raylib/examples/models/models_mesh_picking.c

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/*******************************************************************************************
*
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
* 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)
*
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* Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2017 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
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#include "raymath.h"
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
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int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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Ray ray = { 0 }; // Picking ray
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Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
bool hitMeshBBox = false;
bool hitTriangle = false;
// Test triangle
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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 };
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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
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
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// Display information about closest hit
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RayHitInfo nearestHit = { 0 };
char *hitObjectName = "None";
nearestHit.distance = FLT_MAX;
nearestHit.hit = false;
Color cursorColor = WHITE;
// Get ray and test against ground, triangle, and mesh
ray = GetMouseRay(GetMousePosition(), camera);
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// Check ray collision aginst ground plane
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
{
nearestHit = groundHitInfo;
cursorColor = GREEN;
hitObjectName = "Ground";
}
// Check ray collision against test triangle
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
{
nearestHit = triHitInfo;
cursorColor = PURPLE;
hitObjectName = "Triangle";
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bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
hitTriangle = true;
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}
else hitTriangle = false;
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RayHitInfo meshHitInfo = { 0 };
// Check ray collision against bounding box first, before trying the full ray-mesh test
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if (CheckCollisionRayBox(ray, towerBBox))
{
hitMeshBBox = true;
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// Check ray collision against model
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// NOTE: It considers model.transform matrix!
meshHitInfo = GetCollisionRayModel(ray, tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
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}
hitMeshBBox = false;
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw the tower
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// WARNING: If scale is different than 1.0f,
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// not considered by GetCollisionRayModel()
DrawModel(tower, towerPos, 1.0f, WHITE);
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// Draw the test triangle
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 we hit something, draw the cursor at the hit point
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if (nearestHit.hit)
{
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DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
Vector3 normalEnd;
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normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
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DrawLine3D(nearestHit.position, normalEnd, RED);
}
DrawRay(ray, MAROON);
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DrawGrid(10, 10.0f);
EndMode3D();
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// Draw some debug GUI text
DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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if (nearestHit.hit)
{
int ypos = 70;
DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
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nearestHit.position.x,
nearestHit.position.y,
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nearestHit.position.z), 10, ypos + 15, 10, BLACK);
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DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
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nearestHit.normal.x,
nearestHit.normal.y,
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nearestHit.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);
}
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
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UnloadModel(tower); // Unload model
UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}