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authorvictorfisac <victorfisac@gmail.com>2016-01-20 16:01:59 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-20 16:01:59 +0100
commit423a45ac85c64c578e15a6672bff3ae17c2be44a (patch)
treedd1dc073a44e7ed51bafa3ba77cf90f2bb6d76f0 /src
parentdc385ba4ec546b797866c3bde6a2490ad8245696 (diff)
downloadraylib-423a45ac85c64c578e15a6672bff3ae17c2be44a.tar.gz
raylib-423a45ac85c64c578e15a6672bff3ae17c2be44a.zip
Added ray-sphere collision detection
- Added simple ray-sphere collision detection. - Added extra function with extended parameters to obtain collision point vector. - Fixed bounding box calculations init values (were causing compiling errors).
Diffstat (limited to 'src')
-rw-r--r--src/models.c41
-rw-r--r--src/raylib.h2
2 files changed, 40 insertions, 3 deletions
diff --git a/src/models.c b/src/models.c
index 06044820..daa05b1a 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;
}
@@ -1373,8 +1408,8 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
BoundingBox CalculateBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)
- Vector3 minVertex = mesh.vertices[0];
- Vector3 maxVertex = mesh.vertices[0];
+ Vector3 minVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
+ Vector3 maxVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
for (int i = 1; i < mesh.vertexCount; i++)
{
diff --git a/src/raylib.h b/src/raylib.h
index 16311df8..876d22a9 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -770,6 +770,8 @@ 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 CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
+bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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