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	- 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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#include "raylib.h"
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#include "raymath.h"
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#define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
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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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    InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
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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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    Ray ray = { 0 };        // Picking ray
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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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    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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    // 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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    Vector3 bary = { 0.0f, 0.0f, 0.0f };
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    SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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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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        // 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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        // Get ray and test against ground, triangle, and mesh
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        ray = GetMouseRay(GetMousePosition(), camera);
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        // Check ray collision aginst ground plane
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        RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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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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        // Check ray collision against test triangle
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        RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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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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            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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        RayHitInfo meshHitInfo = { 0 };
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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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            // 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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            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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        hitMeshBBox = false;
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginMode3D(camera);
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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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                // 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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                // Draw the mesh bbox if we hit it
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                if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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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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                    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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                    DrawLine3D(nearestHit.position, normalEnd, RED);
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                }
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                DrawRay(ray, MAROON);
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                DrawGrid(10, 10.0f);
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            EndMode3D();
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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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            if (nearestHit.hit)
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            {
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                int ypos = 70;
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                DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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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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                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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                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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            DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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            DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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            DrawFPS(10, 10);
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        EndDrawing();
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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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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |