raylib/examples/models/models_mesh_picking.c
2017-10-14 00:11:37 +02:00

195 lines
7.4 KiB
C

/*******************************************************************************************
*
* 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)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example contributed by Joel Davis (@joeld42)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
// Define the camera to look into our 3d world
Camera camera;
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
Ray ray; // Picking ray
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
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;
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;
// Check ray collision against bounding box first, before trying the full ray-mesh test
if (CheckCollisionRayBox(ray, towerBBox))
{
hitMeshBBox = true;
// Check ray collision against mesh
meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
} hitMeshBBox = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
// 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.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(100, 1.0f);
End3dMode();
// 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);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(tower); // Unload model
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}