Added RaycastGround and ray picking example
This commit is contained in:
parent
202f45415c
commit
037da8879a
4 changed files with 159 additions and 0 deletions
|
@ -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)
|
||||
|
|
118
examples/core_3d_raypick.c
Normal file
118
examples/core_3d_raypick.c
Normal file
|
@ -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;
|
||||
}
|
15
src/raylib.h
15
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
|
||||
|
|
20
src/shapes.c
20
src/shapes.c
|
@ -534,3 +534,23 @@ 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;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue