/******************************************************************************************* * * raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh * * Example originally created with raylib 1.7, last time updated with raylib 4.0 * * Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2017-2023 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type Ray ray = { 0 }; // Picking ray Model tower = LoadModel("resources/models/obj/turret.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box // Ground quad Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f }; Vector3 g1 = (Vector3){ -50.0f, 0.0f, 50.0f }; Vector3 g2 = (Vector3){ 50.0f, 0.0f, 50.0f }; Vector3 g3 = (Vector3){ 50.0f, 0.0f, -50.0f }; // Test triangle Vector3 ta = (Vector3){ -25.0f, 0.5f, 0.0f }; Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f }; Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f }; Vector3 bary = { 0.0f, 0.0f, 0.0f }; // Test sphere Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f }; float sr = 4.0f; 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 //---------------------------------------------------------------------------------- if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera // Toggle camera controls if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) { if (IsCursorHidden()) EnableCursor(); else DisableCursor(); } // Display information about closest hit RayCollision collision = { 0 }; char *hitObjectName = "None"; collision.distance = FLT_MAX; collision.hit = false; Color cursorColor = WHITE; // Get ray and test against objects ray = GetMouseRay(GetMousePosition(), camera); // Check ray collision against ground quad RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3); if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance)) { collision = groundHitInfo; cursorColor = GREEN; hitObjectName = "Ground"; } // Check ray collision against test triangle RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc); if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance)) { collision = triHitInfo; cursorColor = PURPLE; hitObjectName = "Triangle"; bary = Vector3Barycenter(collision.point, ta, tb, tc); } // Check ray collision against test sphere RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr); if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) { collision = sphereHitInfo; cursorColor = ORANGE; hitObjectName = "Sphere"; } // Check ray collision against bounding box first, before trying the full ray-mesh test RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox); if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance)) { collision = boxHitInfo; cursorColor = ORANGE; hitObjectName = "Box"; // Check ray collision against model meshes RayCollision meshHitInfo = { 0 }; for (int m = 0; m < tower.meshCount; m++) { // NOTE: We consider the model.transform for the collision check but // it can be checked against any transform Matrix, used when checking against same // model drawn multiple times with multiple transforms meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform); if (meshHitInfo.hit) { // Save the closest hit mesh if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; break; // Stop once one mesh collision is detected, the colliding mesh is m } } if (meshHitInfo.hit) { collision = meshHitInfo; cursorColor = ORANGE; hitObjectName = "Mesh"; } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw the tower // WARNING: If scale is different than 1.0f, // not considered by GetRayCollisionModel() DrawModel(tower, towerPos, 1.0f, WHITE); // Draw the test triangle DrawLine3D(ta, tb, PURPLE); DrawLine3D(tb, tc, PURPLE); DrawLine3D(tc, ta, PURPLE); // Draw the test sphere DrawSphereWires(sp, sr, 8, 8, PURPLE); // Draw the mesh bbox if we hit it if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME); // If we hit something, draw the cursor at the hit point if (collision.hit) { DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor); DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, RED); Vector3 normalEnd; normalEnd.x = collision.point.x + collision.normal.x; normalEnd.y = collision.point.y + collision.normal.y; normalEnd.z = collision.point.z + collision.normal.z; DrawLine3D(collision.point, normalEnd, RED); } DrawRay(ray, MAROON); DrawGrid(10, 10.0f); EndMode3D(); // Draw some debug GUI text DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); if (collision.hit) { int ypos = 70; DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK); DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f", collision.point.x, collision.point.y, collision.point.z), 10, ypos + 15, 10, BLACK); DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f", collision.normal.x, collision.normal.y, collision.normal.z), 10, ypos + 30, 10, BLACK); if (triHitInfo.hit && TextIsEqual(hitObjectName, "Triangle")) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); } DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY); DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(tower); // Unload model UnloadTexture(texture); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }