From 658c2806690ace34a0dae6b6ed12d0ea52d2d6e4 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Thu, 5 Jan 2017 19:33:05 +0100 Subject: Lattest PR review Function names, code formatting... --- examples/Makefile | 11 ++- examples/core_3d_raypick.c | 195 ----------------------------------------- examples/models_ray_picking.c | 197 ++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 202 insertions(+), 201 deletions(-) delete mode 100644 examples/core_3d_raypick.c create mode 100644 examples/models_ray_picking.c (limited to 'examples') diff --git a/examples/Makefile b/examples/Makefile index 676529c7..80437590 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -203,7 +203,6 @@ EXAMPLES = \ core_gestures_detection \ core_3d_mode \ core_3d_picking \ - core_3d_raypick \ core_3d_camera_free \ core_3d_camera_first_person \ core_2d_camera \ @@ -237,6 +236,7 @@ EXAMPLES = \ models_obj_loading \ models_heightmap \ models_cubicmap \ + models_ray_picking \ shaders_model_shader \ shaders_shapes_textures \ shaders_custom_uniform \ @@ -321,11 +321,6 @@ core_3d_mode: core_3d_mode.c core_3d_picking: core_3d_picking.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -# compile [core] example - 3d ray picking -core_3d_raypick: core_3d_raypick.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) - - # compile [core] example - 3d camera free core_3d_camera_free: core_3d_camera_free.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) @@ -462,6 +457,10 @@ models_heightmap: models_heightmap.c models_cubicmap: models_cubicmap.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) +# compile [models] example - model ray picking +models_ray_picking: models_ray_picking.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + # compile [shaders] example - model shader shaders_model_shader: shaders_model_shader.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) diff --git a/examples/core_3d_raypick.c b/examples/core_3d_raypick.c deleted file mode 100644 index cf56b277..00000000 --- a/examples/core_3d_raypick.c +++ /dev/null @@ -1,195 +0,0 @@ -/******************************************************************************************* -* -* raylib [core] example - Ray-Picking in 3d mode, ground plane, triangle, mesh -* -* This example has been created using raylib 1.3 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2015 Ramon Santamaria (@raysan5) -* Example contributed by Joel Davis (@joeld42) -* -********************************************************************************************/ - -#include "raylib.h" -#include "raymath.h" - -#include -#include - - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d ray picking"); - - // Define the camera to look into our 3d world - Camera camera; - camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position - camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) - camera.fovy = 45.0f; // Camera field-of-view Y - - Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; - Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; - - Ray ray; // Picking line ray - - Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model - Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture - tower.material.texDiffuse = texture; // Set model diffuse texture - Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position - BoundingBox towerBBox = CalculateBoundingBox( tower.mesh ); - bool hitMeshBBox; - bool hitTriangle; - - // Test triangle - Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; - Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; - Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; - - Vector3 bary = {0}; - - SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode - - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - - //-------------------------------------------------------------------------------------- - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update camera - - - // Display information about closest hit - RayHitInfo nearestHit; - char *hitObjectName = "None"; - nearestHit.distance = FLT_MAX; - nearestHit.hit = false; - Color cursorColor = WHITE; - - // Get ray and test against ground, triangle, and mesh - ray = GetMouseRay(GetMousePosition(), camera); - - RayHitInfo groundHitInfo = RaycastGroundPlane( ray, 0.0 ); - if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { - nearestHit = groundHitInfo; - cursorColor = GREEN; - hitObjectName = "Ground"; - } - - RayHitInfo triHitInfo = RaycastTriangle( ray, ta, tb, tc ); - if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { - nearestHit = triHitInfo; - cursorColor = PURPLE; - hitObjectName = "Triangle"; - - bary = Barycentric( nearestHit.hitPosition, ta, tb, tc ); - hitTriangle = true; - } else { - hitTriangle = false; - } - - RayHitInfo meshHitInfo; - - // check the bounding box first, before trying the full ray/mesh test - if (CheckCollisionRayBox( ray, towerBBox )) { - hitMeshBBox = true; - meshHitInfo = RaycastMesh( ray, &tower.mesh ); - if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { - nearestHit = meshHitInfo; - cursorColor = ORANGE; - hitObjectName = "Mesh"; - } - } else { - hitMeshBBox = false; - } - - //---------------------------------------------------------------------------------- - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - Begin3dMode(camera); - - // Draw the tower - DrawModel( tower, towerPos, 1.0, WHITE ); - - // Draw the test triangle - DrawLine3D( ta, tb, PURPLE ); - DrawLine3D( tb, tc, PURPLE ); - DrawLine3D( tc, ta, PURPLE ); - - // Draw the mesh bbox if we hit it - if (hitMeshBBox) { - DrawBoundingBox( towerBBox, LIME ); - } - - // If we hit something, draw the cursor at the hit point - if (nearestHit.hit) { - DrawCube( nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor ); - DrawCubeWires( nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW ); - - Vector3 normalEnd; - normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; - normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; - normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; - DrawLine3D( nearestHit.hitPosition, normalEnd, YELLOW ); - } - - DrawRay(ray, MAROON); - - DrawGrid(10, 1.0f); - - End3dMode(); - - // Show some debug text - char line[1024]; - sprintf( line, "Hit Object: %s\n", hitObjectName ); - DrawText( line, 10, 30, 15, BLACK ); - - if (nearestHit.hit) { - int ypos = 45; - sprintf( line, "Distance: %3.2f", nearestHit.distance ); - DrawText( line, 10, ypos, 15, BLACK ); - ypos += 15; - - sprintf( line, "Hit Pos: %3.2f %3.2f %3.2f", - nearestHit.hitPosition.x, nearestHit.hitPosition.y, nearestHit.hitPosition.z ); - DrawText( line, 10, ypos, 15, BLACK ); - ypos += 15; - - sprintf( line, "Hit Norm: %3.2f %3.2f %3.2f", - nearestHit.hitNormal.x, nearestHit.hitNormal.y, nearestHit.hitNormal.z ); - DrawText( line, 10, ypos, 15, BLACK ); - ypos += 15; - - if (hitTriangle) { - sprintf( line, "Barycentric: %3.2f %3.2f %3.2f", - bary.x, bary.y, bary.z ); - DrawText( line, 10, ypos, 15, BLACK ); - } - } - - DrawText( "Use Mouse to Move Camera", 10, 420, 15, LIGHTGRAY ); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} \ No newline at end of file diff --git a/examples/models_ray_picking.c b/examples/models_ray_picking.c new file mode 100644 index 00000000..c578a185 --- /dev/null +++ b/examples/models_ray_picking.c @@ -0,0 +1,197 @@ +/******************************************************************************************* +* +* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh +* +* This example has been created using raylib 1.7 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* Example contributed by Joel Davis (@joeld42) +* +********************************************************************************************/ + +#include "raylib.h" +#include "../src/raymath.h" + +#include +#include + + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking"); + + // Define the camera to look into our 3d world + Camera camera; + camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + + Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; + Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; + + Ray ray; // Picking line ray + + Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model + Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture + tower.material.texDiffuse = texture; // Set model diffuse texture + + Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position + BoundingBox towerBBox = CalculateBoundingBox( tower.mesh ); + bool hitMeshBBox = false; + bool hitTriangle = false; + + // Test triangle + Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; + Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; + Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; + + Vector3 bary = { 0.0f, 0.0f, 0.0f }; + + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update camera + + // Display information about closest hit + RayHitInfo nearestHit; + char *hitObjectName = "None"; + nearestHit.distance = FLT_MAX; + nearestHit.hit = false; + Color cursorColor = WHITE; + + // Get ray and test against ground, triangle, and mesh + ray = GetMouseRay(GetMousePosition(), camera); + + // Check ray collision aginst ground plane + RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); + + if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) + { + nearestHit = groundHitInfo; + cursorColor = GREEN; + hitObjectName = "Ground"; + } + + // Check ray collision against test triangle + RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); + + if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) + { + nearestHit = triHitInfo; + cursorColor = PURPLE; + hitObjectName = "Triangle"; + + bary = Barycenter(nearestHit.hitPosition, ta, tb, tc); + hitTriangle = true; + } + else hitTriangle = false; + + RayHitInfo meshHitInfo; + + // Check ray collision against bounding box first, before trying the full ray-mesh test + if (CheckCollisionRayBox(ray, towerBBox)) + { + hitMeshBBox = true; + + // Check ray collision against mesh + meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh); + + if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) + { + nearestHit = meshHitInfo; + cursorColor = ORANGE; + hitObjectName = "Mesh"; + } + + } hitMeshBBox = false; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + // Draw the tower + DrawModel(tower, towerPos, 1.0, WHITE); + + // Draw the test triangle + DrawLine3D(ta, tb, PURPLE); + DrawLine3D(tb, tc, PURPLE); + DrawLine3D(tc, ta, PURPLE); + + // Draw the mesh bbox if we hit it + if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME); + + // If we hit something, draw the cursor at the hit point + if (nearestHit.hit) + { + DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor); + DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW); + + Vector3 normalEnd; + normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; + normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; + normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; + + DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW); + } + + DrawRay(ray, MAROON); + + DrawGrid(100, 1.0f); + + End3dMode(); + + // Draw some debug GUI text + DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); + + if (nearestHit.hit) + { + int ypos = 70; + + DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); + + DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", + nearestHit.hitPosition.x, + nearestHit.hitPosition.y, + nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK); + + DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", + nearestHit.hitNormal.x, + nearestHit.hitNormal.y, + nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK); + + if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); + } + + DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file -- cgit v1.2.3