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-rw-r--r--src/models.c41
1 files changed, 3 insertions, 38 deletions
diff --git a/src/models.c b/src/models.c
index daa05b1a..06044820 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1341,42 +1341,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
{
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;
-
- 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;
+ // TODO: implement collision...
return collision;
}
@@ -1408,8 +1373,8 @@ 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], mesh.vertices[1], mesh.vertices[2]};
- Vector3 maxVertex = {mesh.vertices[0], mesh.vertices[1], mesh.vertices[2]};
+ Vector3 minVertex = mesh.vertices[0];
+ Vector3 maxVertex = mesh.vertices[0];
for (int i = 1; i < mesh.vertexCount; i++)
{