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Merge pull request #521 from TheLumaio/master

Added GetCollisionRayModel
pull/524/head
Ray 7 年之前
committed by GitHub
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共有 3 個文件被更改,包括 17 次插入13 次删除
  1. +2
    -2
      examples/models/models_mesh_picking.c
  2. +14
    -10
      src/models.c
  3. +1
    -1
      src/raylib.h

+ 2
- 2
examples/models/models_mesh_picking.c 查看文件

@ -101,8 +101,8 @@ int main()
{
hitMeshBBox = true;
// Check ray collision against mesh
meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
// Check ray collision against model
meshHitInfo = GetCollisionRayModel(ray, &tower);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{

+ 14
- 10
src/models.c 查看文件

@ -1966,28 +1966,28 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
return collision;
}
// Get collision info between ray and mesh
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
// Get collision info between ray and model
RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
{
RayHitInfo result = { 0 };
// If mesh doesn't have vertex data on CPU, can't test it.
if (!mesh->vertices) return result;
if (!model->mesh.vertices) return result;
// mesh->triangleCount may not be set, vertexCount is more reliable
int triangleCount = mesh->vertexCount/3;
// model->mesh.triangleCount may not be set, vertexCount is more reliable
int triangleCount = model->mesh.vertexCount/3;
// Test against all triangles in mesh
for (int i = 0; i < triangleCount; i++)
{
Vector3 a, b, c;
Vector3 *vertdata = (Vector3 *)mesh->vertices;
Vector3 *vertdata = (Vector3 *)model->mesh.vertices;
if (mesh->indices)
if (model->mesh.indices)
{
a = vertdata[mesh->indices[i*3 + 0]];
b = vertdata[mesh->indices[i*3 + 1]];
c = vertdata[mesh->indices[i*3 + 2]];
a = vertdata[model->mesh.indices[i*3 + 0]];
b = vertdata[model->mesh.indices[i*3 + 1]];
c = vertdata[model->mesh.indices[i*3 + 2]];
}
else
{
@ -1995,6 +1995,10 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
b = vertdata[i*3 + 1];
c = vertdata[i*3 + 2];
}
a = Vector3Transform(a, model->transform);
b = Vector3Transform(b, model->transform);
c = Vector3Transform(c, model->transform);
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);

+ 1
- 1
src/raylib.h 查看文件

@ -1052,7 +1052,7 @@ RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphere
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)

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