/******************************************************************************************* * * raylib [core] example - Ray-Picking in 3d mode, also ground plane * * 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) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); // 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.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; 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 { // Update //---------------------------------------------------------------------------------- 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 }}); // } ray = GetMouseRay(GetMousePosition(), camera); RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 ); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); 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 ); } 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); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }