Added RaycastMesh function and example test case
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@ -1,15 +1,21 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Ray-Picking in 3d mode, also ground plane
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* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example contributed by Joel Davis (@joeld42)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stdio.h>
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#include <float.h>
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int main()
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{
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@ -22,24 +28,36 @@ int main()
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Vector3 groundCursorPos = { 0 };
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Ray ray; // Picking line ray
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bool collision = false;
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Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
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tower.material.texDiffuse = texture; // Set model diffuse texture
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
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bool hitMeshBBox;
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bool hitTriangle;
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// Test triangle
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Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
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Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
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Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
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Vector3 bary = {0};
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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@ -47,22 +65,52 @@ int main()
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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// if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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// {
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// // NOTE: This function is NOT WORKING properly!
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// ray = GetMouseRay(GetMousePosition(), camera);
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// // Check collision between ray and box
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// collision = CheckCollisionRayBox(ray,
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// (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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// (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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// }
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// Display information about closest hit
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RayHitInfo nearestHit;
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char *hitObjectName = "None";
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nearestHit.distance = FLT_MAX;
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nearestHit.hit = false;
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Color cursorColor = WHITE;
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// Get ray and test against ground, triangle, and mesh
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ray = GetMouseRay(GetMousePosition(), camera);
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RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 );
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RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 );
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if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) {
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nearestHit = groundHitInfo;
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cursorColor = GREEN;
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hitObjectName = "Ground";
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}
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RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc );
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if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) {
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nearestHit = triHitInfo;
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cursorColor = PURPLE;
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hitObjectName = "Triangle";
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bary = Barycentric( nearestHit.hitPosition, ta, tb, tc );
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hitTriangle = true;
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} else {
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hitTriangle = false;
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}
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RayHitInfo meshHitInfo;
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// check the bounding box first, before trying the full ray/mesh test
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if (CheckCollisionRayBox( ray, towerBBox )) {
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hitMeshBBox = true;
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meshHitInfo = RaycastMesh( ray, &tower.mesh );
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if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) {
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nearestHit = meshHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Mesh";
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}
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} else {
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hitMeshBBox = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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@ -71,37 +119,66 @@ int main()
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Begin3dMode(camera);
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if (collision)
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{
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
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DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
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}
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else
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{
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
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}
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if (hitinfo.hit) {
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groundCursorPos = hitinfo.hitPosition;
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groundCursorPos.y += 0.25; // Offset so the cube rests on the ground
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printf("Hit: groundpos %3.2f %3.2f %3.2f\n",
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groundCursorPos.x, groundCursorPos.y, groundCursorPos.z );
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DrawCubeWires( groundCursorPos, 0.5, 0.5, 0.5, RED );
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}
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// Draw the tower
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DrawModel( tower, towerPos, 1.0, WHITE );
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// Draw the test triangle
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DrawLine3D( ta, tb, PURPLE );
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DrawLine3D( tb, tc, PURPLE );
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DrawLine3D( tc, ta, PURPLE );
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// Draw the mesh bbox if we hit it
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if (hitMeshBBox) {
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DrawBoundingBox( towerBBox, LIME );
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}
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// If we hit something, draw the cursor at the hit point
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if (nearestHit.hit) {
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DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor );
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DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW );
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Vector3 normalEnd;
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normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
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normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
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normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
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DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW );
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}
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DrawRay(ray, MAROON);
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DrawGrid(10, 1.0f);
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End3dMode();
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//DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
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//if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
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// Show some debug text
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char line[1024];
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sprintf( line, "Hit Object: %s\n", hitObjectName );
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DrawText( line, 10, 30, 15, BLACK );
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if (nearestHit.hit) {
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int ypos = 45;
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sprintf( line, "Distance: %3.2f", nearestHit.distance );
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DrawText( line, 10, ypos, 15, BLACK );
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ypos += 15;
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sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f",
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nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z );
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DrawText( line, 10, ypos, 15, BLACK );
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ypos += 15;
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sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f",
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nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z );
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DrawText( line, 10, ypos, 15, BLACK );
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ypos += 15;
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if (hitTriangle) {
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sprintf( line, "Barycentric: %3.2f %3.2f %3.2f",
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bary.x, bary.y, bary.z );
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DrawText( line, 10, ypos, 15, BLACK );
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}
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}
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DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY );
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DrawFPS(10, 10);
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examples/resources/model/lowpoly-tower.obj
Normal file
456
examples/resources/model/lowpoly-tower.obj
Normal file
@ -0,0 +1,456 @@
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# Blender v2.78 (sub 0) OBJ File: 'lowpoly-tower.blend'
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# www.blender.org
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o Grid
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v -4.000000 0.000000 4.000000
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||||
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||||
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||||
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||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vt 0.5046 0.6268
|
||||
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|
||||
vt 0.1551 0.6255
|
||||
vt 0.8856 0.6268
|
||||
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|
||||
vt 0.1194 0.8696
|
||||
vt 0.2324 0.8696
|
||||
vt 0.1899 0.7813
|
||||
vt 0.0943 0.7595
|
||||
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|
||||
vt 0.0177 0.9186
|
||||
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|
||||
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|
||||
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|
||||
vt 0.6597 0.0177
|
||||
vt 0.6954 0.0993
|
||||
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|
||||
vt 0.7558 0.0777
|
||||
vt 0.7238 0.0440
|
||||
vt 0.8840 0.1330
|
||||
vt 0.7385 0.1141
|
||||
vt 0.9157 0.0886
|
||||
vt 0.9781 0.1232
|
||||
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|
||||
vt 0.2677 0.8141
|
||||
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|
||||
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|
||||
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|
||||
vt 0.7130 0.3801
|
||||
vt 0.6596 0.4053
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vt 0.9770 0.3365
|
||||
vt 0.9078 0.3751
|
||||
vt 0.9174 0.3282
|
||||
vt 0.2677 0.9018
|
||||
vt 0.3086 0.8821
|
||||
vt 0.6803 0.2948
|
||||
vt 0.6251 0.3035
|
||||
vt 0.7194 0.2854
|
||||
vt 0.8764 0.2832
|
||||
vt 0.9221 0.2861
|
||||
vt 0.3363 0.9565
|
||||
vt 0.3464 0.9122
|
||||
vt 0.6751 0.2482
|
||||
vt 0.6178 0.2499
|
||||
vt 0.7179 0.2431
|
||||
vt 0.9823 0.2484
|
||||
vt 0.9247 0.2452
|
||||
vt 0.3935 0.9014
|
||||
vt 0.6755 0.1996
|
||||
vt 0.6164 0.1941
|
||||
vt 0.7201 0.1992
|
||||
vt 0.8793 0.2446
|
||||
vt 0.9823 0.2060
|
||||
vt 0.9257 0.2051
|
||||
vt 0.4598 0.8580
|
||||
vt 0.4144 0.8579
|
||||
vt 0.6819 0.1498
|
||||
vt 0.6222 0.1361
|
||||
vt 0.7266 0.1555
|
||||
vt 0.8831 0.1684
|
||||
vt 0.9252 0.1659
|
||||
vt 0.4218 0.7790
|
||||
vt 0.3934 0.8145
|
||||
vt 0.3363 0.7595
|
||||
vt 0.8815 0.2060
|
||||
vt 0.8720 0.3208
|
||||
vt 0.8825 0.1012
|
||||
vt 0.9735 0.0816
|
||||
vt 0.9718 0.3817
|
||||
vt 0.9807 0.2918
|
||||
vt 0.4218 0.9370
|
||||
vt 0.9810 0.1644
|
||||
vn 0.1035 0.8806 0.4623
|
||||
vn 0.0964 0.9481 0.3030
|
||||
vn 0.0000 0.9780 0.2088
|
||||
vn 0.0659 0.9835 0.1683
|
||||
vn 0.2325 0.9320 0.2779
|
||||
vn 0.0553 0.9960 -0.0702
|
||||
vn 0.2827 0.9564 0.0728
|
||||
vn 0.1873 0.9776 -0.0961
|
||||
vn 0.2421 0.9703 0.0000
|
||||
vn 0.0921 0.9772 -0.1913
|
||||
vn -0.0277 0.9947 -0.0993
|
||||
vn 0.2308 0.9274 -0.2944
|
||||
vn 0.2771 0.9572 -0.0837
|
||||
vn 0.3724 0.9074 0.1947
|
||||
vn 0.0777 0.9770 -0.1985
|
||||
vn -0.1094 0.9539 0.2794
|
||||
vn 0.0364 0.9844 0.1721
|
||||
vn 0.1683 0.9835 0.0659
|
||||
vn 0.0674 0.9901 0.1230
|
||||
vn 0.4338 0.8823 0.1829
|
||||
vn 0.2845 0.9565 0.0649
|
||||
vn 0.0886 0.9961 0.0000
|
||||
vn 0.2000 0.9789 0.0424
|
||||
vn 0.1417 0.9830 0.1171
|
||||
vn 0.3021 0.9524 0.0412
|
||||
vn -0.0193 0.9986 -0.0493
|
||||
vn 0.0000 0.9777 0.2098
|
||||
vn 0.0005 0.9781 -0.2083
|
||||
vn 0.1879 0.9782 -0.0887
|
||||
vn 0.2249 0.0000 0.9744
|
||||
vn 0.9783 0.0000 -0.2071
|
||||
vn 0.9783 0.0000 0.2071
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
vn -1.0000 0.0000 0.0000
|
||||
vn -0.3645 0.0000 -0.9312
|
||||
vn -0.9312 0.0000 -0.3645
|
||||
vn -0.9312 0.0000 0.3645
|
||||
vn 0.2615 0.7979 -0.5431
|
||||
vn 0.5877 0.7979 -0.1341
|
||||
vn 0.4713 0.7979 0.3758
|
||||
vn -0.0000 0.7979 0.6028
|
||||
vn -0.4713 0.7979 0.3758
|
||||
vn -0.5877 0.7979 -0.1341
|
||||
vn -0.2615 0.7979 -0.5431
|
||||
vn -0.1285 0.9864 -0.1025
|
||||
vn 0.0929 0.8937 0.4389
|
||||
vn -0.4335 0.0407 -0.9002
|
||||
vn -0.2867 0.7507 -0.5952
|
||||
vn -0.4339 0.0095 -0.9009
|
||||
vn -0.4338 0.0209 -0.9008
|
||||
vn -0.0408 -0.9956 -0.0848
|
||||
vn -0.9741 0.0407 -0.2223
|
||||
vn -0.6441 0.7507 -0.1470
|
||||
vn -0.9749 0.0095 -0.2225
|
||||
vn -0.9747 0.0209 -0.2225
|
||||
vn -0.0918 -0.9956 -0.0209
|
||||
vn -0.7812 0.0407 0.6230
|
||||
vn -0.5165 0.7507 0.4119
|
||||
vn -0.7818 0.0095 0.6235
|
||||
vn -0.7817 0.0209 0.6234
|
||||
vn -0.0736 -0.9956 0.0587
|
||||
vn -0.0000 0.0407 0.9992
|
||||
vn 0.0000 0.7507 0.6607
|
||||
vn 0.0000 0.0095 1.0000
|
||||
vn -0.0000 0.0209 0.9998
|
||||
vn -0.0000 -0.9956 0.0941
|
||||
vn 0.7812 0.0407 0.6230
|
||||
vn 0.5165 0.7507 0.4119
|
||||
vn 0.7818 0.0095 0.6235
|
||||
vn 0.7817 0.0209 0.6234
|
||||
vn 0.0736 -0.9956 0.0587
|
||||
vn 0.9741 0.0407 -0.2223
|
||||
vn 0.6441 0.7507 -0.1470
|
||||
vn 0.9749 0.0095 -0.2225
|
||||
vn 0.9747 0.0209 -0.2225
|
||||
vn 0.0918 -0.9956 -0.0209
|
||||
vn 0.4335 0.0407 -0.9002
|
||||
vn 0.2867 0.7507 -0.5952
|
||||
vn 0.4339 0.0095 -0.9009
|
||||
vn 0.4338 0.0209 -0.9008
|
||||
vn 0.0408 -0.9956 -0.0848
|
||||
vn 0.3918 -0.4298 -0.8135
|
||||
vn 0.8803 -0.4298 -0.2009
|
||||
vn 0.7059 -0.4298 0.5630
|
||||
vn -0.0000 -0.4298 0.9029
|
||||
vn -0.7059 -0.4298 0.5630
|
||||
vn -0.8803 -0.4298 -0.2009
|
||||
vn -0.3918 -0.4298 -0.8135
|
||||
vn 0.0210 0.9998 -0.0048
|
||||
vn 0.0482 0.9981 -0.0385
|
||||
vn -0.0166 0.9914 -0.1301
|
||||
vn -0.0090 0.9904 -0.1379
|
||||
vn 0.2820 0.9576 0.0597
|
||||
vn -0.0000 0.9846 0.1749
|
||||
vn -0.0921 0.9772 -0.1913
|
||||
vn -0.1734 0.9794 0.1036
|
||||
s off
|
||||
f 1/1/1 7/2/1 6/3/1
|
||||
f 2/4/2 8/5/2 7/2/2
|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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||||
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|
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|
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f 7/2/90 36/32/90 37/15/90
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f 35/12/91 26/14/91 17/19/91
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f 25/13/92 40/62/92 39/29/92
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f 8/5/94 41/63/94 36/32/94
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
f 70/104/69 69/118/69 74/105/69
|
||||
f 68/106/70 73/99/70 83/100/70
|
||||
f 67/108/71 72/124/71 73/101/71
|
||||
f 51/110/72 71/102/72 40/103/72
|
||||
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|
||||
f 49/113/74 69/118/74 70/104/74
|
||||
f 78/114/75 48/125/75 68/106/75
|
||||
f 47/115/76 67/108/76 68/109/76
|
||||
f 42/65/77 51/110/77 35/111/77
|
||||
f 43/70/78 50/112/78 51/110/78
|
||||
f 44/69/79 49/113/79 50/112/79
|
||||
f 45/72/80 48/125/80 78/114/80
|
||||
f 46/117/81 47/115/81 48/116/81
|
||||
f 44/69/82 77/73/82 78/114/82
|
||||
f 49/113/83 78/114/83 82/107/83
|
||||
f 82/107/84 83/100/84 74/105/84
|
||||
f 83/100/85 79/93/85 54/92/85
|
||||
f 79/93/86 80/86/86 59/119/86
|
||||
f 80/86/87 81/85/87 64/82/87
|
||||
f 64/120/88 81/71/88 77/73/88
|
BIN
examples/resources/model/lowpoly-tower.png
Normal file
BIN
examples/resources/model/lowpoly-tower.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
38
src/models.c
38
src/models.c
@ -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;
|
||||
}
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
//----------------------------------------------------------------------------------
|
||||
|
75
src/shapes.c
75
src/shapes.c
@ -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;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user