Added collision check between ray and box
- Added CheckCollisionRayBox() function. - Updated and improved core 3d picking example (currently working as expected).
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@ -24,9 +24,12 @@ int main()
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Vector3 cubePosition = { 0.0, 1.0, 0.0 };
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Vector3 cubeSize = { 2.0, 2.0, 2.0 };
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Ray ray; // Picking line ray
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bool collision = false;
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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@ -45,7 +48,10 @@ int main()
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// NOTE: This function is NOT WORKING properly!
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ray = GetMouseRay(GetMousePosition(), camera);
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// TODO: Check collision between ray and box
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// Check collision between ray and box
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collision = CheckCollisionRayBox(ray,
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(Vector3){cubePosition.x - cubeSize.x / 2,cubePosition.y - cubeSize.y / 2,cubePosition.z - cubeSize.z / 2},
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(Vector3){cubePosition.x + cubeSize.x / 2,cubePosition.y + cubeSize.y / 2,cubePosition.z + cubeSize.z / 2});
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}
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//----------------------------------------------------------------------------------
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@ -57,8 +63,8 @@ int main()
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Begin3dMode(camera);
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DrawCube(cubePosition, 2, 2, 2, GRAY);
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DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
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DrawGrid(10.0, 1.0);
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@ -67,6 +73,8 @@ int main()
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End3dMode();
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DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
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if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
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DrawFPS(10, 10);
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20
src/models.c
20
src/models.c
@ -1336,6 +1336,26 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
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return collision;
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}
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// Detect collision between ray and box
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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{
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bool collision = false;
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float t[8];
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t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
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t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
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t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
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t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
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t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
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t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
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t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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collision = !(t[7] < 0 || t[6] > t[7]);
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return collision;
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}
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// TODO: Useful function to check collision area?
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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@ -756,6 +756,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
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// NOTE: Return the normal vector of the impacted surface
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