From 1793f2c3b87f1ed487216e23f3074085753ee346 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Thu, 7 Jan 2016 16:18:24 +0100 Subject: Added collision check between ray and box - Added CheckCollisionRayBox() function. - Updated and improved core 3d picking example (currently working as expected). --- src/models.c | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) (limited to 'src/models.c') 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) -- cgit v1.2.3