Merge pull request #521 from TheLumaio/master
Added GetCollisionRayModel
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commit
9e7dedf5af
@ -101,8 +101,8 @@ int main()
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{
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hitMeshBBox = true;
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// Check ray collision against mesh
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meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
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// Check ray collision against model
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meshHitInfo = GetCollisionRayModel(ray, &tower);
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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{
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24
src/models.c
24
src/models.c
@ -1966,28 +1966,28 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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return collision;
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}
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// Get collision info between ray and mesh
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RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
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// Get collision info between ray and model
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RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
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{
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RayHitInfo result = { 0 };
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// If mesh doesn't have vertex data on CPU, can't test it.
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if (!mesh->vertices) return result;
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if (!model->mesh.vertices) return result;
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// mesh->triangleCount may not be set, vertexCount is more reliable
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int triangleCount = mesh->vertexCount/3;
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// model->mesh.triangleCount may not be set, vertexCount is more reliable
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int triangleCount = model->mesh.vertexCount/3;
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// Test against all triangles in mesh
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for (int i = 0; i < triangleCount; i++)
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{
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Vector3 a, b, c;
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Vector3 *vertdata = (Vector3 *)mesh->vertices;
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Vector3 *vertdata = (Vector3 *)model->mesh.vertices;
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if (mesh->indices)
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if (model->mesh.indices)
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{
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a = vertdata[mesh->indices[i*3 + 0]];
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b = vertdata[mesh->indices[i*3 + 1]];
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c = vertdata[mesh->indices[i*3 + 2]];
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a = vertdata[model->mesh.indices[i*3 + 0]];
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b = vertdata[model->mesh.indices[i*3 + 1]];
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c = vertdata[model->mesh.indices[i*3 + 2]];
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}
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else
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{
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@ -1996,6 +1996,10 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
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c = vertdata[i*3 + 2];
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}
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a = Vector3Transform(a, model->transform);
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b = Vector3Transform(b, model->transform);
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c = Vector3Transform(c, model->transform);
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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if (triHitInfo.hit)
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@ -1052,7 +1052,7 @@ RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
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RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
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RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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