Added collision check between ray and box

- Added CheckCollisionRayBox() function.
- Updated and improved core 3d picking example (currently working as
expected).
This commit is contained in:
victorfisac 2016-01-07 16:18:24 +01:00
parent 4a637191f2
commit 1793f2c3b8
3 changed files with 32 additions and 3 deletions

View file

@ -1336,6 +1336,26 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
return collision;
}
// Detect collision between ray and box
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
{
bool collision = false;
float t[8];
t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
collision = !(t[7] < 0 || t[6] > t[7]);
return collision;
}
// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)

View file

@ -756,6 +756,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface