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Added ray-sphere collision detection
This commit is contained in:
37
src/models.c
37
src/models.c
@@ -1341,7 +1341,42 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
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{
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bool collision = false;
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// TODO: implement collision...
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Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
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float distance = VectorLength(raySpherePos);
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float vector = VectorDotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (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 spherePosition, float sphereRadius, Vector3 *collisionPoint)
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{
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bool collision = false;
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Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
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float distance = VectorLength(raySpherePos);
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float vector = VectorDotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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if(d >= 0.0f) collision = true;
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// Calculate collision point
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Vector3 offset = ray.direction;
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float collisionDistance = 0;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
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else collisionDistance = vector - sqrt(d);
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VectorScale(&offset, collisionDistance);
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Vector3 cPoint = VectorAdd(ray.position, offset);
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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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return collision;
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}
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