mirror of https://github.com/raysan5/raylib
WARNING: BREAKING: RENAMED: RayHitInfo to RayCollision #1781
- RENAMED: RayHitInfo to RayCollision - RENAMED/REDESIGNED: Multiple Ray collision functions to be more consistent and return RayCollision data -WIP-
This commit is contained in:
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@ -63,53 +63,53 @@ int main(void)
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera); // Update camera
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// Display information about closest hit
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// Display information about closest hit
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RayHitInfo nearestHit = { 0 };
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RayCollision collision = { 0 };
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char *hitObjectName = "None";
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char *hitObjectName = "None";
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nearestHit.distance = FLT_MAX;
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collision.distance = FLT_MAX;
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nearestHit.hit = false;
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collision.hit = false;
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Color cursorColor = WHITE;
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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 ground, triangle, and mesh
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ray = GetMouseRay(GetMousePosition(), camera);
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ray = GetMouseRay(GetMousePosition(), camera);
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// Check ray collision aginst ground plane
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// Check ray collision aginst ground plane
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RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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RayCollision groundHitInfo = GetRayCollisionGround(ray, 0.0f);
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
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if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
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{
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{
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nearestHit = groundHitInfo;
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collision = groundHitInfo;
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cursorColor = GREEN;
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cursorColor = GREEN;
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hitObjectName = "Ground";
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hitObjectName = "Ground";
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}
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}
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// Check ray collision against test triangle
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// Check ray collision against test triangle
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
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if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance))
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{
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{
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nearestHit = triHitInfo;
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collision = triHitInfo;
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cursorColor = PURPLE;
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cursorColor = PURPLE;
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hitObjectName = "Triangle";
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hitObjectName = "Triangle";
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bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
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bary = Vector3Barycenter(collision.point, ta, tb, tc);
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hitTriangle = true;
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hitTriangle = true;
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}
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}
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else hitTriangle = false;
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else hitTriangle = false;
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RayHitInfo meshHitInfo = { 0 };
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RayCollision meshHitInfo = { 0 };
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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if (CheckCollisionRayBox(ray, towerBBox))
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if (GetRayCollisionBox(ray, towerBBox).hit)
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{
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{
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hitMeshBBox = true;
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hitMeshBBox = true;
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// Check ray collision against model
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// Check ray collision against model
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// NOTE: It considers model.transform matrix!
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// NOTE: It considers model.transform matrix!
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meshHitInfo = GetCollisionRayModel(ray, tower);
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meshHitInfo = GetRayCollisionModel(ray, tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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if ((meshHitInfo.hit) && (meshHitInfo.distance < collision.distance))
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{
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{
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nearestHit = meshHitInfo;
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collision = meshHitInfo;
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cursorColor = ORANGE;
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cursorColor = ORANGE;
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hitObjectName = "Mesh";
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hitObjectName = "Mesh";
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}
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}
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@ -128,7 +128,7 @@ int main(void)
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// Draw the tower
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// Draw the tower
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// WARNING: If scale is different than 1.0f,
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// WARNING: If scale is different than 1.0f,
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// not considered by GetCollisionRayModel()
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// not considered by GetRayCollisionModel()
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DrawModel(tower, towerPos, 1.0f, WHITE);
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DrawModel(tower, towerPos, 1.0f, WHITE);
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// Draw the test triangle
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// Draw the test triangle
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@ -140,17 +140,17 @@ int main(void)
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if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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// If we hit something, draw the cursor at the hit point
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// If we hit something, draw the cursor at the hit point
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if (nearestHit.hit)
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if (collision.hit)
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{
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{
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DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
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DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor);
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DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
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DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, RED);
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Vector3 normalEnd;
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Vector3 normalEnd;
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normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
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normalEnd.x = collision.point.x + collision.normal.x;
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normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
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normalEnd.y = collision.point.y + collision.normal.y;
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normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
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normalEnd.z = collision.point.z + collision.normal.z;
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DrawLine3D(nearestHit.position, normalEnd, RED);
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DrawLine3D(collision.point, normalEnd, RED);
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}
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}
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DrawRay(ray, MAROON);
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DrawRay(ray, MAROON);
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@ -162,21 +162,21 @@ int main(void)
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// Draw some debug GUI text
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// Draw some debug GUI text
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DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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if (nearestHit.hit)
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if (collision.hit)
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{
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{
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int ypos = 70;
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int ypos = 70;
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DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK);
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DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
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DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
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nearestHit.position.x,
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collision.point.x,
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nearestHit.position.y,
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collision.point.y,
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nearestHit.position.z), 10, ypos + 15, 10, BLACK);
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collision.point.z), 10, ypos + 15, 10, BLACK);
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DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
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DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
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nearestHit.normal.x,
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collision.normal.x,
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nearestHit.normal.y,
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collision.normal.y,
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nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
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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 (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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}
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}
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107
src/models.c
107
src/models.c
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@ -2979,53 +2979,32 @@ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
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return collision;
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return collision;
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}
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}
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// Detect collision between ray and sphere
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// Get collision info between ray and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
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RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
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{
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{
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bool collision = false;
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RayCollision collision = { 0 };
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = radius*radius - (distance*distance - vector*vector);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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if (d >= 0.0f) collision.hit = true;
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return collision;
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}
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// Detect collision between ray and sphere with extended parameters and collision point detection
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
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{
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bool collision = false;
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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// Check if ray origin is inside the sphere to calculate the correct collision point
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float collisionDistance = 0;
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if (distance < radius) collision.distance = vector + sqrtf(d);
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else collision.distance = vector - sqrtf(d);
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if (distance < radius) collisionDistance = vector + sqrtf(d);
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else collisionDistance = vector - sqrtf(d);
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// Calculate collision point
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// Calculate collision point
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Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
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collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
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collisionPoint->x = cPoint.x;
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collisionPoint->y = cPoint.y;
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collisionPoint->z = cPoint.z;
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return collision;
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return collision;
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}
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}
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// Detect collision between ray and bounding box
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// Get collision info between ray and box
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bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
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{
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{
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bool collision = false;
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RayCollision collision = { 0 };
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float t[8] = { 0 };
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float t[8] = { 0 };
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t[0] = (box.min.x - ray.position.x)/ray.direction.x;
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t[0] = (box.min.x - ray.position.x)/ray.direction.x;
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@ -3037,14 +3016,17 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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t[7] = (float)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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collision.hit = !(t[7] < 0 || t[6] > t[7]);
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// TODO: Calculate other RayCollision data
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return collision;
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return collision;
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}
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}
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// Get collision info between ray and mesh
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// Get collision info between ray and mesh
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RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
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RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
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{
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{
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RayHitInfo result = { 0 };
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RayCollision collision = { 0 };
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// Check if mesh vertex data on CPU for testing
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// Check if mesh vertex data on CPU for testing
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if (mesh.vertices != NULL)
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if (mesh.vertices != NULL)
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@ -3074,47 +3056,49 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
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b = Vector3Transform(b, transform);
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b = Vector3Transform(b, transform);
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c = Vector3Transform(c, transform);
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c = Vector3Transform(c, transform);
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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RayCollision triHitInfo = GetRayCollisionTriangle(ray, a, b, c);
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if (triHitInfo.hit)
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if (triHitInfo.hit)
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{
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{
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// Save the closest hit triangle
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// Save the closest hit triangle
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if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
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if ((!collision.hit) || (collision.distance > triHitInfo.distance)) collision = triHitInfo;
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}
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}
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}
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}
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}
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}
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return result;
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return collision;
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}
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}
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// Get collision info between ray and model
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// Get collision info between ray and model
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RayHitInfo GetCollisionRayModel(Ray ray, Model model)
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RayCollision GetRayCollisionModel(Ray ray, Model model)
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{
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{
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RayHitInfo result = { 0 };
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RayCollision collision = { 0 };
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for (int m = 0; m < model.meshCount; m++)
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for (int m = 0; m < model.meshCount; m++)
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{
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{
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RayHitInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
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RayCollision meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
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if (meshHitInfo.hit)
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if (meshHitInfo.hit)
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{
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{
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// Save the closest hit mesh
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// Save the closest hit mesh
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if ((!result.hit) || (result.distance > meshHitInfo.distance)) result = meshHitInfo;
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if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
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}
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}
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}
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}
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return result;
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return collision;
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}
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}
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// Get collision info between ray and triangle
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// Get collision info between ray and triangle
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// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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{
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{
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#define EPSILON 0.000001 // A small number
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#define EPSILON 0.000001 // A small number
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Vector3 edge1, edge2;
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RayCollision collision = { 0 };
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Vector3 edge1 = { 0 };
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Vector3 edge2 = { 0 };
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Vector3 p, q, tv;
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Vector3 p, q, tv;
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float det, invDet, u, v, t;
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float det, invDet, u, v, t;
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RayHitInfo result = {0};
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// Find vectors for two edges sharing V1
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// Find vectors for two edges sharing V1
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edge1 = Vector3Subtract(p2, p1);
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edge1 = Vector3Subtract(p2, p1);
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@ -3127,7 +3111,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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det = Vector3DotProduct(edge1, p);
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det = Vector3DotProduct(edge1, p);
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// Avoid culling!
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// Avoid culling!
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if ((det > -EPSILON) && (det < EPSILON)) return result;
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if ((det > -EPSILON) && (det < EPSILON)) return collision;
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invDet = 1.0f/det;
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invDet = 1.0f/det;
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@ -3138,7 +3122,7 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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u = Vector3DotProduct(tv, p)*invDet;
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u = Vector3DotProduct(tv, p)*invDet;
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// The intersection lies outside of the triangle
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// The intersection lies outside of the triangle
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if ((u < 0.0f) || (u > 1.0f)) return result;
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if ((u < 0.0f) || (u > 1.0f)) return collision;
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// Prepare to test v parameter
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// Prepare to test v parameter
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q = Vector3CrossProduct(tv, edge1);
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q = Vector3CrossProduct(tv, edge1);
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@ -3147,29 +3131,28 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
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v = Vector3DotProduct(ray.direction, q)*invDet;
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v = Vector3DotProduct(ray.direction, q)*invDet;
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// The intersection lies outside of the triangle
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// The intersection lies outside of the triangle
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if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
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if ((v < 0.0f) || ((u + v) > 1.0f)) return collision;
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t = Vector3DotProduct(edge2, q)*invDet;
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t = Vector3DotProduct(edge2, q)*invDet;
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if (t > EPSILON)
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if (t > EPSILON)
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{
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{
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// Ray hit, get hit point and normal
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// Ray hit, get hit point and normal
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result.hit = true;
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collision.hit = true;
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result.distance = t;
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collision.distance = t;
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result.hit = true;
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collision.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
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result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
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collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
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result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
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}
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}
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return result;
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return collision;
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}
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}
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// Get collision info between ray and ground plane (Y-normal plane)
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// Get collision info between ray and ground plane (Y-normal plane)
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RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
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RayCollision GetRayCollisionGround(Ray ray, float groundHeight)
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{
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{
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#define EPSILON 0.000001 // A small number
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#define EPSILON 0.000001 // A small number
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||||||
|
|
||||||
RayHitInfo result = { 0 };
|
RayCollision collision = { 0 };
|
||||||
|
|
||||||
if (fabsf(ray.direction.y) > EPSILON)
|
if (fabsf(ray.direction.y) > EPSILON)
|
||||||
{
|
{
|
||||||
|
@ -3177,15 +3160,15 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
|
||||||
|
|
||||||
if (distance >= 0.0)
|
if (distance >= 0.0)
|
||||||
{
|
{
|
||||||
result.hit = true;
|
collision.hit = true;
|
||||||
result.distance = distance;
|
collision.distance = distance;
|
||||||
result.normal = (Vector3){ 0.0, 1.0, 0.0 };
|
collision.normal = (Vector3){ 0.0, 1.0, 0.0 };
|
||||||
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
|
collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
|
||||||
result.position.y = groundHeight;
|
collision.point.y = groundHeight;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return collision;
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
19
src/raylib.h
19
src/raylib.h
|
@ -399,12 +399,12 @@ typedef struct Ray {
|
||||||
} Ray;
|
} Ray;
|
||||||
|
|
||||||
// RayCollision, ray hit information
|
// RayCollision, ray hit information
|
||||||
typedef struct RayHitInfo {
|
typedef struct RayCollision {
|
||||||
bool hit; // Did the ray hit something?
|
bool hit; // Did the ray hit something?
|
||||||
float distance; // Distance to nearest hit
|
float distance; // Distance to nearest hit
|
||||||
Vector3 position; // Position of nearest hit
|
Vector3 point; // Point of nearest hit
|
||||||
Vector3 normal; // Surface normal of hit
|
Vector3 normal; // Surface normal of hit
|
||||||
} RayHitInfo;
|
} RayCollision;
|
||||||
|
|
||||||
// BoundingBox
|
// BoundingBox
|
||||||
typedef struct BoundingBox {
|
typedef struct BoundingBox {
|
||||||
|
@ -1445,13 +1445,12 @@ RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source,
|
||||||
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
|
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
|
||||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
|
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
|
||||||
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
|
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
|
||||||
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
|
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
|
||||||
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
|
||||||
RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
|
RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
|
||||||
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
|
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
||||||
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
RLAPI RayCollision GetRayCollisionGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
|
||||||
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Audio Loading and Playing Functions (Module: audio)
|
// Audio Loading and Playing Functions (Module: audio)
|
||||||
|
|
Loading…
Reference in New Issue