Merge pull request #71 from victorfisac/develop
Implemented ray trace from mouse position
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commit
21229aa3f6
@ -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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@ -68,6 +74,8 @@ int main()
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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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EndDrawing();
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94
src/core.c
94
src/core.c
@ -779,77 +779,67 @@ int StorageLoadValue(int position)
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}
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// Gives the ray trace from mouse position
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// TODO: DOESN'T WORK! :(
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//http://www.songho.ca/opengl/gl_transform.html
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//http://www.songho.ca/opengl/gl_matrix.html
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//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
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//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
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Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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{
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// Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
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// Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
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// or matrix order (transpose it or not... that's the question)
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Ray ray;
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// Calculate projection matrix
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float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
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double top = 0.1f*tanf(45.0f*PI/360.0f);
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double right = top*aspect;
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// Calculate normalized device coordinates
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// NOTE: y value is negative
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float x = (2.0f * mousePosition.x) / GetScreenWidth() - 1.0f;
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float y = 1.0f - (2.0f * mousePosition.y) / GetScreenHeight();
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float z = 1.0f;
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// NOTE: zNear and zFar values are important for depth
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Matrix matProjection = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
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// Store values in a vector
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Vector3 deviceCoords = {x, y, z};
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// Calculate view matrix (camera)
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// Device debug message
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TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
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// Calculate projection matrix (from perspective instead of frustum
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Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
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// Calculate view matrix from camera look at
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// Tutorial used: http://antongerdelan.net/opengl/raycasting.html
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// Do I need to transpose it? It seems that yes...
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// NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
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// camera view it just needs to get inverted, but here we need to transpose it too.
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// For example, if you get view matrix, transpose and inverted and you transform it
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// to a vector, you will get its 3d world position coordinates (camera.position).
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// If you don't transpose, final position will be wrong.
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MatrixTranspose(&matView);
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// Step 0: We got mouse coordinates in viewport-space [0:screenWidth, 0:screenHeight]
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// NOTE: That that 0 is at the top of the screen here, so the y-axis direction is opposed to that in other coordinate systems
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// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
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Matrix matProjView = MatrixMultiply(matProj, matView);
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MatrixInvert(&matProjView);
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// Step 1: 3d Normalised Device Coordinates [-1:1, -1:1, -1:1]
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// Transform mousePosition into 3d normalised device coordinates.
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// We have an x and y already, so we scale their range, and reverse the direction of y.
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float x = (2.0f*mousePosition.x)/(float)screenWidth - 1.0f;
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float y = 1.0f - (2.0f*mousePosition.x)/(float)screenHeight;
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float z = 1.0f;
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Vector3 rayDevice = { x, y, z };
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// Calculate far and near points
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Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1};
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Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1};
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// Step 2: 4d Homogeneous Clip Coordinates [-1:1, -1:1, -1:1, -1:1]
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// We want our ray's z to point forwards - this is usually the negative z direction in OpenGL style.
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// We can add a w, just so that we have a 4d vector.
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//vec4 ray_clip = vec4 (ray_nds.xy, -1.0, 1.0);
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Quaternion rayClip = { rayDevice.x, rayDevice.y , -1.0f, 1.0f };
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// Multiply points by unproject matrix
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QuaternionTransform(&near, matProjView);
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QuaternionTransform(&far, matProjView);
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// Step 3: 4d Eye (Camera) Coordinates [-x:x, -y:y, -z:z, -w:w]
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// To get into clip space from eye space we multiply the vector by a projection matrix.
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// We can go backwards by multiplying by the inverse of this matrix.
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//vec4 ray_eye = MatrixInverse(matProjection) * ray_clip;
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Quaternion rayEye = rayClip;
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MatrixInvert(&matProjection);
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QuaternionTransform(&rayEye, matProjection);
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// Calculate normalized world points in vectors
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Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
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Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
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// We only needed to un-project the x,y part, so let's manually set the z,w part to mean "forwards, and not a point".
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//ray_eye = vec4(ray_eye.xy, -1.0, 0.0);
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rayEye.z = -1.0f;
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rayEye.w = 0.0f;
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// Step 4: 4d World Coordinates [-x:x, -y:y, -z:z, -w:w]
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// Go back another step in the transformation pipeline. Remember that we manually specified a -1 for the z component,
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// which means that our ray isn't normalised. We should do this before we use it
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//Vector3 rayWorld = (MatrixInverse(matView) * ray_eye).xyz;
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MatrixInvert(&matView);
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QuaternionTransform(&rayEye, matView);
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Vector3 rayWorld = { rayEye.x, rayEye.y, rayEye.z };
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VectorNormalize(&rayWorld);
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// Assuming our camera is looking directly along the -Z world axis,
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// we should get [0,0,-1] when the mouse is in the centre of the screen,
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// and less significant z values when the mouse moves around the screen.
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// Calculate normalized direction vector
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Vector3 direction = VectorSubtract(farPoint, nearPoint);
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VectorNormalize(&direction);
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// Apply calculated vectors to ray
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ray.position = camera.position;
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ray.direction = rayWorld;
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TraceLog(INFO, "ray.position -> (%f, %f, %f)", ray.position.x, ray.position.y, ray.position.z);
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TraceLog(INFO, "ray.direction -> (%f, %f, %f)", ray.direction.x, ray.direction.y, ray.direction.z);
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ray.direction = direction;
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return ray;
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}
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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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