/******************************************************************************************* * * raylib [models] example - Detect basic 3d collisions (box vs sphere vs box) * * Example originally created with raylib 1.3, last time updated with raylib 3.5 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); // Define the camera to look into our 3d world Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; Color playerColor = GREEN; Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f }; Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f }; Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f }; float enemySphereSize = 1.5f; bool collision = false; 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 //---------------------------------------------------------------------------------- // Move player if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f; else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f; else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f; else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f; collision = false; // Check collisions player vs enemy-box if (CheckCollisionBoxes( (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, playerPosition.y - playerSize.y/2, playerPosition.z - playerSize.z/2 }, (Vector3){ playerPosition.x + playerSize.x/2, playerPosition.y + playerSize.y/2, playerPosition.z + playerSize.z/2 }}, (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, enemyBoxPos.y - enemyBoxSize.y/2, enemyBoxPos.z - enemyBoxSize.z/2 }, (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, enemyBoxPos.y + enemyBoxSize.y/2, enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true; // Check collisions player vs enemy-sphere if (CheckCollisionBoxSphere( (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, playerPosition.y - playerSize.y/2, playerPosition.z - playerSize.z/2 }, (Vector3){ playerPosition.x + playerSize.x/2, playerPosition.y + playerSize.y/2, playerPosition.z + playerSize.z/2 }}, enemySpherePos, enemySphereSize)) collision = true; if (collision) playerColor = RED; else playerColor = GREEN; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw enemy-box DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY); DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY); // Draw enemy-sphere DrawSphere(enemySpherePos, enemySphereSize, GRAY); DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY); // Draw player DrawCubeV(playerPosition, playerSize, playerColor); DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawText("Move player with cursors to collide", 220, 40, 20, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }