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>
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3 changed files with 117 additions and 56 deletions
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@ -41,16 +41,24 @@ int main(void)
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
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bool hitMeshBBox = false;
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bool hitTriangle = false;
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// Ground quad
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Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
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Vector3 g1 = (Vector3){ -50.0f, 0.0f, 50.0f };
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Vector3 g2 = (Vector3){ 50.0f, 0.0f, 50.0f };
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Vector3 g3 = (Vector3){ 50.0f, 0.0f, -50.0f };
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// Test triangle
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Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
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Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
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Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
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Vector3 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
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Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
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Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
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Vector3 bary = { 0.0f, 0.0f, 0.0f };
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// Test sphere
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Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
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float sr = 4.0f;
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -69,11 +77,11 @@ int main(void)
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collision.hit = false;
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Color cursorColor = WHITE;
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// Get ray and test against ground, triangle, and mesh
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// Get ray and test against objects
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ray = GetMouseRay(GetMousePosition(), camera);
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// Check ray collision aginst ground plane
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RayCollision groundHitInfo = GetRayCollisionGround(ray, 0.0f);
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// Check ray collision against ground quad
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RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
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if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
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{
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@ -92,30 +100,37 @@ int main(void)
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hitObjectName = "Triangle";
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bary = Vector3Barycenter(collision.point, ta, tb, tc);
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hitTriangle = true;
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}
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else hitTriangle = false;
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RayCollision meshHitInfo = { 0 };
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// Check ray collision against test sphere
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RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
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if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) {
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collision = sphereHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Sphere";
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}
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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if (GetRayCollisionBox(ray, towerBBox).hit)
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RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
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if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
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{
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hitMeshBBox = true;
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collision = boxHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Box";
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// Check ray collision against model
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// NOTE: It considers model.transform matrix!
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meshHitInfo = GetRayCollisionModel(ray, tower);
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RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < collision.distance))
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if (meshHitInfo.hit)
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{
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collision = meshHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Mesh";
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}
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}
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hitMeshBBox = false;
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//----------------------------------------------------------------------------------
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// Draw
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@ -136,8 +151,11 @@ int main(void)
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DrawLine3D(tb, tc, PURPLE);
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DrawLine3D(tc, ta, PURPLE);
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// Draw the test sphere
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DrawSphereWires(sp, sr, 8, 8, PURPLE);
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// Draw the mesh bbox if we hit it
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if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
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// If we hit something, draw the cursor at the hit point
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if (collision.hit)
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@ -154,7 +172,7 @@ int main(void)
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}
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DrawRay(ray, MAROON);
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DrawGrid(10, 10.0f);
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EndMode3D();
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@ -178,7 +196,8 @@ int main(void)
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collision.normal.y,
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collision.normal.z), 10, ypos + 30, 10, BLACK);
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if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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if (triHitInfo.hit && strcmp(hitObjectName, "Triangle") == 0)
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DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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}
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DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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