mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-10-26 12:27:01 +00:00 
			
		
		
		
	 3b7be85151
			
		
	
	3b7be85151
	
	
	
		
			
			* Screen/world-space related functions rename * Update raylib_api.* by CI --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
		
			
				
	
	
		
			246 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			246 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
 | |
| *
 | |
| *   raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
 | |
| *
 | |
| *   Example originally created with raylib 1.7, last time updated with raylib 4.0
 | |
| *
 | |
| *   Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
 | |
| *
 | |
| *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 | |
| *   BSD-like license that allows static linking with closed source software
 | |
| *
 | |
| *   Copyright (c) 2017-2024 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
 | |
| *
 | |
| ********************************************************************************************/
 | |
| 
 | |
| #include "raylib.h"
 | |
| #include "raymath.h"
 | |
| 
 | |
| #define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Program main entry point
 | |
| //------------------------------------------------------------------------------------
 | |
| int main(void)
 | |
| {
 | |
|     // Initialization
 | |
|     //--------------------------------------------------------------------------------------
 | |
|     const int screenWidth = 800;
 | |
|     const int screenHeight = 450;
 | |
| 
 | |
|     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
 | |
| 
 | |
|     // Define the camera to look into our 3d world
 | |
|     Camera camera = { 0 };
 | |
|     camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
 | |
|     camera.target = (Vector3){ 0.0f, 8.0f, 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
 | |
|     camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
 | |
| 
 | |
|     Ray ray = { 0 };        // Picking ray
 | |
| 
 | |
|     Model tower = LoadModel("resources/models/obj/turret.obj");                 // Load OBJ model
 | |
|     Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
 | |
|     tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;            // Set model diffuse texture
 | |
| 
 | |
|     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                        // Set model position
 | |
|     BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]);    // Get mesh bounding box
 | |
| 
 | |
|     // Ground quad
 | |
|     Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
 | |
|     Vector3 g1 = (Vector3){ -50.0f, 0.0f,  50.0f };
 | |
|     Vector3 g2 = (Vector3){  50.0f, 0.0f,  50.0f };
 | |
|     Vector3 g3 = (Vector3){  50.0f, 0.0f, -50.0f };
 | |
| 
 | |
|     // Test triangle
 | |
|     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;
 | |
| 
 | |
|     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
 | |
|         //----------------------------------------------------------------------------------
 | |
|         if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);          // Update camera
 | |
| 
 | |
|         // Toggle camera controls
 | |
|         if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
 | |
|         {
 | |
|             if (IsCursorHidden()) EnableCursor();
 | |
|             else DisableCursor();
 | |
|         }
 | |
| 
 | |
|         // Display information about closest hit
 | |
|         RayCollision collision = { 0 };
 | |
|         char *hitObjectName = "None";
 | |
|         collision.distance = FLT_MAX;
 | |
|         collision.hit = false;
 | |
|         Color cursorColor = WHITE;
 | |
| 
 | |
|         // Get ray and test against objects
 | |
|         ray = GetScreenToWorldRay(GetMousePosition(), camera);
 | |
| 
 | |
|         // Check ray collision against ground quad
 | |
|         RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
 | |
| 
 | |
|         if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
 | |
|         {
 | |
|             collision = groundHitInfo;
 | |
|             cursorColor = GREEN;
 | |
|             hitObjectName = "Ground";
 | |
|         }
 | |
| 
 | |
|         // Check ray collision against test triangle
 | |
|         RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
 | |
| 
 | |
|         if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance))
 | |
|         {
 | |
|             collision = triHitInfo;
 | |
|             cursorColor = PURPLE;
 | |
|             hitObjectName = "Triangle";
 | |
| 
 | |
|             bary = Vector3Barycenter(collision.point, ta, tb, tc);
 | |
|         }
 | |
| 
 | |
|         // Check ray collision against test sphere
 | |
|         RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
 | |
| 
 | |
|         if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
 | |
|         {
 | |
|             collision = sphereHitInfo;
 | |
|             cursorColor = ORANGE;
 | |
|             hitObjectName = "Sphere";
 | |
|         }
 | |
| 
 | |
|         // Check ray collision against bounding box first, before trying the full ray-mesh test
 | |
|         RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
 | |
| 
 | |
|         if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
 | |
|         {
 | |
|             collision = boxHitInfo;
 | |
|             cursorColor = ORANGE;
 | |
|             hitObjectName = "Box";
 | |
| 
 | |
|             // Check ray collision against model meshes
 | |
|             RayCollision meshHitInfo = { 0 };
 | |
|             for (int m = 0; m < tower.meshCount; m++)
 | |
|             {
 | |
|                 // NOTE: We consider the model.transform for the collision check but 
 | |
|                 // it can be checked against any transform Matrix, used when checking against same
 | |
|                 // model drawn multiple times with multiple transforms
 | |
|                 meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
 | |
|                 if (meshHitInfo.hit)
 | |
|                 {
 | |
|                     // Save the closest hit mesh
 | |
|                     if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
 | |
|                     
 | |
|                     break;  // Stop once one mesh collision is detected, the colliding mesh is m
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (meshHitInfo.hit)
 | |
|             {
 | |
|                 collision = meshHitInfo;
 | |
|                 cursorColor = ORANGE;
 | |
|                 hitObjectName = "Mesh";
 | |
|             }
 | |
|         }
 | |
|         //----------------------------------------------------------------------------------
 | |
| 
 | |
|         // Draw
 | |
|         //----------------------------------------------------------------------------------
 | |
|         BeginDrawing();
 | |
| 
 | |
|             ClearBackground(RAYWHITE);
 | |
| 
 | |
|             BeginMode3D(camera);
 | |
| 
 | |
|                 // Draw the tower
 | |
|                 // WARNING: If scale is different than 1.0f,
 | |
|                 // not considered by GetRayCollisionModel()
 | |
|                 DrawModel(tower, towerPos, 1.0f, WHITE);
 | |
| 
 | |
|                 // Draw the test triangle
 | |
|                 DrawLine3D(ta, tb, PURPLE);
 | |
|                 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 (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
 | |
| 
 | |
|                 // If we hit something, draw the cursor at the hit point
 | |
|                 if (collision.hit)
 | |
|                 {
 | |
|                     DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor);
 | |
|                     DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, RED);
 | |
| 
 | |
|                     Vector3 normalEnd;
 | |
|                     normalEnd.x = collision.point.x + collision.normal.x;
 | |
|                     normalEnd.y = collision.point.y + collision.normal.y;
 | |
|                     normalEnd.z = collision.point.z + collision.normal.z;
 | |
| 
 | |
|                     DrawLine3D(collision.point, normalEnd, RED);
 | |
|                 }
 | |
| 
 | |
|                 DrawRay(ray, MAROON);
 | |
| 
 | |
|                 DrawGrid(10, 10.0f);
 | |
| 
 | |
|             EndMode3D();
 | |
| 
 | |
|             // Draw some debug GUI text
 | |
|             DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
 | |
| 
 | |
|             if (collision.hit)
 | |
|             {
 | |
|                 int ypos = 70;
 | |
| 
 | |
|                 DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK);
 | |
| 
 | |
|                 DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
 | |
|                                     collision.point.x,
 | |
|                                     collision.point.y,
 | |
|                                     collision.point.z), 10, ypos + 15, 10, BLACK);
 | |
| 
 | |
|                 DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
 | |
|                                     collision.normal.x,
 | |
|                                     collision.normal.y,
 | |
|                                     collision.normal.z), 10, ypos + 30, 10, BLACK);
 | |
| 
 | |
|                 if (triHitInfo.hit && TextIsEqual(hitObjectName, "Triangle"))
 | |
|                     DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
 | |
|             }
 | |
| 
 | |
|             DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
 | |
| 
 | |
|             DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
 | |
| 
 | |
|             DrawFPS(10, 10);
 | |
| 
 | |
|         EndDrawing();
 | |
|         //----------------------------------------------------------------------------------
 | |
|     }
 | |
| 
 | |
|     // De-Initialization
 | |
|     //--------------------------------------------------------------------------------------
 | |
|     UnloadModel(tower);         // Unload model
 | |
|     UnloadTexture(texture);     // Unload texture
 | |
| 
 | |
|     CloseWindow();              // Close window and OpenGL context
 | |
|     //--------------------------------------------------------------------------------------
 | |
| 
 | |
|     return 0;
 | |
| } |