Added some functions (incomplete)

This commit is contained in:
raysan5 2016-01-19 20:27:41 +01:00
parent 036e77939f
commit 29c618a35e

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@ -1336,7 +1336,17 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
return collision;
}
// Detect collision between ray and box
// Detect collision between ray and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
{
bool collision = false;
// TODO: implement collision...
return collision;
}
// Detect collision between ray and bounding box
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
{
bool collision = false;
@ -1359,6 +1369,32 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
// Calculate mesh bounding box limits
BoundingBox CalculateBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)
Vector3 minVertex = mesh.vertices[0];
Vector3 maxVertex = mesh.vertices[0];
for (int i = 1; i < mesh.vertexCount; i++)
{
// TODO: Compare min and max with previous vertex
//minVertex = Vector3.Min(minVertex, mesh.vertices[i]);
//maxVertex = Vector3.Max(maxVertex, mesh.vertices[i]);
}
// NOTE: For OBB, transform mesh by model transform matrix
//minVertex = VectorTransform(meshMin, mesh.transform);
//maxVertex = VectorTransform(meshMax, mesh.transform);
// Create the bounding box
BoundingBox box;
box.min = minVertex;
box.max = maxVertex;
return box;
}
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)