Better collisions (#1803)

* review collisions ray-box and ray-sphere

* Applied raysan's refactor
Improved GetRayCollisionBox

* Replace GetRayCollisionGround with GetCollisionQuad

* Update example core_3d_picking

* Update example models_loading

* Fixed issues after merge

* remove debug stuff

Co-authored-by: Cry dsch <chris.obo@gmx.net>
This commit is contained in:
Crydsch 2021-06-03 20:15:27 +02:00 committed by GitHub
parent 2370af598e
commit edeaff4bd4
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3 changed files with 117 additions and 56 deletions

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@ -41,16 +41,24 @@ int main(void)
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
bool hitMeshBBox = false;
bool hitTriangle = false;
// Ground quad
Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
Vector3 g1 = (Vector3){ -50.0f, 0.0f, 50.0f };
Vector3 g2 = (Vector3){ 50.0f, 0.0f, 50.0f };
Vector3 g3 = (Vector3){ 50.0f, 0.0f, -50.0f };
// 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 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
Vector3 bary = { 0.0f, 0.0f, 0.0f };
// Test sphere
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
float sr = 4.0f;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -69,11 +77,11 @@ int main(void)
collision.hit = false;
Color cursorColor = WHITE;
// Get ray and test against ground, triangle, and mesh
// Get ray and test against objects
ray = GetMouseRay(GetMousePosition(), camera);
// Check ray collision aginst ground plane
RayCollision groundHitInfo = GetRayCollisionGround(ray, 0.0f);
// Check ray collision against ground quad
RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
{
@ -92,30 +100,37 @@ int main(void)
hitObjectName = "Triangle";
bary = Vector3Barycenter(collision.point, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
RayCollision meshHitInfo = { 0 };
// Check ray collision against test sphere
RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) {
collision = sphereHitInfo;
cursorColor = ORANGE;
hitObjectName = "Sphere";
}
// Check ray collision against bounding box first, before trying the full ray-mesh test
if (GetRayCollisionBox(ray, towerBBox).hit)
RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
{
hitMeshBBox = true;
collision = boxHitInfo;
cursorColor = ORANGE;
hitObjectName = "Box";
// Check ray collision against model
// NOTE: It considers model.transform matrix!
meshHitInfo = GetRayCollisionModel(ray, tower);
RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
if ((meshHitInfo.hit) && (meshHitInfo.distance < collision.distance))
if (meshHitInfo.hit)
{
collision = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
}
hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
@ -136,8 +151,11 @@ int main(void)
DrawLine3D(tb, tc, PURPLE);
DrawLine3D(tc, ta, PURPLE);
// Draw the test sphere
DrawSphereWires(sp, sr, 8, 8, PURPLE);
// Draw the mesh bbox if we hit it
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
if (collision.hit)
@ -154,7 +172,7 @@ int main(void)
}
DrawRay(ray, MAROON);
DrawGrid(10, 10.0f);
EndMode3D();
@ -178,7 +196,8 @@ int main(void)
collision.normal.y,
collision.normal.z), 10, ypos + 30, 10, BLACK);
if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
if (triHitInfo.hit && strcmp(hitObjectName, "Triangle") == 0)
DrawText(TextFormat("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, 430, 10, GRAY);