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Added RaycastGround and ray picking example

pull/212/head
Joel Davis 8 years ago
parent
commit
037da8879a
4 changed files with 159 additions and 0 deletions
  1. +6
    -0
      examples/Makefile
  2. +118
    -0
      examples/core_3d_raypick.c
  3. +15
    -0
      src/raylib.h
  4. +20
    -0
      src/shapes.c

+ 6
- 0
examples/Makefile View File

@ -203,6 +203,7 @@ EXAMPLES = \
core_gestures_detection \
core_3d_mode \
core_3d_picking \
core_3d_raypick \
core_3d_camera_free \
core_3d_camera_first_person \
core_2d_camera \
@ -320,6 +321,11 @@ core_3d_mode: core_3d_mode.c
core_3d_picking: core_3d_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d ray picking
core_3d_raypick: core_3d_raypick.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d camera free
core_3d_camera_free: core_3d_camera_free.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

+ 118
- 0
examples/core_3d_raypick.c View File

@ -0,0 +1,118 @@
/*******************************************************************************************
*
* 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;
}

+ 15
- 0
src/raylib.h View File

@ -97,6 +97,9 @@
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
// A small number
#define EPSILON 0.000001
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_RESIZABLE_WINDOW 2
@ -491,6 +494,13 @@ typedef struct Ray {
Vector3 direction; // Ray direction
} Ray;
// Information returned from a raycast
typedef struct RayHitInfo {
bool hit; // Did the ray hit something?
Vector3 hitPosition; // Position of nearest hit
Vector3 hitNormal; // Surface normal of hit
} RayHitInfo;
// Wave type, defines audio wave data
typedef struct Wave {
unsigned int sampleCount; // Number of samples
@ -910,6 +920,11 @@ RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphe
Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
//------------------------------------------------------------------------------------
// Ray Casts
//------------------------------------------------------------------------------------
RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight );
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1

+ 20
- 0
src/shapes.c View File

@ -533,4 +533,24 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
}
return retRec;
}
RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
{
RayHitInfo result = {0};
if (fabs(ray.direction.y) > EPSILON)
{
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 );
}
}
return result;
}

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