Updated BoundingBox collision detections
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3 changed files with 46 additions and 52 deletions
48
src/models.c
48
src/models.c
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@ -1244,14 +1244,14 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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// Detect collision between two boxes
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// NOTE: Boxes are defined by two points minimum and maximum
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
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{
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bool collision = true;
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if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
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if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x))
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{
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if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
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if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
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if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false;
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if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false;
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}
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else collision = false;
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@ -1259,30 +1259,22 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V
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}
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// Detect collision between box and sphere
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
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{
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bool collision = false;
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if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
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(maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
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{
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collision = true;
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}
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else
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{
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float dmin = 0;
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float dmin = 0;
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if (centerSphere.x - minBBox.x <= radiusSphere) dmin += (centerSphere.x - minBBox.x)*(centerSphere.x - minBBox.x);
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else if (maxBBox.x - centerSphere.x <= radiusSphere) dmin += (centerSphere.x - maxBBox.x)*(centerSphere.x - maxBBox.x);
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if (centerSphere.x < box.min.x) dmin += pow(centerSphere.x - box.min.x, 2);
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else if (centerSphere.x > box.max.x) dmin += pow(centerSphere.x - box.max.x, 2);
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if (centerSphere.y - minBBox.y <= radiusSphere) dmin += (centerSphere.y - minBBox.y)*(centerSphere.y - minBBox.y);
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else if (maxBBox.y - centerSphere.y <= radiusSphere) dmin += (centerSphere.y - maxBBox.y)*(centerSphere.y - maxBBox.y);
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if (centerSphere.y < box.min.y) dmin += pow(centerSphere.y - box.min.y, 2);
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else if (centerSphere.y > box.max.y) dmin += pow(centerSphere.y - box.max.y, 2);
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if (centerSphere.z - minBBox.z <= radiusSphere) dmin += (centerSphere.z - minBBox.z)*(centerSphere.z - minBBox.z);
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else if (maxBBox.z - centerSphere.z <= radiusSphere) dmin += (centerSphere.z - maxBBox.z)*(centerSphere.z - maxBBox.z);
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if (centerSphere.z < box.min.z) dmin += pow(centerSphere.z - box.min.z, 2);
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else if (centerSphere.z > box.max.z) dmin += pow(centerSphere.z - box.max.z, 2);
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if (dmin <= radiusSphere*radiusSphere) collision = true;
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}
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if (dmin <= (radiusSphere*radiusSphere)) collision = true;
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return collision;
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}
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@ -1333,17 +1325,17 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
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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, BoundingBox box)
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{
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bool collision = false;
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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[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[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[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
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t[0] = (box.min.x - ray.position.x)/ray.direction.x;
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t[1] = (box.max.x - ray.position.x)/ray.direction.x;
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t[2] = (box.min.y - ray.position.y)/ray.direction.y;
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t[3] = (box.max.y - ray.position.y)/ray.direction.y;
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t[4] = (box.min.z - ray.position.z)/ray.direction.z;
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t[5] = (box.max.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[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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10
src/raylib.h
10
src/raylib.h
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@ -760,18 +760,18 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint);
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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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
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void DrawBoundingBox(BoundingBox box, Color color) // Draw bounding box (wires)
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void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
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bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
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// NOTE: Return the normal vector of the impacted surface
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//------------------------------------------------------------------------------------
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