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authorraysan5 <raysan5@gmail.com>2017-01-05 19:33:05 +0100
committerraysan5 <raysan5@gmail.com>2017-01-05 19:33:05 +0100
commit658c2806690ace34a0dae6b6ed12d0ea52d2d6e4 (patch)
treee726d130c81f429e70d1c36b91aef5454658efb9
parent0369bb4c8cfe8988634a09d56c307b73be281452 (diff)
downloadraylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz
raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip
Lattest PR review
Function names, code formatting...
-rw-r--r--examples/Makefile11
-rw-r--r--examples/models_ray_picking.c (renamed from examples/core_3d_raypick.c)130
-rw-r--r--src/models.c167
-rw-r--r--src/raylib.h21
-rw-r--r--src/raymath.h25
-rw-r--r--src/shapes.c81
6 files changed, 220 insertions, 215 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 676529c7..80437590 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -203,7 +203,6 @@ EXAMPLES = \
core_gestures_detection \
core_3d_mode \
core_3d_picking \
- core_3d_raypick \
core_3d_camera_free \
core_3d_camera_first_person \
core_2d_camera \
@@ -237,6 +236,7 @@ EXAMPLES = \
models_obj_loading \
models_heightmap \
models_cubicmap \
+ models_ray_picking \
shaders_model_shader \
shaders_shapes_textures \
shaders_custom_uniform \
@@ -321,11 +321,6 @@ core_3d_mode: core_3d_mode.c
core_3d_picking: core_3d_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
-# compile [core] example - 3d ray picking
-core_3d_raypick: core_3d_raypick.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
-
-
# compile [core] example - 3d camera free
core_3d_camera_free: core_3d_camera_free.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@@ -462,6 +457,10 @@ models_heightmap: models_heightmap.c
models_cubicmap: models_cubicmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+# compile [models] example - model ray picking
+models_ray_picking: models_ray_picking.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
# compile [shaders] example - model shader
shaders_model_shader: shaders_model_shader.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
diff --git a/examples/core_3d_raypick.c b/examples/models_ray_picking.c
index cf56b277..c578a185 100644
--- a/examples/core_3d_raypick.c
+++ b/examples/models_ray_picking.c
@@ -1,8 +1,8 @@
/*******************************************************************************************
*
-* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh
+* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh
*
-* This example has been created using raylib 1.3 (www.raylib.com)
+* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
@@ -11,7 +11,7 @@
********************************************************************************************/
#include "raylib.h"
-#include "raymath.h"
+#include "../src/raymath.h"
#include <stdio.h>
#include <float.h>
@@ -24,7 +24,7 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking");
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
// Define the camera to look into our 3d world
Camera camera;
@@ -41,22 +41,22 @@ int main()
Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
+
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
- bool hitMeshBBox;
- bool hitTriangle;
+ bool hitMeshBBox = false;
+ bool hitTriangle = false;
// Test triangle
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
- Vector3 bary = {0};
+ Vector3 bary = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
-
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
@@ -65,7 +65,6 @@ int main()
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
-
// Display information about closest hit
RayHitInfo nearestHit;
char *hitObjectName = "None";
@@ -76,41 +75,50 @@ int main()
// Get ray and test against ground, triangle, and mesh
ray = GetMouseRay(GetMousePosition(), camera);
- RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 );
- if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) {
+ // Check ray collision aginst ground plane
+ RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
+
+ if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
+ {
nearestHit = groundHitInfo;
cursorColor = GREEN;
hitObjectName = "Ground";
}
- RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc );
- if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) {
+ // Check ray collision against test triangle
+ RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
+
+ if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
+ {
nearestHit = triHitInfo;
cursorColor = PURPLE;
hitObjectName = "Triangle";
- bary = Barycentric( nearestHit.hitPosition, ta, tb, tc );
+ bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
hitTriangle = true;
- } else {
- hitTriangle = false;
- }
+ }
+ else hitTriangle = false;
RayHitInfo meshHitInfo;
- // check the bounding box first, before trying the full ray/mesh test
- if (CheckCollisionRayBox( ray, towerBBox )) {
+ // Check ray collision against bounding box first, before trying the full ray-mesh test
+ if (CheckCollisionRayBox(ray, towerBBox))
+ {
hitMeshBBox = true;
- meshHitInfo = RaycastMesh( ray, &tower.mesh );
- if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) {
+
+ // Check ray collision against mesh
+ meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
+
+ if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
+ {
nearestHit = meshHitInfo;
cursorColor = ORANGE;
hitObjectName = "Mesh";
}
- } else {
- hitMeshBBox = false;
- }
-
+
+ } hitMeshBBox = false;
//----------------------------------------------------------------------------------
+
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
@@ -120,65 +128,59 @@ int main()
Begin3dMode(camera);
// Draw the tower
- DrawModel( tower, towerPos, 1.0, WHITE );
+ DrawModel(tower, towerPos, 1.0, WHITE);
// Draw the test triangle
- DrawLine3D( ta, tb, PURPLE );
- DrawLine3D( tb, tc, PURPLE );
- DrawLine3D( tc, ta, PURPLE );
+ DrawLine3D(ta, tb, PURPLE);
+ DrawLine3D(tb, tc, PURPLE);
+ DrawLine3D(tc, ta, PURPLE);
// Draw the mesh bbox if we hit it
- if (hitMeshBBox) {
- DrawBoundingBox( towerBBox, LIME );
- }
+ if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
// If we hit something, draw the cursor at the hit point
- if (nearestHit.hit) {
- DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor );
- DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW );
+ if (nearestHit.hit)
+ {
+ DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
+ DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
Vector3 normalEnd;
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
- DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW );
+
+ DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
}
DrawRay(ray, MAROON);
- DrawGrid(10, 1.0f);
+ DrawGrid(100, 1.0f);
End3dMode();
- // Show some debug text
- char line[1024];
- sprintf( line, "Hit Object: %s\n", hitObjectName );
- DrawText( line, 10, 30, 15, BLACK );
-
- if (nearestHit.hit) {
- int ypos = 45;
- sprintf( line, "Distance: %3.2f", nearestHit.distance );
- DrawText( line, 10, ypos, 15, BLACK );
- ypos += 15;
-
- sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f",
- nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z );
- DrawText( line, 10, ypos, 15, BLACK );
- ypos += 15;
-
- sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f",
- nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z );
- DrawText( line, 10, ypos, 15, BLACK );
- ypos += 15;
-
- if (hitTriangle) {
- sprintf( line, "Barycentric: %3.2f %3.2f %3.2f",
- bary.x, bary.y, bary.z );
- DrawText( line, 10, ypos, 15, BLACK );
- }
+ // Draw some debug GUI text
+ DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
+
+ if (nearestHit.hit)
+ {
+ int ypos = 70;
+
+ DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
+
+ DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
+ nearestHit.hitPosition.x,
+ nearestHit.hitPosition.y,
+ nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
+
+ DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
+ nearestHit.hitNormal.x,
+ nearestHit.hitNormal.y,
+ nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
+
+ if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
- DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY );
+ DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
DrawFPS(10, 10);
diff --git a/src/models.c b/src/models.c
index 41e527dc..0673874b 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1474,6 +1474,135 @@ 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 triangle
+// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
+RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
+{
+ #define EPSILON 0.000001 // A small number
+
+ Vector3 edge1, edge2;
+ Vector3 p, q, tv;
+ float det, invDet, u, v, t;
+ RayHitInfo result = {0};
+
+ // Find vectors for two edges sharing V1
+ edge1 = VectorSubtract(p2, p1);
+ edge2 = VectorSubtract(p3, p1);
+
+ // Begin calculating determinant - also used to calculate u parameter
+ p = VectorCrossProduct(ray.direction, edge2);
+
+ // If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
+ det = VectorDotProduct(edge1, p);
+
+ // Avoid culling!
+ if ((det > -EPSILON) && (det < EPSILON)) return result;
+
+ invDet = 1.0f/det;
+
+ // Calculate distance from V1 to ray origin
+ tv = VectorSubtract(ray.position, p1);
+
+ // Calculate u parameter and test bound
+ u = VectorDotProduct(tv, p)*invDet;
+
+ // The intersection lies outside of the triangle
+ if ((u < 0.0f) || (u > 1.0f)) return result;
+
+ // Prepare to test v parameter
+ q = VectorCrossProduct(tv, edge1);
+
+ // Calculate V parameter and test bound
+ v = VectorDotProduct(ray.direction, q)*invDet;
+
+ // The intersection lies outside of the triangle
+ if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
+
+ t = VectorDotProduct(edge2, q)*invDet;
+
+ if (t > EPSILON)
+ {
+ // Ray hit, get hit point and normal
+ result.hit = true;
+ result.distance = t;
+ result.hit = true;
+ result.hitNormal = VectorCrossProduct(edge1, edge2);
+ VectorNormalize(&result.hitNormal);
+ Vector3 rayDir = ray.direction;
+ VectorScale(&rayDir, t);
+ result.hitPosition = VectorAdd(ray.position, rayDir);
+ }
+
+ return result;
+}
+
+// Get collision info between ray and ground plane (Y-normal plane)
+RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
+{
+ #define EPSILON 0.000001 // A small number
+
+ RayHitInfo result = { 0 };
+
+ if (fabsf(ray.direction.y) > EPSILON)
+ {
+ float t = (ray.position.y - groundHeight)/-ray.direction.y;
+
+ if (t >= 0.0)
+ {
+ Vector3 rayDir = ray.direction;
+ VectorScale(&rayDir, t);
+ result.hit = true;
+ result.distance = t;
+ result.hitNormal = (Vector3){ 0.0, 1.0, 0.0 };
+ result.hitPosition = VectorAdd(ray.position, rayDir);
+ }
+ }
+
+ return result;
+}
+
// Calculate mesh bounding box limits
// NOTE: minVertex and maxVertex should be transformed by model transform matrix (position, scale, rotate)
BoundingBox CalculateBoundingBox(Mesh mesh)
@@ -1918,41 +2047,3 @@ static Material LoadMTL(const char *fileName)
return material;
}
-
-RayHitInfo RaycastMesh( 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 = RaycastTriangle( ray, a, b, c );
- if (triHitInfo.hit) {
- // Save the closest hit triangle
- if ((!result.hit)||(result.distance > triHitInfo.distance)) {
- result = triHitInfo;
- }
- }
- }
-
- return result;
-}
diff --git a/src/raylib.h b/src/raylib.h
index 7252ba4e..fa4f44e6 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -97,9 +97,6 @@
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
-// A small number
-#define EPSILON 0.000001
-
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_RESIZABLE_WINDOW 2
@@ -496,10 +493,10 @@ typedef struct Ray {
// Information returned from a raycast
typedef struct RayHitInfo {
- bool hit; // Did the ray hit something?
- float distance; // Distance to nearest hit
- Vector3 hitPosition; // Position of nearest hit
- Vector3 hitNormal; // Surface normal of hit
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to nearest hit
+ Vector3 hitPosition; // Position of nearest hit
+ Vector3 hitNormal; // Surface normal of hit
} RayHitInfo;
// Wave type, defines audio wave data
@@ -920,13 +917,9 @@ 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
-
-//------------------------------------------------------------------------------------
-// Ray Casts
-//------------------------------------------------------------------------------------
-RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight );
-RLAPI RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c );
-RLAPI RayHitInfo RaycastMesh( Ray ray, Mesh *mesh );
+RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
+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)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
diff --git a/src/raymath.h b/src/raymath.h
index 5871e350..c073b72d 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -130,7 +130,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve
RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
-RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycentric coords for p in triangle abc
+RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
//------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix
@@ -383,26 +383,27 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
return result;
}
-// Compute barycentric coordinates (u, v, w) for
-// point p with respect to triangle (a, b, c)
-// Assumes P is on the plane of the triangle
-RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
+// NOTE: Assumes P is on the plane of the triangle
+RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
-
//Vector v0 = b - a, v1 = c - a, v2 = p - a;
- Vector3 v0 = VectorSubtract( b, a );
- Vector3 v1 = VectorSubtract( c, a );
- Vector3 v2 = VectorSubtract( p, a );
+
+ Vector3 v0 = VectorSubtract(b, a);
+ Vector3 v1 = VectorSubtract(c, a);
+ Vector3 v2 = VectorSubtract(p, a);
float d00 = VectorDotProduct(v0, v0);
float d01 = VectorDotProduct(v0, v1);
float d11 = VectorDotProduct(v1, v1);
float d20 = VectorDotProduct(v2, v0);
float d21 = VectorDotProduct(v2, v1);
- float denom = d00 * d11 - d01 * d01;
+
+ float denom = d00*d11 - d01*d01;
Vector3 result;
- result.y = (d11 * d20 - d01 * d21) / denom;
- result.z = (d00 * d21 - d01 * d20) / denom;
+
+ result.y = (d11*d20 - d01*d21)/denom;
+ result.z = (d00*d21 - d01*d20)/denom;
result.x = 1.0f - (result.z + result.y);
return result;
diff --git a/src/shapes.c b/src/shapes.c
index 74480c83..8c6c4be0 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -534,84 +534,3 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
return retRec;
}
-
-
-RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
-{
- RayHitInfo result = {0};
-
- if (fabs(ray.direction.y) > EPSILON)
- {
- float t = (ray.position.y - groundHeight) / -ray.direction.y;
- if (t >= 0.0) {
- Vector3 rayDir = ray.direction;
- VectorScale( &rayDir, t );
- result.hit = true;
- result.distance = t;
- result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
- result.hitPosition = VectorAdd( ray.position, rayDir );
- }
- }
- return result;
-}
-// Adapted from:
-// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
-RayHitInfo RaycastTriangle( Ray ray, Vector3 a, Vector3 b, Vector3 c )
-{
- Vector3 e1, e2; //Edge1, Edge2
- Vector3 p, q, tv;
- float det, inv_det, u, v;
- float t;
- RayHitInfo result = {0};
-
- //Find vectors for two edges sharing V1
- e1 = VectorSubtract( b, a);
- e2 = VectorSubtract( c, a);
-
- //Begin calculating determinant - also used to calculate u parameter
- p = VectorCrossProduct( ray.direction, e2);
-
- //if determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
- det = VectorDotProduct(e1, p);
-
- //NOT CULLING
- if(det > -EPSILON && det < EPSILON) return result;
- inv_det = 1.f / det;
-
- //calculate distance from V1 to ray origin
- tv = VectorSubtract( ray.position, a );
-
- //Calculate u parameter and test bound
- u = VectorDotProduct(tv, p) * inv_det;
-
- //The intersection lies outside of the triangle
- if(u < 0.f || u > 1.f) return result;
-
- //Prepare to test v parameter
- q = VectorCrossProduct( tv, e1 );
-
- //Calculate V parameter and test bound
- v = VectorDotProduct( ray.direction, q) * inv_det;
-
- //The intersection lies outside of the triangle
- if(v < 0.f || (u + v) > 1.f) return result;
-
- t = VectorDotProduct(e2, q) * inv_det;
-
-
- if(t > EPSILON) {
- // ray hit, get hit point and normal
- result.hit = true;
- result.distance = t;
-
- result.hit = true;
- result.hitNormal = VectorCrossProduct( e1, e2 );
- VectorNormalize( &result.hitNormal );
- Vector3 rayDir = ray.direction;
- VectorScale( &rayDir, t );
- result.hitPosition = VectorAdd( ray.position, rayDir );
- }
-
- return result;
-}
-