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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
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')
-rw-r--r--src/models.c20
-rw-r--r--src/raylib.h1
2 files changed, 21 insertions, 0 deletions
diff --git a/src/models.c b/src/models.c
index f78be41d..dd170e0b 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1336,6 +1336,26 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
return collision;
}
+// Detect collision between ray and 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[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]));
+
+ collision = !(t[7] < 0 || t[6] > t[7]);
+
+ return collision;
+}
+
// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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