diff --git a/examples/models_box_collisions.c b/examples/models_box_collisions.c index 3751041f0..ffd0a2af5 100644 --- a/examples/models_box_collisions.c +++ b/examples/models_box_collisions.c @@ -53,27 +53,29 @@ int main() collision = false; // Check collisions player vs enemy-box - if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2, - playerPosition.y - playerSize.y/2, - playerPosition.z - playerSize.z/2 }, - (Vector3){ playerPosition.x + playerSize.x/2, - playerPosition.y + playerSize.y/2, - playerPosition.z + playerSize.z/2 }, - (Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, - enemyBoxPos.y - enemyBoxSize.y/2, - enemyBoxPos.z - enemyBoxSize.z/2 }, - (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, - enemyBoxPos.y + enemyBoxSize.y/2, - enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true; + if (CheckCollisionBoxes( + (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2 }, + (Vector3){ playerPosition.x + playerSize.x/2, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2 }}, + (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, + enemyBoxPos.y - enemyBoxSize.y/2, + enemyBoxPos.z - enemyBoxSize.z/2 }, + (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, + enemyBoxPos.y + enemyBoxSize.y/2, + enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true; // Check collisions player vs enemy-sphere - if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2, - playerPosition.y - playerSize.y/2, - playerPosition.z - playerSize.z/2 }, - (Vector3){ playerPosition.x + playerSize.x/2, - playerPosition.y + playerSize.y/2, - playerPosition.z + playerSize.z/2 }, - enemySpherePos, enemySphereSize)) collision = true; + if (CheckCollisionBoxSphere( + (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2 }, + (Vector3){ playerPosition.x + playerSize.x/2, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2 }}, + enemySpherePos, enemySphereSize)) collision = true; if (collision) playerColor = RED; else playerColor = GREEN; diff --git a/src/models.c b/src/models.c index a3649a076..fc95f58d1 100644 --- a/src/models.c +++ b/src/models.c @@ -1244,14 +1244,14 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa // Detect collision between two boxes // NOTE: Boxes are defined by two points minimum and maximum -bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2) +bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) { bool collision = true; - if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x)) + if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x)) { - if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false; - if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false; + if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false; + if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false; } else collision = false; @@ -1259,30 +1259,22 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V } // Detect collision between box and sphere -bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere) +bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere) { bool collision = false; - if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) && - (maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere)) - { - collision = true; - } - else - { - float dmin = 0; + float dmin = 0; - if (centerSphere.x - minBBox.x <= radiusSphere) dmin += (centerSphere.x - minBBox.x)*(centerSphere.x - minBBox.x); - else if (maxBBox.x - centerSphere.x <= radiusSphere) dmin += (centerSphere.x - maxBBox.x)*(centerSphere.x - maxBBox.x); + if (centerSphere.x < box.min.x) dmin += pow(centerSphere.x - box.min.x, 2); + else if (centerSphere.x > box.max.x) dmin += pow(centerSphere.x - box.max.x, 2); - if (centerSphere.y - minBBox.y <= radiusSphere) dmin += (centerSphere.y - minBBox.y)*(centerSphere.y - minBBox.y); - else if (maxBBox.y - centerSphere.y <= radiusSphere) dmin += (centerSphere.y - maxBBox.y)*(centerSphere.y - maxBBox.y); + if (centerSphere.y < box.min.y) dmin += pow(centerSphere.y - box.min.y, 2); + else if (centerSphere.y > box.max.y) dmin += pow(centerSphere.y - box.max.y, 2); - if (centerSphere.z - minBBox.z <= radiusSphere) dmin += (centerSphere.z - minBBox.z)*(centerSphere.z - minBBox.z); - else if (maxBBox.z - centerSphere.z <= radiusSphere) dmin += (centerSphere.z - maxBBox.z)*(centerSphere.z - maxBBox.z); + if (centerSphere.z < box.min.z) dmin += pow(centerSphere.z - box.min.z, 2); + else if (centerSphere.z > box.max.z) dmin += pow(centerSphere.z - box.max.z, 2); - if (dmin <= radiusSphere*radiusSphere) collision = true; - } + if (dmin <= (radiusSphere*radiusSphere)) collision = true; return collision; } @@ -1333,17 +1325,17 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi } // Detect collision between ray and bounding box -bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox) +bool CheckCollisionRayBox(Ray ray, BoundingBox box) { 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[0] = (box.min.x - ray.position.x)/ray.direction.x; + t[1] = (box.max.x - ray.position.x)/ray.direction.x; + t[2] = (box.min.y - ray.position.y)/ray.direction.y; + t[3] = (box.max.y - ray.position.y)/ray.direction.y; + t[4] = (box.min.z - ray.position.z)/ray.direction.z; + t[5] = (box.max.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])); diff --git a/src/raylib.h b/src/raylib.h index 73f92fc24..b7dc1a8cd 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -760,18 +760,18 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint); void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -void DrawBoundingBox(BoundingBox box, Color color) // Draw bounding box (wires) +void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec -BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits 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 CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box +bool CheckCollisionRayBox(Ray ray, BoundingBox box); // 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 //------------------------------------------------------------------------------------