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Removed useless GetCollisionRayMesh and libraylib.a

pull/521/head
lumaio teon 6 years ago
parent
commit
d2cc5b88df
No known key found for this signature in database GPG Key ID: BC93C51B4BDB5819
3 changed files with 0 additions and 44 deletions
  1. BIN
      release/libs/win32/mingw32/libraylib.a
  2. +0
    -43
      src/models.c
  3. +0
    -1
      src/raylib.h

BIN
release/libs/win32/mingw32/libraylib.a View File


+ 0
- 43
src/models.c View File

@ -1966,50 +1966,7 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
return collision;
}
// Get collision info between ray and mesh
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
{
RayHitInfo result = { 0 };
// If mesh doesn't have vertex data on CPU, can't test it.
if (!mesh->vertices) return result;
// mesh->triangleCount may not be set, vertexCount is more reliable
int triangleCount = 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;
if (mesh->indices)
{
a = vertdata[mesh->indices[i*3 + 0]];
b = vertdata[mesh->indices[i*3 + 1]];
c = vertdata[mesh->indices[i*3 + 2]];
}
else
{
a = vertdata[i*3 + 0];
b = vertdata[i*3 + 1];
c = vertdata[i*3 + 2];
}
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
if (triHitInfo.hit)
{
// Save the closest hit triangle
if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
}
}
return result;
}
// Get collision info between ray and model
// NOTE: This is an exact clone of GetCollisionRayMesh but applies transformation matrix from the model to the vertices
RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
{
RayHitInfo result = { 0 };

+ 0
- 1
src/raylib.h View File

@ -1052,7 +1052,6 @@ 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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