Added ray-sphere collision detection

- Added simple ray-sphere collision detection.
- Added extra function with extended parameters to obtain collision
point vector.
- Fixed bounding box calculations init values (were causing compiling
errors).
This commit is contained in:
victorfisac 2016-01-20 16:01:59 +01:00
parent dc385ba4ec
commit 423a45ac85
2 changed files with 40 additions and 3 deletions

View File

@ -1341,7 +1341,42 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
{
bool collision = false;
// TODO: implement collision...
Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
float distance = VectorLength(raySpherePos);
float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
if(d >= 0.0f) collision = true;
return collision;
}
// Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint)
{
bool collision = false;
Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
float distance = VectorLength(raySpherePos);
float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
if(d >= 0.0f) collision = true;
// Calculate collision point
Vector3 offset = ray.direction;
float collisionDistance = 0;
// Check if ray origin is inside the sphere to calculate the correct collision point
if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
else collisionDistance = vector - sqrt(d);
VectorScale(&offset, collisionDistance);
Vector3 cPoint = VectorAdd(ray.position, offset);
collisionPoint->x = cPoint.x;
collisionPoint->y = cPoint.y;
collisionPoint->z = cPoint.z;
return collision;
}
@ -1373,8 +1408,8 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
BoundingBox CalculateBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)
Vector3 minVertex = mesh.vertices[0];
Vector3 maxVertex = mesh.vertices[0];
Vector3 minVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
Vector3 maxVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
for (int i = 1; i < mesh.vertexCount; i++)
{

View File

@ -770,6 +770,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface