Lattest PR review

Function names, code formatting...
This commit is contained in:
raysan5 2017-01-05 19:33:05 +01:00
parent 0369bb4c8c
commit 658c280669
6 changed files with 217 additions and 212 deletions

View file

@ -203,7 +203,6 @@ EXAMPLES = \
core_gestures_detection \
core_3d_mode \
core_3d_picking \
core_3d_raypick \
core_3d_camera_free \
core_3d_camera_first_person \
core_2d_camera \
@ -237,6 +236,7 @@ EXAMPLES = \
models_obj_loading \
models_heightmap \
models_cubicmap \
models_ray_picking \
shaders_model_shader \
shaders_shapes_textures \
shaders_custom_uniform \
@ -321,11 +321,6 @@ core_3d_mode: core_3d_mode.c
core_3d_picking: core_3d_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d ray picking
core_3d_raypick: core_3d_raypick.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d camera free
core_3d_camera_free: core_3d_camera_free.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@ -462,6 +457,10 @@ models_heightmap: models_heightmap.c
models_cubicmap: models_cubicmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - model ray picking
models_ray_picking: models_ray_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - model shader
shaders_model_shader: shaders_model_shader.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

View file

@ -1,8 +1,8 @@
/*******************************************************************************************
*
* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh
* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.3 (www.raylib.com)
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
@ -11,7 +11,7 @@
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "../src/raymath.h"
#include <stdio.h>
#include <float.h>
@ -24,7 +24,7 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking");
InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
// Define the camera to look into our 3d world
Camera camera;
@ -41,22 +41,22 @@ int main()
Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
bool hitMeshBBox;
bool hitTriangle;
bool hitMeshBBox = false;
bool hitTriangle = false;
// Test triangle
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
Vector3 bary = {0};
Vector3 bary = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
@ -65,7 +65,6 @@ int main()
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Display information about closest hit
RayHitInfo nearestHit;
char *hitObjectName = "None";
@ -76,41 +75,50 @@ int main()
// Get ray and test against ground, triangle, and mesh
ray = GetMouseRay(GetMousePosition(), camera);
RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 );
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) {
// Check ray collision aginst ground plane
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
{
nearestHit = groundHitInfo;
cursorColor = GREEN;
hitObjectName = "Ground";
}
RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc );
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) {
// Check ray collision against test triangle
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
{
nearestHit = triHitInfo;
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = Barycentric( nearestHit.hitPosition, ta, tb, tc );
bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
hitTriangle = true;
} else {
hitTriangle = false;
}
}
else hitTriangle = false;
RayHitInfo meshHitInfo;
// check the bounding box first, before trying the full ray/mesh test
if (CheckCollisionRayBox( ray, towerBBox )) {
// Check ray collision against bounding box first, before trying the full ray-mesh test
if (CheckCollisionRayBox(ray, towerBBox))
{
hitMeshBBox = true;
meshHitInfo = RaycastMesh( ray, &tower.mesh );
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) {
// Check ray collision against mesh
meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
} else {
hitMeshBBox = false;
}
} hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
@ -120,65 +128,59 @@ int main()
Begin3dMode(camera);
// Draw the tower
DrawModel( tower, towerPos, 1.0, WHITE );
DrawModel(tower, towerPos, 1.0, WHITE);
// Draw the test triangle
DrawLine3D( ta, tb, PURPLE );
DrawLine3D( tb, tc, PURPLE );
DrawLine3D( tc, ta, PURPLE );
DrawLine3D(ta, tb, PURPLE);
DrawLine3D(tb, tc, PURPLE);
DrawLine3D(tc, ta, PURPLE);
// Draw the mesh bbox if we hit it
if (hitMeshBBox) {
DrawBoundingBox( towerBBox, LIME );
}
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit) {
DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor );
DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW );
if (nearestHit.hit)
{
DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
Vector3 normalEnd;
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW );
DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
DrawGrid(100, 1.0f);
End3dMode();
// Show some debug text
char line[1024];
sprintf( line, "Hit Object: %s\n", hitObjectName );
DrawText( line, 10, 30, 15, BLACK );
// Draw some debug GUI text
DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
if (nearestHit.hit) {
int ypos = 45;
sprintf( line, "Distance: %3.2f", nearestHit.distance );
DrawText( line, 10, ypos, 15, BLACK );
ypos += 15;
if (nearestHit.hit)
{
int ypos = 70;
sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f",
nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z );
DrawText( line, 10, ypos, 15, BLACK );
ypos += 15;
DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
nearestHit.hitPosition.x,
nearestHit.hitPosition.y,
nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
nearestHit.hitNormal.x,
nearestHit.hitNormal.y,
nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f",
nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z );
DrawText( line, 10, ypos, 15, BLACK );
ypos += 15;
if (hitTriangle) {
sprintf( line, "Barycentric: %3.2f %3.2f %3.2f",
bary.x, bary.y, bary.z );
DrawText( line, 10, ypos, 15, BLACK );
}
if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY );
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
DrawFPS(10, 10);