Corrected bug on bounding box

if mesh is not loaded properly it breaks the game!
This commit is contained in:
raysan5 2016-03-27 19:42:57 +02:00
parent ee9bf76ae9
commit 136408d8b8

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@ -1328,13 +1328,19 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
BoundingBox CalculateBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)
Vector3 minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
Vector3 maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
Vector3 minVertex = { 0 };
Vector3 maxVertex = { 0 };
for (int i = 1; i < mesh.vertexCount; i++)
if (mesh.vertices != NULL)
{
minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
for (int i = 1; i < mesh.vertexCount; i++)
{
minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
}
}
// Create the bounding box