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 /src | |
| parent | 0369bb4c8cfe8988634a09d56c307b73be281452 (diff) | |
| download | raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.tar.gz raylib-658c2806690ace34a0dae6b6ed12d0ea52d2d6e4.zip | |
Lattest PR review
Function names, code formatting...
Diffstat (limited to 'src')
| -rw-r--r-- | src/models.c | 167 | ||||
| -rw-r--r-- | src/raylib.h | 21 | ||||
| -rw-r--r-- | src/raymath.h | 25 | ||||
| -rw-r--r-- | src/shapes.c | 81 |
4 files changed, 149 insertions, 145 deletions
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; -} - |
