/******************************************************************************************* * * raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh * * This example has been created using raylib 1.7 (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" #define FLT_MAX 3.40282347E+38F # Maximum value of a float, defined in int main() [ # Initialization #-------------------------------------------------------------------------------------- int screenWidth = 800 int screenHeight = 450 InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking") # Define the camera to look into our 3d world Camera camera camera.position = (Vector3)[ 20.0, 20.0, 20.0 ] # Camera position camera.target = (Vector3)[ 0.0, 8.0, 0.0 ] # Camera looking at point camera.up = (Vector3)[ 0.0, 1.6f, 0.0 ] # Camera up vector (rotation towards target) camera.fovy = 45.0 # Camera field-of-view Y camera.type = CAMERA_PERSPECTIVE # Camera mode type Ray ray # Picking ray Model tower = LoadModel("resources/models/turret.obj") # Load OBJ model Texture2D texture = LoadTexture("resources/models/turret_diffuse.png") # Load model texture tower.material.maps[MAP_DIFFUSE].texture = texture # Set model diffuse texture Vector3 towerPos = [ 0.0, 0.0, 0.0 ] # Set model position BoundingBox towerBBox = MeshBoundingBox(tower.mesh) # Get mesh bounding box bool hitMeshBBox = false bool hitTriangle = false # 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 = [ 0.0, 0.0, 0.0 ] 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) # Check ray collision aginst ground plane RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0) if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) [ nearestHit = groundHitInfo cursorColor = GREEN hitObjectName = "Ground" ] # Check ray collision against test triangle RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc) if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) [ nearestHit = triHitInfo cursorColor = PURPLE hitObjectName = "Triangle" bary = Vector3Barycenter(nearestHit.position, ta, tb, tc) hitTriangle = true ] else hitTriangle = false RayHitInfo meshHitInfo # Check ray collision against bounding box first, before trying the full ray-mesh test if (CheckCollisionRayBox(ray, towerBBox)) [ hitMeshBBox = true # Check ray collision against model # NOTE: It considers model.transform matrix! meshHitInfo = GetCollisionRayModel(ray, &tower) if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) [ nearestHit = meshHitInfo cursorColor = ORANGE hitObjectName = "Mesh" ] ] hitMeshBBox = false #---------------------------------------------------------------------------------- # Draw #---------------------------------------------------------------------------------- BeginDrawing() ClearBackground(RAYWHITE) BeginMode3D(camera) # Draw the tower # WARNING: If scale is different than 1.0, # not considered by GetCollisionRayModel() 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.position, 0.3, 0.3, 0.3, cursorColor) DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED) Vector3 normalEnd normalEnd.x = nearestHit.position.x + nearestHit.normal.x normalEnd.y = nearestHit.position.y + nearestHit.normal.y normalEnd.z = nearestHit.position.z + nearestHit.normal.z DrawLine3D(nearestHit.position, normalEnd, RED) ] DrawRay(ray, MAROON) DrawGrid(10, 10.0) EndMode3D() # Draw some debug GUI text DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK) if (nearestHit.hit) [ int ypos = 70 DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK) DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", nearestHit.position.x, nearestHit.position.y, nearestHit.position.z), 10, ypos + 15, 10, BLACK) DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", nearestHit.normal.x, nearestHit.normal.y, nearestHit.normal.z), 10, ypos + 30, 10, BLACK) if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK) ] DrawText("Use Mouse to Move Camera", 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 ]