aboutsummaryrefslogtreecommitdiff
path: root/src/models.c
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2016-01-20 19:34:34 +0100
committerRay <raysan5@gmail.com>2016-01-20 19:34:34 +0100
commita286d9166bcf49c7ed33d582ea0e1bd50851b86c (patch)
tree24f49e90743eac576607c54c7e03b938960d02e6 /src/models.c
parentcf6c6fefd76135df0247339c9adc2712da6c2691 (diff)
parentfcd30c5649f28d0d9c867712898fc5537f176c85 (diff)
downloadraylib-a286d9166bcf49c7ed33d582ea0e1bd50851b86c.tar.gz
raylib-a286d9166bcf49c7ed33d582ea0e1bd50851b86c.zip
Merge pull request #78 from victorfisac/develop
Added ray-sphere collision detection
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c37
1 files changed, 36 insertions, 1 deletions
diff --git a/src/models.c b/src/models.c
index 3d228a30..80d9a13a 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1341,7 +1341,42 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
{
bool collision = false;
- // TODO: implement collision...
+ Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
+ float distance = VectorLength(raySpherePos);
+ float vector = VectorDotProduct(raySpherePos, ray.direction);
+ float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
+
+ if(d >= 0.0f) collision = true;
+
+ return collision;
+}
+
+// Detect collision between ray and sphere with extended parameters and collision point detection
+bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint)
+{
+ bool collision = false;
+
+ Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position);
+ float distance = VectorLength(raySpherePos);
+ float vector = VectorDotProduct(raySpherePos, ray.direction);
+ float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
+
+ if(d >= 0.0f) collision = true;
+
+ // Calculate collision point
+ Vector3 offset = ray.direction;
+ float collisionDistance = 0;
+
+ // Check if ray origin is inside the sphere to calculate the correct collision point
+ if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
+ else collisionDistance = vector - sqrt(d);
+
+ VectorScale(&offset, collisionDistance);
+ Vector3 cPoint = VectorAdd(ray.position, offset);
+
+ collisionPoint->x = cPoint.x;
+ collisionPoint->y = cPoint.y;
+ collisionPoint->z = cPoint.z;
return collision;
}