diff options
| author | raysan5 <raysan5@gmail.com> | 2017-01-05 19:33:05 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2017-01-05 19:33:05 +0100 |
| commit | 658c2806690ace34a0dae6b6ed12d0ea52d2d6e4 (patch) | |
| tree | e726d130c81f429e70d1c36b91aef5454658efb9 /examples | |
| parent | 0369bb4c8cfe8988634a09d56c307b73be281452 (diff) | |
| download | raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip | |
Lattest PR review
Function names, code formatting...
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/Makefile | 11 | ||||
| -rw-r--r-- | examples/models_ray_picking.c (renamed from examples/core_3d_raypick.c) | 130 |
2 files changed, 71 insertions, 70 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); |
