From 037da8879a3ae61b09d8388bc2b4a2fe5359256a Mon Sep 17 00:00:00 2001 From: Joel Davis Date: Sat, 31 Dec 2016 15:06:39 -0800 Subject: [PATCH] Added RaycastGround and ray picking example --- examples/Makefile | 6 ++ examples/core_3d_raypick.c | 118 +++++++++++++++++++++++++++++++++++++ src/raylib.h | 15 +++++ src/shapes.c | 20 +++++++ 4 files changed, 159 insertions(+) create mode 100644 examples/core_3d_raypick.c diff --git a/examples/Makefile b/examples/Makefile index 710e97c47..676529c7b 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -203,6 +203,7 @@ EXAMPLES = \ core_gestures_detection \ core_3d_mode \ core_3d_picking \ + core_3d_raypick \ core_3d_camera_free \ core_3d_camera_first_person \ core_2d_camera \ @@ -320,6 +321,11 @@ core_3d_mode: core_3d_mode.c core_3d_picking: core_3d_picking.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) +# compile [core] example - 3d ray picking +core_3d_raypick: core_3d_raypick.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + + # compile [core] example - 3d camera free core_3d_camera_free: core_3d_camera_free.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) diff --git a/examples/core_3d_raypick.c b/examples/core_3d_raypick.c new file mode 100644 index 000000000..c1c327718 --- /dev/null +++ b/examples/core_3d_raypick.c @@ -0,0 +1,118 @@ +/******************************************************************************************* +* +* raylib [core] example - Ray-Picking in 3d mode, also ground plane +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); + + // Define the camera to look into our 3d world + Camera camera; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + + Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; + Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; + Vector3 groundCursorPos = { 0 }; + + Ray ray; // Picking line ray + + bool collision = false; + + 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 + + // if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + // { + // // NOTE: This function is NOT WORKING properly! + // ray = GetMouseRay(GetMousePosition(), camera); + + // // Check collision between ray and box + // collision = CheckCollisionRayBox(ray, + // (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 }, + // (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }}); + // } + + ray = GetMouseRay(GetMousePosition(), camera); + RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 ); + + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + if (collision) + { + DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED); + DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON); + + DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN); + } + else + { + DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY); + DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY); + } + + if (hitinfo.hit) { + + groundCursorPos = hitinfo.hitPosition; + groundCursorPos.y += 0.25; // Offset so the cube rests on the ground + printf("Hit: groundpos %3.2f %3.2f %3.2f\n", + groundCursorPos.x, groundCursorPos.y, groundCursorPos.z ); + DrawCubeWires( groundCursorPos, 0.5, 0.5, 0.5, RED ); + } + + DrawRay(ray, MAROON); + + DrawGrid(10, 1.0f); + + End3dMode(); + + //DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY); + + //if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/src/raylib.h b/src/raylib.h index e2e4ee135..f291ce858 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -97,6 +97,9 @@ #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) +// A small number +#define EPSILON 0.000001 + // raylib Config Flags #define FLAG_FULLSCREEN_MODE 1 #define FLAG_RESIZABLE_WINDOW 2 @@ -491,6 +494,13 @@ typedef struct Ray { Vector3 direction; // Ray direction } Ray; +// Information returned from a raycast +typedef struct RayHitInfo { + bool hit; // Did the ray hit something? + Vector3 hitPosition; // Position of nearest hit + Vector3 hitNormal; // Surface normal of hit +} RayHitInfo; + // Wave type, defines audio wave data typedef struct Wave { unsigned int sampleCount; // Number of samples @@ -910,6 +920,11 @@ RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphe Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +//------------------------------------------------------------------------------------ +// Ray Casts +//------------------------------------------------------------------------------------ +RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight ); + //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 diff --git a/src/shapes.c b/src/shapes.c index 3d3333c10..4b2de4f20 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -533,4 +533,24 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) } return retRec; +} + + +RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight ) +{ + RayHitInfo result = {0}; + + if (fabs(ray.direction.y) > EPSILON) + { + float t = (ray.position.y - groundHeight) / -ray.direction.y; + if (t >= 0.0) { + Vector3 camDir = ray.direction; + VectorScale( &camDir, t ); + result.hit = true; + result.hitNormal = (Vector3){ 0.0, 1.0, 0.0}; + result.hitPosition = VectorAdd( ray.position, camDir ); + } + } + + return result; } \ No newline at end of file