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	3d5fa81bf2
	
	
	
		
			
			- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed. - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function - UnloadMesh() reviewed, pointer not required - CheckCollisionRay*() parameters name reviewed
		
			
				
	
	
		
			203 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			203 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
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| *
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| *   This example has been created using raylib 1.7 (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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| *   Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Copyright (c) 2017 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
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| *
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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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| 
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| #define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
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| 
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
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| 
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|     // Define the camera to look into our 3d world
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|     Camera camera = { 0 };
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|     camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
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|     camera.target = (Vector3){ 0.0f, 8.0f, 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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|     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
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| 
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|     Ray ray = { 0 };        // Picking ray
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| 
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|     Model tower = LoadModel("resources/models/turret.obj");                 // Load OBJ model
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|     Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
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|     tower.materials[0].maps[MAP_DIFFUSE].texture = texture;                 // Set model diffuse texture
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| 
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|     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
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|     BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]);   // Get mesh bounding box
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|     bool hitMeshBBox = false;
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|     bool hitTriangle = false;
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| 
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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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| 
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|     Vector3 bary = { 0.0f, 0.0f, 0.0f };
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| 
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|     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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| 
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|     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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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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|         // Update
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|         //----------------------------------------------------------------------------------
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|         UpdateCamera(&camera);          // Update camera
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| 
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|         // Display information about closest hit
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|         RayHitInfo nearestHit = { 0 };
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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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| 
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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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| 
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|         // Check ray collision aginst ground plane
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|         RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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| 
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|         if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
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|         {
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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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| 
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|         // Check ray collision against test triangle
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|         RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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| 
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|         if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
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|         {
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|             nearestHit = triHitInfo;
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|             cursorColor = PURPLE;
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|             hitObjectName = "Triangle";
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| 
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|             bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
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|             hitTriangle = true;
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|         }
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|         else hitTriangle = false;
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| 
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|         RayHitInfo meshHitInfo = { 0 };
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| 
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|         // Check ray collision against bounding box first, before trying the full ray-mesh test
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|         if (CheckCollisionRayBox(ray, towerBBox))
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|         {
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|             hitMeshBBox = true;
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| 
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|             // Check ray collision against model
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|             // NOTE: It considers model.transform matrix!
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|             meshHitInfo = GetCollisionRayModel(ray, tower);
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| 
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|             if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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|             {
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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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|         }
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| 
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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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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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| 
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|                 // Draw the tower
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|                 // WARNING: If scale is different than 1.0f,
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|                 // not considered by GetCollisionRayModel()
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|                 DrawModel(tower, towerPos, 1.0f, WHITE);
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| 
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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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| 
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|                 // Draw the mesh bbox if we hit it
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|                 if (hitMeshBBox) 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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|                 {
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|                     DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
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|                     DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
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| 
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|                     Vector3 normalEnd;
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|                     normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
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|                     normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
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|                     normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
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| 
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|                     DrawLine3D(nearestHit.position, normalEnd, RED);
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|                 }
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| 
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|                 DrawRay(ray, MAROON);
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| 
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|                 DrawGrid(10, 10.0f);
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| 
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|             EndMode3D();
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| 
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|             // Draw some debug GUI text
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|             DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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| 
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|             if (nearestHit.hit)
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|             {
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|                 int ypos = 70;
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| 
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|                 DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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| 
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|                 DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
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|                                     nearestHit.position.x,
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|                                     nearestHit.position.y,
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|                                     nearestHit.position.z), 10, ypos + 15, 10, BLACK);
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| 
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|                 DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
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|                                     nearestHit.normal.x,
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|                                     nearestHit.normal.y,
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|                                     nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
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| 
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|                 if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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|             }
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| 
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|             DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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| 
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|             DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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| 
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|             DrawFPS(10, 10);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadModel(tower);         // Unload model
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|     UnloadTexture(texture);     // Unload texture
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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } |