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).
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src/models.c
41
src/models.c
@ -1341,7 +1341,42 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
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{
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bool collision = false;
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// TODO: implement collision...
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Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
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float distance = VectorLength(raySpherePos);
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float vector = VectorDotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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if(d >= 0.0f) collision = 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 spherePosition, float sphereRadius, Vector3 *collisionPoint)
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{
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bool collision = false;
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Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
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float distance = VectorLength(raySpherePos);
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float vector = VectorDotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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if(d >= 0.0f) collision = true;
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// Calculate collision point
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Vector3 offset = ray.direction;
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float collisionDistance = 0;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
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else collisionDistance = vector - sqrt(d);
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VectorScale(&offset, collisionDistance);
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Vector3 cPoint = VectorAdd(ray.position, offset);
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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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}
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@ -1373,8 +1408,8 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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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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Vector3 minVertex = mesh.vertices[0];
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Vector3 maxVertex = mesh.vertices[0];
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Vector3 minVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
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Vector3 maxVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
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for (int i = 1; i < mesh.vertexCount; i++)
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{
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@ -770,6 +770,8 @@ 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 CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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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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