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@@ -11,12 +11,51 @@
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********************************************************************************************/
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#include "raylib.h"
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-#include "../src/raymath.h"
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+#include "raymath.h"
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#include <stdio.h>
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#include <float.h>
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+#if defined(PLATFORM_WEB)
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+ #include <emscripten/emscripten.h>
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+#endif
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+//----------------------------------------------------------------------------------
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+// Global Variables Definition
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+//----------------------------------------------------------------------------------
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+const int screenWidth = 800;
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+const int screenHeight = 450;
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+
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+Camera camera;
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+
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+Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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+Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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+
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+Ray ray; // Picking line ray
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+
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+Model tower;
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+Texture2D texture;
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+
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+Vector3 towerPos = { 0.0f, 0.0f, 0.0f };
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+BoundingBox towerBBox;
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+bool hitMeshBBox = false;
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+bool hitTriangle = false;
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+
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+// Test triangle
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+Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
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+Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
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+Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
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+
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+Vector3 bary = { 0.0f, 0.0f, 0.0f };
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+
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+//----------------------------------------------------------------------------------
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+// Module Functions Declaration
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+//----------------------------------------------------------------------------------
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+void UpdateDrawFrame(void); // Update and Draw one frame
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+
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+//----------------------------------------------------------------------------------
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+// Main Enry Point
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+//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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@@ -27,171 +66,174 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
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// Define the camera to look into our 3d world
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- Camera camera;
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- camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
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- camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
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- camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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- camera.fovy = 45.0f; // Camera field-of-view Y
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-
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- Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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- Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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+ camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
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+ camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
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+ camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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+ camera.fovy = 45.0f; // Camera field-of-view Y
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+
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+ tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
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+ texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
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+ tower.material.texDiffuse = texture; // Set model diffuse texture
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- Ray ray; // Picking line ray
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+ towerBBox = CalculateBoundingBox(tower.mesh);
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+
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+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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- Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
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- Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
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- tower.material.texDiffuse = texture; // Set model diffuse texture
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+#if defined(PLATFORM_WEB)
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+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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+#else
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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- Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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- BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
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- bool hitMeshBBox = false;
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- bool hitTriangle = false;
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ UpdateDrawFrame();
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+ }
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+#endif
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- // Test triangle
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- Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
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- Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
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- Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadModel(tower); // Unload model from GPU
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+ UnloadTexture(texture); // Unload texture from GPU
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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- Vector3 bary = { 0.0f, 0.0f, 0.0f };
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+ return 0;
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+}
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- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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+//----------------------------------------------------------------------------------
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+// Module Functions Definition
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+//----------------------------------------------------------------------------------
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+void UpdateDrawFrame(void)
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+{
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ UpdateCamera(&camera); // Update camera
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+
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+ // Display information about closest hit
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+ RayHitInfo nearestHit;
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+ char *hitObjectName = "None";
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+ nearestHit.distance = FLT_MAX;
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+ nearestHit.hit = false;
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+ Color cursorColor = WHITE;
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+
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+ // Get ray and test against ground, triangle, and mesh
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+ ray = GetMouseRay(GetMousePosition(), camera);
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+
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+ // Check ray collision aginst ground plane
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+ RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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+
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+ if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
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+ {
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+ nearestHit = groundHitInfo;
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+ cursorColor = GREEN;
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+ hitObjectName = "Ground";
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+ }
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- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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- //--------------------------------------------------------------------------------------
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- // Main game loop
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- while (!WindowShouldClose()) // Detect window close button or ESC key
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+ // Check ray collision against test triangle
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+ RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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+
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+ if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
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{
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- // Update
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- //----------------------------------------------------------------------------------
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- UpdateCamera(&camera); // Update camera
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-
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- // Display information about closest hit
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- RayHitInfo nearestHit;
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- char *hitObjectName = "None";
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- nearestHit.distance = FLT_MAX;
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- nearestHit.hit = false;
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- Color cursorColor = WHITE;
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-
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- // Get ray and test against ground, triangle, and mesh
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- ray = GetMouseRay(GetMousePosition(), camera);
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+ nearestHit = triHitInfo;
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+ cursorColor = PURPLE;
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+ hitObjectName = "Triangle";
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+
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+ bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
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+ hitTriangle = true;
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+ }
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+ else hitTriangle = false;
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+
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+ RayHitInfo meshHitInfo;
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+
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+ // Check ray collision against bounding box first, before trying the full ray-mesh test
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+ if (CheckCollisionRayBox(ray, towerBBox))
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+ {
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+ hitMeshBBox = true;
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- // Check ray collision aginst ground plane
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- RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
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+ // Check ray collision against mesh
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+ meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
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- if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
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+ if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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{
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- nearestHit = groundHitInfo;
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- cursorColor = GREEN;
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- hitObjectName = "Ground";
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+ nearestHit = meshHitInfo;
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+ cursorColor = ORANGE;
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+ hitObjectName = "Mesh";
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}
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-
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- // Check ray collision against test triangle
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- RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
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- if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
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- {
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- nearestHit = triHitInfo;
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- cursorColor = PURPLE;
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- hitObjectName = "Triangle";
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+ } hitMeshBBox = false;
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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- bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
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- hitTriangle = true;
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- }
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- else hitTriangle = false;
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+ ClearBackground(RAYWHITE);
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- RayHitInfo meshHitInfo;
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+ Begin3dMode(camera);
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- // Check ray collision against bounding box first, before trying the full ray-mesh test
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- if (CheckCollisionRayBox(ray, towerBBox))
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- {
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- hitMeshBBox = true;
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+ // Draw the tower
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+ DrawModel(tower, towerPos, 1.0, WHITE);
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- // Check ray collision against mesh
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- meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
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-
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- if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
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- {
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- nearestHit = meshHitInfo;
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- cursorColor = ORANGE;
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- hitObjectName = "Mesh";
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- }
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-
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- } hitMeshBBox = false;
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- //----------------------------------------------------------------------------------
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-
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- // Draw
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- //----------------------------------------------------------------------------------
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- BeginDrawing();
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-
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- ClearBackground(RAYWHITE);
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+ // Draw the test triangle
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+ DrawLine3D(ta, tb, PURPLE);
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+ DrawLine3D(tb, tc, PURPLE);
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+ DrawLine3D(tc, ta, PURPLE);
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- Begin3dMode(camera);
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-
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- // Draw the tower
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- DrawModel(tower, towerPos, 1.0, WHITE);
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-
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- // Draw the test triangle
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- DrawLine3D(ta, tb, PURPLE);
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- DrawLine3D(tb, tc, PURPLE);
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- DrawLine3D(tc, ta, PURPLE);
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-
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- // Draw the mesh bbox if we hit it
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- if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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-
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- // If we hit something, draw the cursor at the hit point
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- if (nearestHit.hit)
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- {
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- DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
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- DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
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-
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- Vector3 normalEnd;
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- normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
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- normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
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- normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
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-
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- DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
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- }
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-
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- DrawRay(ray, MAROON);
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-
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- DrawGrid(100, 1.0f);
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-
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- End3dMode();
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-
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- // Draw some debug GUI text
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- DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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+ // Draw the mesh bbox if we hit it
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+ if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
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+ // If we hit something, draw the cursor at the hit point
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if (nearestHit.hit)
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{
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- int ypos = 70;
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+ DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
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+ DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
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- DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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+ Vector3 normalEnd;
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+ normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
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+ normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
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+ normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
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- DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
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- nearestHit.hitPosition.x,
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- nearestHit.hitPosition.y,
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- nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
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-
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- DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
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- nearestHit.hitNormal.x,
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- nearestHit.hitNormal.y,
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- nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
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-
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- if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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+ DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
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}
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- DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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+ DrawRay(ray, MAROON);
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+
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+ DrawGrid(100, 1.0f);
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- DrawFPS(10, 10);
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+ End3dMode();
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+
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+ // Draw some debug GUI text
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+ DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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- EndDrawing();
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- //----------------------------------------------------------------------------------
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- }
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+ if (nearestHit.hit)
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+ {
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+ int ypos = 70;
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- // De-Initialization
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- //--------------------------------------------------------------------------------------
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- CloseWindow(); // Close window and OpenGL context
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- //--------------------------------------------------------------------------------------
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+ DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
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+
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+ DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
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+ nearestHit.hitPosition.x,
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+ nearestHit.hitPosition.y,
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+ nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
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+
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+ DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
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+ nearestHit.hitNormal.x,
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+ nearestHit.hitNormal.y,
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+ nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
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+
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+ if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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+ }
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- return 0;
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-}
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+ DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
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+
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+ DrawFPS(10, 10);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+}
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