201 lines
No EOL
7.7 KiB
C
201 lines
No EOL
7.7 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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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example contributed by Joel Davis (@joeld42)
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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 3.40282347E+38F # Maximum value of a float, defined in <float.h>
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int main()
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[
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# Initialization
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#--------------------------------------------------------------------------------------
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int screenWidth = 800
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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
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camera.position = (Vector3)[ 20.0, 20.0, 20.0 ] # Camera position
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camera.target = (Vector3)[ 0.0, 8.0, 0.0 ] # Camera looking at point
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camera.up = (Vector3)[ 0.0, 1.6f, 0.0 ] # Camera up vector (rotation towards target)
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camera.fovy = 45.0 # Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE # Camera mode type
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Ray ray # 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.material.maps[MAP_DIFFUSE].texture = texture # Set model diffuse texture
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Vector3 towerPos = [ 0.0, 0.0, 0.0 ] # Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.mesh) # 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 = [ 0.0, 0.0, 0.0 ]
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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
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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, 0.0)
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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
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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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] 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 1.0,
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# not considered by GetCollisionRayModel()
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DrawModel(tower, towerPos, 1.0, 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, 10.0)
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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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] |