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Added collision check between ray and box

- Added CheckCollisionRayBox() function.
- Updated and improved core 3d picking example (currently working as
expected).
pull/71/head
victorfisac 9 年之前
父節點
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1793f2c3b8
共有 3 個文件被更改,包括 32 次插入3 次删除
  1. +11
    -3
      examples/core_3d_picking.c
  2. +20
    -0
      src/models.c
  3. +1
    -0
      src/raylib.h

+ 11
- 3
examples/core_3d_picking.c 查看文件

@ -24,9 +24,12 @@ int main()
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Vector3 cubePosition = { 0.0, 1.0, 0.0 };
Vector3 cubeSize = { 2.0, 2.0, 2.0 };
Ray ray; // Picking line ray
bool collision = false;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@ -45,7 +48,10 @@ int main()
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
// TODO: Check collision between ray and box
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(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});
}
//----------------------------------------------------------------------------------
@ -57,8 +63,8 @@ int main()
Begin3dMode(camera);
DrawCube(cubePosition, mi">2, 2, 2, GRAY);
DrawCubeWires(cubePosition, mi">2, 2, 2, DARKGRAY);
DrawCube(cubePosition, n">cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, n">cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
DrawGrid(10.0, 1.0);
@ -67,6 +73,8 @@ int main()
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
DrawFPS(10, 10);

+ 20
- 0
src/models.c 查看文件

@ -1336,6 +1336,26 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
return collision;
}
// Detect collision between ray and box
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
{
bool collision = false;
float t[8];
t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
collision = !(t[7] < 0 || t[6] > t[7]);
return collision;
}
// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)

+ 1
- 0
src/raylib.h 查看文件

@ -756,6 +756,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface

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