://github.com/raysan5/raylib.git
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Added RaycastMesh function and example test case
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@@ -1,15 +1,21 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Ray-Picking in 3d mode, also ground plane
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* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example contributed by Joel Davis (@joeld42)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stdio.h>
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#include <float.h>
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int main()
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{
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@@ -22,24 +28,36 @@ int main()
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Vector3 groundCursorPos = { 0 };
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Ray ray; // Picking line ray
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bool collision = false;
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Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
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tower.material.texDiffuse = texture; // Set model diffuse texture
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
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bool hitMeshBBox;
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bool hitTriangle;
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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 bary = {0};
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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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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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@@ -47,22 +65,52 @@ int main()
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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// if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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// {
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// // NOTE: This function is NOT WORKING properly!
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// ray = GetMouseRay(GetMousePosition(), camera);
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// // Check collision between ray and box
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// collision = CheckCollisionRayBox(ray,
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// (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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// (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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// }
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// Display information about closest hit
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RayHitInfo nearestHit;
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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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ray = GetMouseRay(GetMousePosition(), camera);
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RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 );
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RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 );
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) {
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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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RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc );
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) {
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nearestHit = triHitInfo;
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cursorColor = PURPLE;
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hitObjectName = "Triangle";
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bary = Barycentric( nearestHit.hitPosition, ta, tb, tc );
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hitTriangle = true;
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} else {
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hitTriangle = false;
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}
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RayHitInfo meshHitInfo;
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// check the bounding box first, before trying the full ray/mesh test
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if (CheckCollisionRayBox( ray, towerBBox )) {
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hitMeshBBox = true;
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meshHitInfo = RaycastMesh( ray, &tower.mesh );
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) {
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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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} else {
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hitMeshBBox = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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@@ -71,37 +119,66 @@ int main()
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Begin3dMode(camera);
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if (collision)
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{
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
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DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
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}
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else
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{
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
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}
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if (hitinfo.hit) {
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groundCursorPos = hitinfo.hitPosition;
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groundCursorPos.y += 0.25; // Offset so the cube rests on the ground
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printf("Hit: groundpos %3.2f %3.2f %3.2f\n",
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groundCursorPos.x, groundCursorPos.y, groundCursorPos.z );
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DrawCubeWires( groundCursorPos, 0.5, 0.5, 0.5, RED );
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}
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// Draw the tower
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DrawModel( tower, towerPos, 1.0, WHITE );
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// Draw the test triangle
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DrawLine3D( ta, tb, PURPLE );
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DrawLine3D( tb, tc, PURPLE );
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DrawLine3D( tc, ta, PURPLE );
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// Draw the mesh bbox if we hit it
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if (hitMeshBBox) {
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DrawBoundingBox( towerBBox, LIME );
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}
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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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DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor );
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DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW );
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Vector3 normalEnd;
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normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
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normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
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normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
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DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW );
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}
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DrawRay(ray, MAROON);
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DrawGrid(10, 1.0f);
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End3dMode();
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//DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
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//if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
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// Show some debug text
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char line[1024];
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sprintf( line, "Hit Object: %s\n", hitObjectName );
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DrawText( line, 10, 30, 15, BLACK );
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if (nearestHit.hit) {
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int ypos = 45;
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sprintf( line, "Distance: %3.2f", nearestHit.distance );
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DrawText( line, 10, ypos, 15, BLACK );
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ypos += 15;
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sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f",
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nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z );
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DrawText( line, 10, ypos, 15, BLACK );
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ypos += 15;
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sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f",
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nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z );
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DrawText( line, 10, ypos, 15, BLACK );
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ypos += 15;
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if (hitTriangle) {
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sprintf( line, "Barycentric: %3.2f %3.2f %3.2f",
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bary.x, bary.y, bary.z );
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DrawText( line, 10, ypos, 15, BLACK );
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}
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}
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DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY );
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DrawFPS(10, 10);
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