/******************************************************************************************* * * raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh * * This example has been created using raylib 1.7 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2017 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position camera.target = (Vector3){ 0.0f, 8.0f, 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 camera.type = CAMERA_PERSPECTIVE; // Camera mode type Ray ray = { 0 }; // Picking ray Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box bool hitMeshBBox = false; bool hitTriangle = false; // 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 = { 0.0f, 0.0f, 0.0f }; 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 // Display information about closest hit RayHitInfo nearestHit = { 0 }; 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); // Check ray collision aginst ground plane RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { nearestHit = groundHitInfo; cursorColor = GREEN; hitObjectName = "Ground"; } // Check ray collision against test triangle RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { nearestHit = triHitInfo; cursorColor = PURPLE; hitObjectName = "Triangle"; bary = Vector3Barycenter(nearestHit.position, ta, tb, tc); hitTriangle = true; } else hitTriangle = false; RayHitInfo meshHitInfo = { 0 }; // Check ray collision against bounding box first, before trying the full ray-mesh test if (CheckCollisionRayBox(ray, towerBBox)) { hitMeshBBox = true; // Check ray collision against model // NOTE: It considers model.transform matrix! meshHitInfo = GetCollisionRayModel(ray, tower); if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { nearestHit = meshHitInfo; cursorColor = ORANGE; hitObjectName = "Mesh"; } } hitMeshBBox = false; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw the tower // WARNING: If scale is different than 1.0f, // not considered by GetCollisionRayModel() DrawModel(tower, towerPos, 1.0f, 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.position, 0.3, 0.3, 0.3, cursorColor); DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED); Vector3 normalEnd; normalEnd.x = nearestHit.position.x + nearestHit.normal.x; normalEnd.y = nearestHit.position.y + nearestHit.normal.y; normalEnd.z = nearestHit.position.z + nearestHit.normal.z; DrawLine3D(nearestHit.position, normalEnd, RED); } DrawRay(ray, MAROON); DrawGrid(10, 10.0f); EndMode3D(); // Draw some debug GUI text DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); if (nearestHit.hit) { int ypos = 70; DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", nearestHit.position.x, nearestHit.position.y, nearestHit.position.z), 10, ypos + 15, 10, BLACK); DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", nearestHit.normal.x, nearestHit.normal.y, nearestHit.normal.z), 10, ypos + 30, 10, BLACK); if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); } DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(tower); // Unload model UnloadTexture(texture); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }