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authorJoel Davis <joeld42@gmail.com>2017-01-02 21:56:25 -0800
committerJoel Davis <joeld42@gmail.com>2017-01-02 21:56:25 -0800
commitd5d391faaf69027b8fecb26f30754c3bff83c311 (patch)
tree5129f65135b521e2825af5cc09b3d7e33a2ce59a /src
parent037da8879a3ae61b09d8388bc2b4a2fe5359256a (diff)
downloadraylib-d5d391faaf69027b8fecb26f30754c3bff83c311.tar.gz
raylib-d5d391faaf69027b8fecb26f30754c3bff83c311.zip
Added RaycastMesh function and example test case
Diffstat (limited to 'src')
-rw-r--r--src/models.c38
-rw-r--r--src/raylib.h3
-rw-r--r--src/raymath.h26
-rw-r--r--src/shapes.c73
4 files changed, 134 insertions, 6 deletions
diff --git a/src/models.c b/src/models.c
index a2043913..41e527dc 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1918,3 +1918,41 @@ 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 f291ce85..7252ba4e 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -497,6 +497,7 @@ 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
} RayHitInfo;
@@ -924,6 +925,8 @@ RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox 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 );
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
diff --git a/src/raymath.h b/src/raymath.h
index 3cd1394e..5871e350 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -130,6 +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
//------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix
@@ -382,6 +383,31 @@ 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)
+{
+
+ //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 );
+ 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;
+
+ Vector3 result;
+ result.y = (d11 * d20 - d01 * d21) / denom;
+ result.z = (d00 * d21 - d01 * d20) / denom;
+ result.x = 1.0f - (result.z + result.y);
+
+ return result;
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------
diff --git a/src/shapes.c b/src/shapes.c
index 4b2de4f2..74480c83 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -544,13 +544,74 @@ RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
{
float t = (ray.position.y - groundHeight) / -ray.direction.y;
if (t >= 0.0) {
- Vector3 camDir = ray.direction;
- VectorScale( &camDir, t );
- result.hit = true;
- result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
- result.hitPosition = VectorAdd( ray.position, camDir );
+ 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;
-} \ No newline at end of file
+}
+