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authorvictorfisac <victorfisac@gmail.com>2016-01-07 16:18:24 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-07 16:18:24 +0100
commit1793f2c3b87f1ed487216e23f3074085753ee346 (patch)
tree56b24a868de2522c8ea50930f562b6a28e326ce2 /src/raylib.h
parent4a637191f21112de17d92055cd06d645f31627d3 (diff)
downloadraylib-1793f2c3b87f1ed487216e23f3074085753ee346.tar.gz
raylib-1793f2c3b87f1ed487216e23f3074085753ee346.zip
Added collision check between ray and box
- Added CheckCollisionRayBox() function. - Updated and improved core 3d picking example (currently working as expected).
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 72211b59..b6900a97 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -756,6 +756,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface