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@@ -1336,18 +1336,28 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
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return collision;
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}
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-// Detect collision between ray and box
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+// Detect collision between ray and sphere
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+bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
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+{
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+ bool collision = false;
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+
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+ // TODO: implement collision...
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+
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+ return collision;
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+}
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+
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+// Detect collision between ray and bounding box
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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{
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bool collision = false;
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float t[8];
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- t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
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- t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
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- t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
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- t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
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- t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
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- t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
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+ t[0] = (minBBox.x - ray.position.x)/ray.direction.x;
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+ t[1] = (maxBBox.x - ray.position.x)/ray.direction.x;
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+ t[2] = (minBBox.y - ray.position.y)/ray.direction.y;
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+ t[3] = (maxBBox.y - ray.position.y)/ray.direction.y;
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+ t[4] = (minBBox.z - ray.position.z)/ray.direction.z;
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+ t[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
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t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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@@ -1359,6 +1369,32 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
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// TODO: Useful function to check collision area?
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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+// Calculate mesh bounding box limits
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+BoundingBox CalculateBoundingBox(Mesh mesh)
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+{
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+ // Get min and max vertex to construct bounds (AABB)
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+ Vector3 minVertex = mesh.vertices[0];
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+ Vector3 maxVertex = mesh.vertices[0];
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+
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+ for (int i = 1; i < mesh.vertexCount; i++)
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+ {
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+ // TODO: Compare min and max with previous vertex
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+ //minVertex = Vector3.Min(minVertex, mesh.vertices[i]);
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+ //maxVertex = Vector3.Max(maxVertex, mesh.vertices[i]);
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+ }
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+
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+ // NOTE: For OBB, transform mesh by model transform matrix
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+ //minVertex = VectorTransform(meshMin, mesh.transform);
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+ //maxVertex = VectorTransform(meshMax, mesh.transform);
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+
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+ // Create the bounding box
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+ BoundingBox box;
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+ box.min = minVertex;
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+ box.max = maxVertex;
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+
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+ return box;
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+}
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+
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// Detect and resolve cubicmap collisions
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// NOTE: player position (or camera) is modified inside this function
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
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