/******************************************************************************************* * * raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * Example contributed by Joel Davis (@joeld42) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include #include int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); // Define the camera to look into our 3d world Camera camera; camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; Ray ray; // Picking line ray Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture tower.material.texDiffuse = texture; // Set model diffuse texture Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position BoundingBox towerBBox = CalculateBoundingBox( tower.mesh ); bool hitMeshBBox; bool hitTriangle; // 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 bary = {0}; SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera // Display information about closest hit RayHitInfo nearestHit; char *hitObjectName = "None"; nearestHit.distance = FLT_MAX; nearestHit.hit = false; Color cursorColor = WHITE; // Get ray and test against ground, triangle, and mesh ray = GetMouseRay(GetMousePosition(), camera); RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 ); if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { nearestHit = groundHitInfo; cursorColor = GREEN; hitObjectName = "Ground"; } RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc ); if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { nearestHit = triHitInfo; cursorColor = PURPLE; hitObjectName = "Triangle"; bary = Barycentric( nearestHit.hitPosition, ta, tb, tc ); hitTriangle = true; } else { hitTriangle = false; } RayHitInfo meshHitInfo; // check the bounding box first, before trying the full ray/mesh test if (CheckCollisionRayBox( ray, towerBBox )) { hitMeshBBox = true; meshHitInfo = RaycastMesh( ray, &tower.mesh ); if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { nearestHit = meshHitInfo; cursorColor = ORANGE; hitObjectName = "Mesh"; } } else { hitMeshBBox = false; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); // Draw the tower DrawModel( tower, towerPos, 1.0, WHITE ); // Draw the test triangle DrawLine3D( ta, tb, PURPLE ); DrawLine3D( tb, tc, PURPLE ); DrawLine3D( tc, ta, PURPLE ); // Draw the mesh bbox if we hit it if (hitMeshBBox) { DrawBoundingBox( towerBBox, LIME ); } // If we hit something, draw the cursor at the hit point if (nearestHit.hit) { DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor ); DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW ); Vector3 normalEnd; normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW ); } DrawRay(ray, MAROON); DrawGrid(10, 1.0f); End3dMode(); // Show some debug text char line[1024]; sprintf( line, "Hit Object: %s\n", hitObjectName ); DrawText( line, 10, 30, 15, BLACK ); if (nearestHit.hit) { int ypos = 45; sprintf( line, "Distance: %3.2f", nearestHit.distance ); DrawText( line, 10, ypos, 15, BLACK ); ypos += 15; sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f", nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z ); DrawText( line, 10, ypos, 15, BLACK ); ypos += 15; sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f", nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z ); DrawText( line, 10, ypos, 15, BLACK ); ypos += 15; if (hitTriangle) { sprintf( line, "Barycentric: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z ); DrawText( line, 10, ypos, 15, BLACK ); } } DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY ); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }