Added bounding box calculation
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41959eeae1
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3113a20390
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src/models.c
27
src/models.c
@ -1275,6 +1275,20 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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rlDisableTexture();
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}
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// Draw a bounding box with wires
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void DrawBoundingBox(BoundingBox box)
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{
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Vector3 size;
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size.x = fabsf(box.max.x - box.min.x);
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size.y = fabsf(box.max.y - box.min.y);
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size.z = fabsf(box.max.z - box.min.z);
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Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
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DrawCubeWires(center, size.x, size.y, size.z, GREEN);
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}
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// Detect collision between two spheres
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
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{
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@ -1401,10 +1415,8 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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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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// Calculate mesh bounding box limits
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// NOTE: minVertex and maxVertex should be transformed by model transform matrix (position, scale, rotate)
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BoundingBox CalculateBoundingBox(Mesh mesh)
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{
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// Get min and max vertex to construct bounds (AABB)
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@ -1413,15 +1425,10 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
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for (int i = 1; i < mesh.vertexCount; i++)
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{
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// TODO: Compare min and max with previous vertex
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//minVertex = Vector3.Min(minVertex, mesh.vertices[i]);
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//maxVertex = Vector3.Max(maxVertex, mesh.vertices[i]);
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minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
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maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
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}
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// NOTE: For OBB, transform mesh by model transform matrix
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//minVertex = VectorTransform(meshMin, mesh.transform);
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//maxVertex = VectorTransform(meshMax, mesh.transform);
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// Create the bounding box
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BoundingBox box;
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box.min = minVertex;
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@ -765,10 +765,12 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint);
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void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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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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@ -126,6 +126,8 @@ RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate lin
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RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
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RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
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RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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@ -361,6 +363,30 @@ RMDEF Vector3 VectorZero(void)
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return zero;
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}
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// Return min value for each pair of components
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2)
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{
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Vector3 result;
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result.x = fminf(vec1.x, vec2.x);
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result.y = fminf(vec1.y, vec2.y);
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result.z = fminf(vec1.z, vec2.z);
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return result;
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}
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// Return max value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
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{
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Vector3 result;
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result.x = fmaxf(vec1.x, vec2.x);
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result.y = fmaxf(vec1.y, vec2.y);
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result.z = fmaxf(vec1.z, vec2.z);
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return result;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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