diff --git a/release/libs/win32/mingw32/libraylib.a b/release/libs/win32/mingw32/libraylib.a index ed0003c3..361aa73c 100644 Binary files a/release/libs/win32/mingw32/libraylib.a and b/release/libs/win32/mingw32/libraylib.a differ diff --git a/src/models.c b/src/models.c index 0db46fc1..ccf2d05b 100644 --- a/src/models.c +++ b/src/models.c @@ -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 }; diff --git a/src/raylib.h b/src/raylib.h index 12ec5e24..a5963905 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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)