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@@ -1966,28 +1966,28 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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return collision;
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}
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-// Get collision info between ray and mesh
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-RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
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+// Get collision info between ray and model
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+RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
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{
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RayHitInfo result = { 0 };
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// If mesh doesn't have vertex data on CPU, can't test it.
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- if (!mesh->vertices) return result;
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+ if (!model->mesh.vertices) return result;
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- // mesh->triangleCount may not be set, vertexCount is more reliable
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- int triangleCount = mesh->vertexCount/3;
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+ // model->mesh.triangleCount may not be set, vertexCount is more reliable
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+ int triangleCount = model->mesh.vertexCount/3;
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// Test against all triangles in mesh
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for (int i = 0; i < triangleCount; i++)
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{
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Vector3 a, b, c;
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- Vector3 *vertdata = (Vector3 *)mesh->vertices;
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+ Vector3 *vertdata = (Vector3 *)model->mesh.vertices;
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- if (mesh->indices)
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+ if (model->mesh.indices)
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{
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- a = vertdata[mesh->indices[i*3 + 0]];
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- b = vertdata[mesh->indices[i*3 + 1]];
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- c = vertdata[mesh->indices[i*3 + 2]];
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+ a = vertdata[model->mesh.indices[i*3 + 0]];
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+ b = vertdata[model->mesh.indices[i*3 + 1]];
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+ c = vertdata[model->mesh.indices[i*3 + 2]];
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}
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else
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{
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@@ -1995,6 +1995,10 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
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b = vertdata[i*3 + 1];
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c = vertdata[i*3 + 2];
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}
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+
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+ a = Vector3Transform(a, model->transform);
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+ b = Vector3Transform(b, model->transform);
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+ c = Vector3Transform(c, model->transform);
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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