Added RaycastMesh function and example test case

This commit is contained in:
Joel Davis 2017-01-02 21:56:25 -08:00
parent 037da8879a
commit d5d391faaf
7 changed files with 712 additions and 51 deletions

View File

@ -1,15 +1,21 @@
/*******************************************************************************************
*
* raylib [core] example - Ray-Picking in 3d mode, also ground plane
* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example contributed by Joel Davis (@joeld42)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
#include <float.h>
int main()
{
@ -22,24 +28,36 @@ int main()
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Vector3 groundCursorPos = { 0 };
Ray ray; // Picking line ray
bool collision = false;
Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
bool hitMeshBBox;
bool hitTriangle;
// Test triangle
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
Vector3 bary = {0};
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -47,22 +65,52 @@ int main()
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
// {
// // NOTE: This function is NOT WORKING properly!
// ray = GetMouseRay(GetMousePosition(), camera);
// // Check collision between ray and box
// collision = CheckCollisionRayBox(ray,
// (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
// (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
// }
// Display information about closest hit
RayHitInfo nearestHit;
char *hitObjectName = "None";
nearestHit.distance = FLT_MAX;
nearestHit.hit = false;
Color cursorColor = WHITE;
// Get ray and test against ground, triangle, and mesh
ray = GetMouseRay(GetMousePosition(), camera);
RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 );
RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 );
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) {
nearestHit = groundHitInfo;
cursorColor = GREEN;
hitObjectName = "Ground";
}
RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc );
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) {
nearestHit = triHitInfo;
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = Barycentric( nearestHit.hitPosition, ta, tb, tc );
hitTriangle = true;
} else {
hitTriangle = false;
}
RayHitInfo meshHitInfo;
// check the bounding box first, before trying the full ray/mesh test
if (CheckCollisionRayBox( ray, towerBBox )) {
hitMeshBBox = true;
meshHitInfo = RaycastMesh( ray, &tower.mesh );
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) {
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
} else {
hitMeshBBox = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
@ -71,37 +119,66 @@ int main()
Begin3dMode(camera);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
if (hitinfo.hit) {
groundCursorPos = hitinfo.hitPosition;
groundCursorPos.y += 0.25; // Offset so the cube rests on the ground
printf("Hit: groundpos %3.2f %3.2f %3.2f\n",
groundCursorPos.x, groundCursorPos.y, groundCursorPos.z );
DrawCubeWires( groundCursorPos, 0.5, 0.5, 0.5, RED );
}
// Draw the tower
DrawModel( tower, towerPos, 1.0, WHITE );
// Draw the test triangle
DrawLine3D( ta, tb, PURPLE );
DrawLine3D( tb, tc, PURPLE );
DrawLine3D( tc, ta, PURPLE );
// Draw the mesh bbox if we hit it
if (hitMeshBBox) {
DrawBoundingBox( towerBBox, LIME );
}
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit) {
DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor );
DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW );
Vector3 normalEnd;
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW );
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
//DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
//if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
// Show some debug text
char line[1024];
sprintf( line, "Hit Object: %s\n", hitObjectName );
DrawText( line, 10, 30, 15, BLACK );
if (nearestHit.hit) {
int ypos = 45;
sprintf( line, "Distance: %3.2f", nearestHit.distance );
DrawText( line, 10, ypos, 15, BLACK );
ypos += 15;
sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f",
nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z );
DrawText( line, 10, ypos, 15, BLACK );
ypos += 15;
sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f",
nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z );
DrawText( line, 10, ypos, 15, BLACK );
ypos += 15;
if (hitTriangle) {
sprintf( line, "Barycentric: %3.2f %3.2f %3.2f",
bary.x, bary.y, bary.z );
DrawText( line, 10, ypos, 15, BLACK );
}
}
DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY );
DrawFPS(10, 10);

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@ -0,0 +1,456 @@
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# www.blender.org
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@ -1918,3 +1918,41 @@ static Material LoadMTL(const char *fileName)
return material;
}
RayHitInfo RaycastMesh( Ray ray, Mesh *mesh )
{
RayHitInfo result = {0};
// If mesh doesn't have vertex data on CPU, can't test it.
if (!mesh->vertices) {
return result;
}
// mesh->triangleCount may not be set, vertexCount is more reliable
int triangleCount = mesh->vertexCount / 3;
// Test against all triangles in mesh
for (int i=0; i < triangleCount; i++) {
Vector3 a, b, c;
Vector3 *vertdata = (Vector3*)mesh->vertices;
if (mesh->indices) {
a = vertdata[ mesh->indices[i*3+0] ];
b = vertdata[ mesh->indices[i*3+1] ];
c = vertdata[ mesh->indices[i*3+2] ];
} else {
a = vertdata[i*3+0];
b = vertdata[i*3+1];
c = vertdata[i*3+2];
}
RayHitInfo triHitInfo = RaycastTriangle( ray, a, b, c );
if (triHitInfo.hit) {
// Save the closest hit triangle
if ((!result.hit)||(result.distance > triHitInfo.distance)) {
result = triHitInfo;
}
}
}
return result;
}

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@ -497,6 +497,7 @@ typedef struct Ray {
// Information returned from a raycast
typedef struct RayHitInfo {
bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit
Vector3 hitPosition; // Position of nearest hit
Vector3 hitNormal; // Surface normal of hit
} RayHitInfo;
@ -924,6 +925,8 @@ RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);
// Ray Casts
//------------------------------------------------------------------------------------
RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight );
RLAPI RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c );
RLAPI RayHitInfo RaycastMesh( Ray ray, Mesh *mesh );
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)

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@ -130,6 +130,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve
RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycentric coords for p in triangle abc
//------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix
@ -382,6 +383,31 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
return result;
}
// Compute barycentric coordinates (u, v, w) for
// point p with respect to triangle (a, b, c)
// Assumes P is on the plane of the triangle
RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
//Vector v0 = b - a, v1 = c - a, v2 = p - a;
Vector3 v0 = VectorSubtract( b, a );
Vector3 v1 = VectorSubtract( c, a );
Vector3 v2 = VectorSubtract( p, a );
float d00 = VectorDotProduct(v0, v0);
float d01 = VectorDotProduct(v0, v1);
float d11 = VectorDotProduct(v1, v1);
float d20 = VectorDotProduct(v2, v0);
float d21 = VectorDotProduct(v2, v1);
float denom = d00 * d11 - d01 * d01;
Vector3 result;
result.y = (d11 * d20 - d01 * d21) / denom;
result.z = (d00 * d21 - d01 * d20) / denom;
result.x = 1.0f - (result.z + result.y);
return result;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------

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@ -544,13 +544,74 @@ RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
{
float t = (ray.position.y - groundHeight) / -ray.direction.y;
if (t >= 0.0) {
Vector3 camDir = ray.direction;
VectorScale( &camDir, t );
result.hit = true;
result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
result.hitPosition = VectorAdd( ray.position, camDir );
Vector3 rayDir = ray.direction;
VectorScale( &rayDir, t );
result.hit = true;
result.distance = t;
result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
result.hitPosition = VectorAdd( ray.position, rayDir );
}
}
return result;
}
}
// Adapted from:
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c )
{
Vector3 e1, e2; //Edge1, Edge2
Vector3 p, q, tv;
float det, inv_det, u, v;
float t;
RayHitInfo result = {0};
//Find vectors for two edges sharing V1
e1 = VectorSubtract( b, a);
e2 = VectorSubtract( c, a);
//Begin calculating determinant - also used to calculate u parameter
p = VectorCrossProduct( ray.direction, e2);
//if determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
det = VectorDotProduct(e1, p);
//NOT CULLING
if(det > -EPSILON && det < EPSILON) return result;
inv_det = 1.f / det;
//calculate distance from V1 to ray origin
tv = VectorSubtract( ray.position, a );
//Calculate u parameter and test bound
u = VectorDotProduct(tv, p) * inv_det;
//The intersection lies outside of the triangle
if(u < 0.f || u > 1.f) return result;
//Prepare to test v parameter
q = VectorCrossProduct( tv, e1 );
//Calculate V parameter and test bound
v = VectorDotProduct( ray.direction, q) * inv_det;
//The intersection lies outside of the triangle
if(v < 0.f || (u + v) > 1.f) return result;
t = VectorDotProduct(e2, q) * inv_det;
if(t > EPSILON) {
// ray hit, get hit point and normal
result.hit = true;
result.distance = t;
result.hit = true;
result.hitNormal = VectorCrossProduct( e1, e2 );
VectorNormalize( &result.hitNormal );
Vector3 rayDir = ray.direction;
VectorScale( &rayDir, t );
result.hitPosition = VectorAdd( ray.position, rayDir );
}
return result;
}