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https://github.com/raysan5/raylib.git
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Added RaycastMesh function and example test case
This commit is contained in:
38
src/models.c
38
src/models.c
@@ -1918,3 +1918,41 @@ static Material LoadMTL(const char *fileName)
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return material;
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}
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RayHitInfo RaycastMesh( Ray ray, Mesh *mesh )
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{
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RayHitInfo result = {0};
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// If mesh doesn't have vertex data on CPU, can't test it.
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if (!mesh->vertices) {
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return result;
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}
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// mesh->triangleCount may not be set, vertexCount is more reliable
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int triangleCount = mesh->vertexCount / 3;
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// Test against all triangles in mesh
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for (int i=0; i < triangleCount; i++) {
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Vector3 a, b, c;
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Vector3 *vertdata = (Vector3*)mesh->vertices;
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if (mesh->indices) {
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a = vertdata[ mesh->indices[i*3+0] ];
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b = vertdata[ mesh->indices[i*3+1] ];
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c = vertdata[ mesh->indices[i*3+2] ];
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} else {
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a = vertdata[i*3+0];
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b = vertdata[i*3+1];
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c = vertdata[i*3+2];
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}
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RayHitInfo triHitInfo = RaycastTriangle( ray, a, b, c );
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if (triHitInfo.hit) {
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// Save the closest hit triangle
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if ((!result.hit)||(result.distance > triHitInfo.distance)) {
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result = triHitInfo;
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}
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}
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}
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return result;
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}
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@@ -497,6 +497,7 @@ typedef struct Ray {
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// Information returned from a raycast
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typedef struct RayHitInfo {
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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 hitPosition; // Position of nearest hit
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Vector3 hitNormal; // Surface normal of hit
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} RayHitInfo;
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@@ -924,6 +925,8 @@ RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);
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// Ray Casts
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//------------------------------------------------------------------------------------
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RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight );
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RLAPI RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c );
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RLAPI RayHitInfo RaycastMesh( Ray ray, Mesh *mesh );
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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@@ -130,6 +130,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve
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RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycentric coords for p in triangle abc
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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@@ -382,6 +383,31 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
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return result;
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}
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// Compute barycentric coordinates (u, v, w) for
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// point p with respect to triangle (a, b, c)
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// Assumes P is on the plane of the triangle
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RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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{
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//Vector v0 = b - a, v1 = c - a, v2 = p - a;
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Vector3 v0 = VectorSubtract( b, a );
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Vector3 v1 = VectorSubtract( c, a );
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Vector3 v2 = VectorSubtract( p, a );
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float d00 = VectorDotProduct(v0, v0);
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float d01 = VectorDotProduct(v0, v1);
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float d11 = VectorDotProduct(v1, v1);
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float d20 = VectorDotProduct(v2, v0);
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float d21 = VectorDotProduct(v2, v1);
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float denom = d00 * d11 - d01 * d01;
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Vector3 result;
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result.y = (d11 * d20 - d01 * d21) / denom;
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result.z = (d00 * d21 - d01 * d20) / denom;
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result.x = 1.0f - (result.z + result.y);
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return result;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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75
src/shapes.c
75
src/shapes.c
@@ -544,13 +544,74 @@ RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
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{
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float t = (ray.position.y - groundHeight) / -ray.direction.y;
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if (t >= 0.0) {
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Vector3 camDir = ray.direction;
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VectorScale( &camDir, t );
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result.hit = true;
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result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
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result.hitPosition = VectorAdd( ray.position, camDir );
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Vector3 rayDir = ray.direction;
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VectorScale( &rayDir, t );
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result.hit = true;
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result.distance = t;
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result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
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result.hitPosition = VectorAdd( ray.position, rayDir );
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}
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}
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return result;
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}
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}
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// Adapted from:
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// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c )
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{
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Vector3 e1, e2; //Edge1, Edge2
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Vector3 p, q, tv;
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float det, inv_det, u, v;
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float t;
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RayHitInfo result = {0};
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//Find vectors for two edges sharing V1
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e1 = VectorSubtract( b, a);
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e2 = VectorSubtract( c, a);
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//Begin calculating determinant - also used to calculate u parameter
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p = VectorCrossProduct( ray.direction, e2);
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//if determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
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det = VectorDotProduct(e1, p);
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//NOT CULLING
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if(det > -EPSILON && det < EPSILON) return result;
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inv_det = 1.f / det;
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//calculate distance from V1 to ray origin
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tv = VectorSubtract( ray.position, a );
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//Calculate u parameter and test bound
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u = VectorDotProduct(tv, p) * inv_det;
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//The intersection lies outside of the triangle
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if(u < 0.f || u > 1.f) return result;
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//Prepare to test v parameter
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q = VectorCrossProduct( tv, e1 );
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//Calculate V parameter and test bound
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v = VectorDotProduct( ray.direction, q) * inv_det;
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//The intersection lies outside of the triangle
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if(v < 0.f || (u + v) > 1.f) return result;
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t = VectorDotProduct(e2, q) * inv_det;
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if(t > EPSILON) {
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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.hitNormal = VectorCrossProduct( e1, e2 );
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VectorNormalize( &result.hitNormal );
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Vector3 rayDir = ray.direction;
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VectorScale( &rayDir, t );
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result.hitPosition = VectorAdd( ray.position, rayDir );
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}
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return result;
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}
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