Redesigned gestures system...
...and improved mouse gestures support Some testing still required...
This commit is contained in:
parent
e484d58d9c
commit
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3 changed files with 192 additions and 166 deletions
29
src/core.c
29
src/core.c
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@ -253,6 +253,7 @@ static void InitGamepad(void); // Init raw gamepad inpu
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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@ -1415,6 +1416,7 @@ static void InitDisplay(int width, int height)
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glfwSetCursorEnterCallback(window, CursorEnterCallback);
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glfwSetKeyCallback(window, KeyCallback);
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glfwSetMouseButtonCallback(window, MouseButtonCallback);
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glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
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glfwSetCharCallback(window, CharCallback);
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glfwSetScrollCallback(window, ScrollCallback);
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glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
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@ -1677,7 +1679,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
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// Register touch actions
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
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else if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_MOVE;
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//else if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_MOVE;
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else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
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// Register touch points count
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@ -1685,7 +1687,28 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
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// Register touch points position, only one point registered
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gestureEvent.position[0] = GetMousePosition();
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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#endif
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}
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// GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
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{
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#define ENABLE_MOUSE_GESTURES
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#if defined(ENABLE_MOUSE_GESTURES)
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// Process mouse events as touches to be able to use mouse-gestures
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GestureEvent gestureEvent;
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gestureEvent.touchAction = TOUCH_MOVE;
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// Register touch points count
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gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
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gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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#endif
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@ -1934,7 +1957,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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// Register touch points count
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gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
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// Register touch points id DESKTOP
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// Register touch points id
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gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
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gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
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@ -2496,7 +2519,7 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent
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// Register touch points count
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gestureEvent.pointCount = touchEvent->numTouches;
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// Register touch points id WEB
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// Register touch points id
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gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
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gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
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306
src/gestures.c
306
src/gestures.c
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@ -46,7 +46,11 @@
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define FORCE_TO_SWIPE 20
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#define TAP_TIMEOUT 300
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#define FORCE_TO_DRAG 20
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#define FORCE_TO_PINCH 5
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#define TAP_TIMEOUT 300 // Time in milliseconds
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#define PINCH_TIMEOUT 300 // Time in milliseconds
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#define DOUBLETAP_RANGE 30
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//#define MAX_TOUCH_POINTS 4
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//----------------------------------------------------------------------------------
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@ -61,10 +65,6 @@ typedef enum {
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static GestureType gestureType = TYPE_MOTIONLESS;
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static double eventTime = 0;
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//static int32_t touchId; // Not used...
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// Tap gesture variables
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static Vector2 initialTapPosition = { 0, 0 };
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@ -78,6 +78,21 @@ static Vector2 endDragPosition = { 0, 0 };
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static Vector2 lastDragPosition = { 0, 0 };
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static Vector2 dragVector = { 0, 0 };
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// Albert&Ian
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static Vector2 touchDownPosition = { 0, 0 };
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static Vector2 touchDownPosition2 = { 0, 0 };
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static Vector2 touchUpPosition = { 0, 0 };
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static Vector2 moveDownPosition = { 0, 0 };
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static Vector2 moveDownPosition2 = { 0, 0 };
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static int numTap = 0;
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static int numHold = 0;
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static int numPinch = 0;
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static int pointCount = 0;
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static int touchId = -1;
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static double eventTime = 0;
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static float magnitude = 0; // Distance traveled dragging
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static float angle = 0; // Angle direction of the drag
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static float intensity = 0; // How fast we did the drag (pixels per frame)
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@ -95,7 +110,7 @@ static int previousGesture = GESTURE_NONE;
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static int currentGesture = GESTURE_NONE;
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// Enabled gestures flags, all gestures enabled by default
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static unsigned int enabledGestures = 0b0000011111111111;
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static unsigned int enabledGestures = 0b0000001111111111;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -105,6 +120,7 @@ static float CalculateAngle(Vector2 initialPosition, Vector2 actualPosition, flo
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static float VectorDistance(Vector2 v1, Vector2 v2);
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static float VectorDotProduct(Vector2 v1, Vector2 v2);
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static double GetCurrentTime();
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static float Vector2Distance();
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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@ -119,173 +135,160 @@ void ProcessGestureEvent(GestureEvent event)
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previousGesture = currentGesture;
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switch (gestureType)
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{
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case TYPE_MOTIONLESS: // Detect TAP, DOUBLE_TAP and HOLD events
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pointCount = event.pointCount;
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// Albert&Ian
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if (pointCount < 2)
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{
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touchId = event.pointerId[0];
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if (event.touchAction == TOUCH_DOWN)
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{
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if (event.touchAction == TOUCH_DOWN)
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{
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if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]);
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else
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{
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// Set the press position
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initialTapPosition = event.position[0];
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// If too much time have passed, we reset the double tap
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if (GetCurrentTime() - eventTime > TAP_TIMEOUT) untap = false;
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// If we are in time, we detect the double tap
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if (untap) doubleTapping = true;
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// Update our event time
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eventTime = GetCurrentTime();
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// Set hold
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if (doubleTapping) currentGesture = GESTURE_DOUBLETAP;
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else currentGesture = GESTURE_TAP;
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}
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}
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else if (event.touchAction == TOUCH_UP)
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{
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currentGesture = GESTURE_NONE;
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numTap++; // Tap counter
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// Detect that we are tapping instead of holding
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if (GetCurrentTime() - eventTime < TAP_TIMEOUT)
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{
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if (doubleTapping) untap = false;
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else untap = true;
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}
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// Tap finished
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doubleTapping = false;
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// Update our event time
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eventTime = GetCurrentTime();
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}
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// Begin dragging
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else if (event.touchAction == TOUCH_MOVE)
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// Detect GESTURE_DOUBLE_TAP
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if ((currentGesture == GESTURE_NONE) && (numTap >= 2) && ((GetCurrentTime() - eventTime) < TAP_TIMEOUT) && (GetMagnitude(touchDownPosition, event.position[0]) < DOUBLETAP_RANGE))
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{
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if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]);
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else
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{
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// Set the drag starting position
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initialDragPosition = initialTapPosition;
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endDragPosition = initialDragPosition;
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// Initialize drag
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draggingTimeCounter = 0;
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gestureType = TYPE_DRAG;
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currentGesture = GESTURE_NONE;
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}
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currentGesture = GESTURE_DOUBLETAP;
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numTap = 0;
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}
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} break;
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case TYPE_DRAG: // Detect DRAG and SWIPE events
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else // Detect GESTURE_TAP
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{
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numTap = 1;
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currentGesture = GESTURE_TAP;
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}
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touchDownPosition = event.position[0];
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touchUpPosition = touchDownPosition;
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eventTime = GetCurrentTime();
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}
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else if (event.touchAction == TOUCH_UP)
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{
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// end of the drag
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if (event.touchAction == TOUCH_UP)
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if (currentGesture = GESTURE_DRAG)
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{
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touchUpPosition = event.position[0];
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}
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// Calculate for swipe
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magnitude = GetMagnitude(touchDownPosition, touchUpPosition);
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intensity = magnitude / (float)draggingTimeCounter;
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// Detect GESTURE_SWIPE
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if ((intensity > FORCE_TO_SWIPE) && (touchId == 0))
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{
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angle = CalculateAngle(touchDownPosition, touchUpPosition, magnitude);
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if ((angle < 30) || (angle > 330)) currentGesture = GESTURE_SWIPE_RIGHT; // Right
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else if ((angle > 30) && (angle < 120)) currentGesture = GESTURE_SWIPE_UP; // Up
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else if ((angle > 120) && (angle < 210)) currentGesture = GESTURE_SWIPE_LEFT; // Left
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else if ((angle > 210) && (angle < 300)) currentGesture = GESTURE_SWIPE_DOWN; // Down
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else currentGesture = GESTURE_NONE;
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}
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else
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{
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// Return Swipe if we have enough sensitivity
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if (intensity > FORCE_TO_SWIPE)
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{
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if (angle < 30 || angle > 330) currentGesture = GESTURE_SWIPE_RIGHT; // Right
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else if (angle > 60 && angle < 120) currentGesture = GESTURE_SWIPE_UP; // Up
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else if (angle > 150 && angle < 210) currentGesture = GESTURE_SWIPE_LEFT; // Left
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else if (angle > 240 && angle < 300) currentGesture = GESTURE_SWIPE_DOWN; // Down
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}
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magnitude = 0;
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angle = 0;
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intensity = 0;
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gestureType = TYPE_MOTIONLESS;
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currentGesture = GESTURE_NONE;
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}
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// Update while we are dragging
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else if (event.touchAction == TOUCH_MOVE)
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{
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if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]);
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else
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{
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lastDragPosition = endDragPosition;
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endDragPosition = event.position[0];
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//endDragPosition.x = AMotionEvent_getX(event, 0);
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//endDragPosition.y = AMotionEvent_getY(event, 0);
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// Calculate attributes
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dragVector = (Vector2){ endDragPosition.x - lastDragPosition.x, endDragPosition.y - lastDragPosition.y };
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magnitude = sqrt(pow(endDragPosition.x - initialDragPosition.x, 2) + pow(endDragPosition.y - initialDragPosition.y, 2));
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angle = CalculateAngle(initialDragPosition, endDragPosition, magnitude);
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intensity = magnitude / (float)draggingTimeCounter;
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// Check if drag movement is less than minimum to keep it as hold state or switch to drag state
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if(magnitude > FORCE_TO_SWIPE)
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{
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currentGesture = GESTURE_DRAG;
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draggingTimeCounter++;
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}
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else currentGesture = GESTURE_HOLD;
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}
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}
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} break;
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case TYPE_DUAL_INPUT:
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draggingTimeCounter = 0;
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}
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else if (event.touchAction == TOUCH_MOVE)
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{
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if (event.touchAction == TOUCH_UP)
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if (GetMagnitude(moveDownPosition, event.position[0]) > 5) eventTime = GetCurrentTime();
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moveDownPosition = event.position[0];
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if (currentGesture == GESTURE_HOLD)
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{
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if (event.pointCount == 1)
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{
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// Set the drag starting position
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initialTapPosition = event.position[0];
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}
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gestureType = TYPE_MOTIONLESS;
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}
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else if (event.touchAction == TOUCH_MOVE)
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{
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// Adapt the ending position of the inputs
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firstEndPinchPosition = event.position[0];
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secondEndPinchPosition = event.position[1];
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if (numHold == 1) touchDownPosition = event.position[0];
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// If there is no more than two inputs
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if (event.pointCount == 2)
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{
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// Calculate distances
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float initialDistance = VectorDistance(firstInitialPinchPosition, secondInitialPinchPosition);
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float endDistance = VectorDistance(firstEndPinchPosition, secondEndPinchPosition);
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numHold = 2;
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// Calculate Vectors
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Vector2 firstTouchVector = { firstEndPinchPosition.x - firstInitialPinchPosition.x, firstEndPinchPosition.y - firstInitialPinchPosition.y };
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Vector2 secondTouchVector = { secondEndPinchPosition.x - secondInitialPinchPosition.x, secondEndPinchPosition.y - secondInitialPinchPosition.y };
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// Detect the pinch gesture
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if (VectorDotProduct(firstTouchVector, secondTouchVector) < -0.5) pinchDelta = initialDistance - endDistance;
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else pinchDelta = 0;
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// Pinch gesture resolution
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if (pinchDelta != 0)
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{
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if (pinchDelta > 0) currentGesture = GESTURE_PINCH_IN;
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else currentGesture = GESTURE_PINCH_OUT;
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}
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}
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else
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{
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// Set the drag starting position
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initialTapPosition = event.position[0];
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gestureType = TYPE_MOTIONLESS;
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}
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magnitude = GetMagnitude(touchDownPosition, moveDownPosition);
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// Readapt the initial position of the inputs
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firstInitialPinchPosition = firstEndPinchPosition;
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secondInitialPinchPosition = secondEndPinchPosition;
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// Detect GESTURE_DRAG
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if (magnitude >= FORCE_TO_DRAG) currentGesture = GESTURE_DRAG;
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}
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} break;
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draggingTimeCounter++;
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}
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}
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else
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{
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// two fingers
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if (event.touchAction == TOUCH_DOWN)
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{
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touchDownPosition = event.position[0];
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touchDownPosition2 = event.position[1];
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currentGesture = GESTURE_HOLD;
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}
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else if (event.touchAction == TOUCH_MOVE)
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{
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magnitude = GetMagnitude(moveDownPosition, moveDownPosition2);
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touchDownPosition = moveDownPosition;
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touchDownPosition2 = moveDownPosition2;
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moveDownPosition = event.position[0];
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moveDownPosition2 = event.position[1];
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if ( (GetMagnitude(touchDownPosition, moveDownPosition) > FORCE_TO_PINCH) || (GetMagnitude(touchDownPosition2, moveDownPosition2) > FORCE_TO_PINCH))
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{
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if ((GetMagnitude(moveDownPosition, moveDownPosition2) - magnitude) < 0) currentGesture = GESTURE_PINCH_IN;
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else currentGesture = GESTURE_PINCH_OUT;
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}
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else
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{
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currentGesture = GESTURE_HOLD;
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}
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}
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else if (event.touchAction == TOUCH_UP)
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{
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currentGesture = GESTURE_NONE;
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}
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}
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}
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// Update gestures detected (must be called every frame)
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void UpdateGestures(void)
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{
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// NOTE: Gestures are processed through system callbacks on touch events
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// Detect GESTURE_HOLD
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if (((currentGesture == GESTURE_TAP) || (currentGesture == GESTURE_DOUBLETAP)) && pointCount < 2) currentGesture = GESTURE_HOLD;
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if ((GetCurrentTime() - eventTime) > TAP_TIMEOUT && (currentGesture == GESTURE_DRAG) && pointCount < 2)
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{
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currentGesture = GESTURE_HOLD;
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numHold = 1;
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}
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// Detect GESTURE_NONE
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if ((currentGesture == GESTURE_SWIPE_RIGHT) || (currentGesture == GESTURE_SWIPE_UP) || (currentGesture == GESTURE_SWIPE_LEFT) || (currentGesture == GESTURE_SWIPE_DOWN))
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{
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currentGesture = GESTURE_NONE;
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}
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}
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// Calculate distance between two vectors
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float Vector2Distance(Vector2 v1, Vector3 v2)
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{
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float result;
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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result = sqrt(dx*dx + dy*dy);
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return result;
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}
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// Check if a gesture have been detected
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bool IsGestureDetected(void)
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{
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if (currentGesture != GESTURE_NONE) return true;
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if ((enabledGestures & currentGesture) != GESTURE_NONE) return true;
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else return false;
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}
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@ -298,7 +301,7 @@ int GetGestureType(void)
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void SetGesturesEnabled(unsigned int gestureFlags)
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{
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enabledGestures = enabledGestures | gestureFlags;
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enabledGestures = gestureFlags;
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}
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// Get drag intensity (pixels per frame)
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@ -440,6 +443,7 @@ static float VectorDotProduct(Vector2 v1, Vector2 v2)
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return result;
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}
|
||||
|
||||
// Time measure returned are milliseconds
|
||||
static double GetCurrentTime()
|
||||
{
|
||||
double time = 0;
|
||||
|
|
23
src/raylib.h
23
src/raylib.h
|
@ -435,17 +435,17 @@ typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
|
|||
// Gestures type
|
||||
// NOTE: It could be used as flags to enable only some gestures
|
||||
typedef enum {
|
||||
GESTURE_NONE = 1,
|
||||
GESTURE_TAP = 2,
|
||||
GESTURE_DOUBLETAP = 4,
|
||||
GESTURE_HOLD = 8,
|
||||
GESTURE_DRAG = 16,
|
||||
GESTURE_SWIPE_RIGHT = 32,
|
||||
GESTURE_SWIPE_LEFT = 64,
|
||||
GESTURE_SWIPE_UP = 128,
|
||||
GESTURE_SWIPE_DOWN = 256,
|
||||
GESTURE_PINCH_IN = 512,
|
||||
GESTURE_PINCH_OUT = 1024
|
||||
GESTURE_NONE = 0,
|
||||
GESTURE_TAP = 1,
|
||||
GESTURE_DOUBLETAP = 2,
|
||||
GESTURE_HOLD = 4,
|
||||
GESTURE_DRAG = 8,
|
||||
GESTURE_SWIPE_RIGHT = 16,
|
||||
GESTURE_SWIPE_LEFT = 32,
|
||||
GESTURE_SWIPE_UP = 64,
|
||||
GESTURE_SWIPE_DOWN = 128,
|
||||
GESTURE_PINCH_IN = 256,
|
||||
GESTURE_PINCH_OUT = 512
|
||||
} Gestures;
|
||||
|
||||
typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
|
||||
|
@ -781,7 +781,6 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
|
|||
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // 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
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue