WARNING: BREAKING: RENAMED: RayHitInfo to RayCollision #1781
- RENAMED: RayHitInfo to RayCollision - RENAMED/REDESIGNED: Multiple Ray collision functions to be more consistent and return RayCollision data -WIP-
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3 changed files with 85 additions and 103 deletions
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@ -63,53 +63,53 @@ int main(void)
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UpdateCamera(&camera); // Update camera
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// Display information about closest hit
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RayHitInfo nearestHit = { 0 };
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RayCollision collision = { 0 };
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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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collision.distance = FLT_MAX;
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collision.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, 0.0f);
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RayCollision groundHitInfo = GetRayCollisionGround(ray, 0.0f);
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
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if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
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{
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nearestHit = groundHitInfo;
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collision = 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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RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
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if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance))
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{
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nearestHit = triHitInfo;
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collision = 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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bary = Vector3Barycenter(collision.point, 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 = { 0 };
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RayCollision meshHitInfo = { 0 };
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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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if (GetRayCollisionBox(ray, towerBBox).hit)
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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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meshHitInfo = GetRayCollisionModel(ray, tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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if ((meshHitInfo.hit) && (meshHitInfo.distance < collision.distance))
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{
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nearestHit = meshHitInfo;
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collision = meshHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Mesh";
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}
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@ -128,7 +128,7 @@ int main(void)
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// Draw the tower
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// WARNING: If scale is different than 1.0f,
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// not considered by GetCollisionRayModel()
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// not considered by GetRayCollisionModel()
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DrawModel(tower, towerPos, 1.0f, WHITE);
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// Draw the test triangle
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@ -140,17 +140,17 @@ int main(void)
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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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if (collision.hit)
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{
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DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
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DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
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DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor);
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DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, 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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normalEnd.x = collision.point.x + collision.normal.x;
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normalEnd.y = collision.point.y + collision.normal.y;
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normalEnd.z = collision.point.z + collision.normal.z;
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DrawLine3D(nearestHit.position, normalEnd, RED);
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DrawLine3D(collision.point, normalEnd, RED);
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}
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DrawRay(ray, MAROON);
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@ -162,21 +162,21 @@ int main(void)
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// Draw some debug GUI text
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DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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if (nearestHit.hit)
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if (collision.hit)
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{
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int ypos = 70;
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DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK);
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DrawText(TextFormat("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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collision.point.x,
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collision.point.y,
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collision.point.z), 10, ypos + 15, 10, BLACK);
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DrawText(TextFormat("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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collision.normal.x,
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collision.normal.y,
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collision.normal.z), 10, ypos + 30, 10, BLACK);
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if (hitTriangle) DrawText(TextFormat("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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