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@ -1966,50 +1966,7 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box) |
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return collision; |
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} |
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// Get collision info between ray and mesh |
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RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh) |
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{ |
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RayHitInfo result = { 0 }; |
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// If mesh doesn't have vertex data on CPU, can't test it. |
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if (!mesh->vertices) return result; |
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// mesh->triangleCount may not be set, vertexCount is more reliable |
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int triangleCount = mesh->vertexCount/3; |
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// Test against all triangles in mesh |
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for (int i = 0; i < triangleCount; i++) |
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{ |
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Vector3 a, b, c; |
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Vector3 *vertdata = (Vector3 *)mesh->vertices; |
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if (mesh->indices) |
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{ |
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a = vertdata[mesh->indices[i*3 + 0]]; |
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b = vertdata[mesh->indices[i*3 + 1]]; |
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c = vertdata[mesh->indices[i*3 + 2]]; |
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} |
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else |
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{ |
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a = vertdata[i*3 + 0]; |
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b = vertdata[i*3 + 1]; |
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c = vertdata[i*3 + 2]; |
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} |
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c); |
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if (triHitInfo.hit) |
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{ |
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// Save the closest hit triangle |
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if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo; |
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} |
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} |
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return result; |
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} |
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// Get collision info between ray and model |
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// NOTE: This is an exact clone of GetCollisionRayMesh but applies transformation matrix from the model to the vertices |
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RayHitInfo GetCollisionRayModel(Ray ray, Model *model) |
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{ |
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RayHitInfo result = { 0 }; |
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