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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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* |
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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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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); |
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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.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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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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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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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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ray = GetMouseRay(GetMousePosition(), camera); |
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RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 ); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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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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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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DrawFPS(10, 10); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |