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authorraysan5 <raysan5@gmail.com>2016-01-19 20:27:41 +0100
committerraysan5 <raysan5@gmail.com>2016-01-19 20:27:41 +0100
commit29c618a35e19c1c00be94bf423ad6af7ecf1d3f8 (patch)
tree9fdafdbdd04dda343a25ac40768900d2d5016da6 /src/models.c
parent036e77939fb062615631620fff3d1adf606b9797 (diff)
downloadraylib-29c618a35e19c1c00be94bf423ad6af7ecf1d3f8.tar.gz
raylib-29c618a35e19c1c00be94bf423ad6af7ecf1d3f8.zip
Added some functions (incomplete)
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c50
1 files changed, 43 insertions, 7 deletions
diff --git a/src/models.c b/src/models.c
index d4b21258..06044820 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1336,18 +1336,28 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
return collision;
}
-// Detect collision between ray and box
+// Detect collision between ray and sphere
+bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
+{
+ bool collision = false;
+
+ // TODO: implement collision...
+
+ return collision;
+}
+
+// Detect collision between ray and bounding box
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
{
bool collision = false;
float t[8];
- t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
- t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
- t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
- t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
- t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
- t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
+ t[0] = (minBBox.x - ray.position.x)/ray.direction.x;
+ t[1] = (maxBBox.x - ray.position.x)/ray.direction.x;
+ t[2] = (minBBox.y - ray.position.y)/ray.direction.y;
+ t[3] = (maxBBox.y - ray.position.y)/ray.direction.y;
+ t[4] = (minBBox.z - ray.position.z)/ray.direction.z;
+ t[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
@@ -1359,6 +1369,32 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
+// Calculate mesh bounding box limits
+BoundingBox CalculateBoundingBox(Mesh mesh)
+{
+ // Get min and max vertex to construct bounds (AABB)
+ Vector3 minVertex = mesh.vertices[0];
+ Vector3 maxVertex = mesh.vertices[0];
+
+ for (int i = 1; i < mesh.vertexCount; i++)
+ {
+ // TODO: Compare min and max with previous vertex
+ //minVertex = Vector3.Min(minVertex, mesh.vertices[i]);
+ //maxVertex = Vector3.Max(maxVertex, mesh.vertices[i]);
+ }
+
+ // NOTE: For OBB, transform mesh by model transform matrix
+ //minVertex = VectorTransform(meshMin, mesh.transform);
+ //maxVertex = VectorTransform(meshMax, mesh.transform);
+
+ // Create the bounding box
+ BoundingBox box;
+ box.min = minVertex;
+ box.max = maxVertex;
+
+ return box;
+}
+
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)