Added some functions (incomplete)
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036e77939f
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1 changed files with 43 additions and 7 deletions
50
src/models.c
50
src/models.c
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@ -1336,18 +1336,28 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
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return collision;
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return collision;
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}
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}
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// Detect collision between ray and box
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// Detect collision between ray and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
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{
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bool collision = false;
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// TODO: implement collision...
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return collision;
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}
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// Detect collision between ray and bounding box
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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{
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{
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bool collision = false;
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bool collision = false;
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float t[8];
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float t[8];
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t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
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t[0] = (minBBox.x - ray.position.x)/ray.direction.x;
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t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
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t[1] = (maxBBox.x - ray.position.x)/ray.direction.x;
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t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
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t[2] = (minBBox.y - ray.position.y)/ray.direction.y;
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t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
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t[3] = (maxBBox.y - ray.position.y)/ray.direction.y;
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t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
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t[4] = (minBBox.z - ray.position.z)/ray.direction.z;
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t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
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t[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
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t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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@ -1359,6 +1369,32 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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// TODO: Useful function to check collision area?
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// TODO: Useful function to check collision area?
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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// Calculate mesh bounding box limits
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BoundingBox CalculateBoundingBox(Mesh mesh)
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{
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// Get min and max vertex to construct bounds (AABB)
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Vector3 minVertex = mesh.vertices[0];
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Vector3 maxVertex = mesh.vertices[0];
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for (int i = 1; i < mesh.vertexCount; i++)
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{
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// TODO: Compare min and max with previous vertex
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//minVertex = Vector3.Min(minVertex, mesh.vertices[i]);
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//maxVertex = Vector3.Max(maxVertex, mesh.vertices[i]);
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}
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// NOTE: For OBB, transform mesh by model transform matrix
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//minVertex = VectorTransform(meshMin, mesh.transform);
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//maxVertex = VectorTransform(meshMax, mesh.transform);
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// Create the bounding box
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BoundingBox box;
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box.min = minVertex;
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box.max = maxVertex;
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return box;
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}
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// Detect and resolve cubicmap collisions
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// Detect and resolve cubicmap collisions
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// NOTE: player position (or camera) is modified inside this function
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// NOTE: player position (or camera) is modified inside this function
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
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