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/******************************************************************************************* | ||
* | ||
* 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) 2017-2024 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5) | ||
* | ||
********************************************************************************************/ | ||
package main | ||
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import ( | ||
"fmt" | ||
"math" | ||
"unsafe" | ||
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rl "github.com/gen2brain/raylib-go/raylib" | ||
) | ||
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const ( | ||
screenWidth = 800 | ||
screenHeight = 450 | ||
) | ||
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// Program main entry point | ||
func main() { | ||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking") | ||
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// Define the camera to look into our 3d world | ||
camera := rl.Camera{ | ||
Position: rl.Vector3{ | ||
X: 20.0, | ||
Y: 20.0, | ||
Z: 20.0, | ||
}, // Camera position | ||
Target: rl.Vector3{Y: 8.0}, // Camera looking at point | ||
Up: rl.Vector3{Y: 1.6}, // Camera up vector (rotation towards target) | ||
Fovy: 45.0, // Camera field-of-view Y | ||
Projection: rl.CameraPerspective, // Camera projection type | ||
} | ||
var ray rl.Ray // Picking ray | ||
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tower := rl.LoadModel("turret.obj") // Load OBJ model | ||
texture := rl.LoadTexture("turret_diffuse.png") // Load model texture | ||
materials := unsafe.Slice(tower.Materials, tower.MaterialCount) | ||
materials[0].GetMap(rl.MapDiffuse).Texture = texture // Set model diffuse texture | ||
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towerPos := rl.Vector3{} // Set model position | ||
meshes := unsafe.Slice(tower.Meshes, tower.MeshCount) | ||
towerBBox := rl.GetMeshBoundingBox(meshes[0]) // Get mesh bounding box | ||
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// Ground quad | ||
g0 := rl.Vector3{ | ||
X: -50.0, | ||
Z: -50.0, | ||
} | ||
g1 := rl.Vector3{ | ||
X: -50.0, | ||
Z: 50.0, | ||
} | ||
g2 := rl.Vector3{ | ||
X: 50.0, | ||
Z: 50.0, | ||
} | ||
g3 := rl.Vector3{ | ||
X: 50.0, | ||
Z: -50.0, | ||
} | ||
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// Test triangle | ||
ta := rl.Vector3{ | ||
X: -25.0, | ||
Y: 0.5, | ||
} | ||
tb := rl.Vector3{ | ||
X: -4.0, | ||
Y: 2.5, | ||
Z: 1.0, | ||
} | ||
tc := rl.Vector3{ | ||
X: -8.0, | ||
Y: 6.5, | ||
} | ||
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bary := rl.Vector3{} | ||
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// Test sphere | ||
sp := rl.Vector3{ | ||
X: -30.0, | ||
Y: 5.0, | ||
Z: 5.0, | ||
} | ||
sr := float32(4.0) | ||
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rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second | ||
// Main game loop | ||
for !rl.WindowShouldClose() { // Detect window close button or ESC key | ||
// Update | ||
if rl.IsCursorHidden() { | ||
rl.UpdateCamera(&camera, rl.CameraFirstPerson) // Update camera | ||
} | ||
// Toggle camera controls | ||
if rl.IsMouseButtonPressed(rl.MouseButtonRight) { | ||
if rl.IsCursorHidden() { | ||
rl.EnableCursor() | ||
} else { | ||
rl.DisableCursor() | ||
} | ||
} | ||
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// Display information about the closest hit | ||
collision := rl.RayCollision{ | ||
Distance: math.MaxFloat32, | ||
Hit: false, | ||
} | ||
hitObjectName := "None" | ||
cursorColor := rl.White | ||
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// Get ray and test against objects | ||
// See issue : https://github.com/gen2brain/raylib-go/issues/457 | ||
//ray = rl.GetScreenToWorldRay(rl.GetMousePosition(), camera) | ||
ray = rl.GetMouseRay(rl.GetMousePosition(), camera) | ||
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// Check ray collision against ground quad | ||
groundHitInfo := rl.GetRayCollisionQuad(ray, g0, g1, g2, g3) | ||
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if (groundHitInfo.Hit) && (groundHitInfo.Distance < collision.Distance) { | ||
collision = groundHitInfo | ||
cursorColor = rl.Green | ||
hitObjectName = "Ground" | ||
} | ||
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// Check ray collision against test triangle | ||
triHitInfo := rl.GetRayCollisionTriangle(ray, ta, tb, tc) | ||
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if (triHitInfo.Hit) && (triHitInfo.Distance < collision.Distance) { | ||
collision = triHitInfo | ||
cursorColor = rl.Purple | ||
hitObjectName = "Triangle" | ||
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bary = rl.Vector3Barycenter(collision.Point, ta, tb, tc) | ||
} | ||
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// Check ray collision against test sphere | ||
sphereHitInfo := rl.GetRayCollisionSphere(ray, sp, sr) | ||
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if (sphereHitInfo.Hit) && (sphereHitInfo.Distance < collision.Distance) { | ||
collision = sphereHitInfo | ||
cursorColor = rl.Orange | ||
hitObjectName = "Sphere" | ||
} | ||
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// Check ray collision against bounding box first, before trying the full ray-mesh test | ||
boxHitInfo := rl.GetRayCollisionBox(ray, towerBBox) | ||
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if (boxHitInfo.Hit) && (boxHitInfo.Distance < collision.Distance) { | ||
collision = boxHitInfo | ||
cursorColor = rl.Orange | ||
hitObjectName = "Box" | ||
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// Check ray collision against model meshes | ||
meshHitInfo := rl.RayCollision{} | ||
for m := int32(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 = rl.GetRayCollisionMesh(ray, meshes[m], tower.Transform) | ||
if meshHitInfo.Hit { | ||
// Save the closest hit mesh | ||
if (!collision.Hit) || (collision.Distance > meshHitInfo.Distance) { | ||
collision = meshHitInfo | ||
} | ||
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break // Stop once one mesh collision is detected, the colliding mesh is m | ||
} | ||
} | ||
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if meshHitInfo.Hit { | ||
collision = meshHitInfo | ||
cursorColor = rl.Orange | ||
hitObjectName = "Mesh" | ||
} | ||
} | ||
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// Draw | ||
rl.BeginDrawing() | ||
rl.ClearBackground(rl.RayWhite) | ||
rl.BeginMode3D(camera) | ||
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// Draw the tower | ||
// WARNING: If scale is different from 1.0f, | ||
// not considered by GetRayCollisionModel() | ||
rl.DrawModel(tower, towerPos, 1.0, rl.White) | ||
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// Draw the test triangle | ||
rl.DrawLine3D(ta, tb, rl.Purple) | ||
rl.DrawLine3D(tb, tc, rl.Purple) | ||
rl.DrawLine3D(tc, ta, rl.Purple) | ||
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// Draw the test sphere | ||
rl.DrawSphereWires(sp, sr, 8, 8, rl.Purple) | ||
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// Draw the mesh bbox if we hit it | ||
if boxHitInfo.Hit { | ||
rl.DrawBoundingBox(towerBBox, rl.Lime) | ||
} | ||
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// If we hit something, draw the cursor at the hit point | ||
if collision.Hit { | ||
rl.DrawCube(collision.Point, 0.3, 0.3, 0.3, cursorColor) | ||
rl.DrawCubeWires(collision.Point, 0.3, 0.3, 0.3, rl.Red) | ||
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normalEnd := rl.Vector3{} | ||
normalEnd.X = collision.Point.X + collision.Normal.X | ||
normalEnd.Y = collision.Point.Y + collision.Normal.Y | ||
normalEnd.Z = collision.Point.Z + collision.Normal.Z | ||
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rl.DrawLine3D(collision.Point, normalEnd, rl.Red) | ||
} | ||
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rl.DrawRay(ray, rl.Maroon) | ||
rl.DrawGrid(10, 10.0) | ||
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rl.EndMode3D() | ||
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// Draw some debug GUI text | ||
rl.DrawText(fmt.Sprintf("Hit Object: %s", hitObjectName), 10, 50, 10, rl.Black) | ||
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if collision.Hit { | ||
ypos := int32(70) | ||
rl.DrawText(fmt.Sprintf("Distance: %3.2f", collision.Distance), 10, ypos, 10, rl.Black) | ||
rl.DrawText(Vec2Str("Hit Pos : %3.2f %3.2f %3.2f", collision.Point), 10, ypos+15, 10, rl.Black) | ||
rl.DrawText(Vec2Str("Hit Norm: %3.2f %3.2f %3.2f", collision.Normal), 10, ypos+30, 10, rl.Black) | ||
if triHitInfo.Hit && hitObjectName == "Triangle" { | ||
rl.DrawText(Vec2Str("Barycenter: %3.2f %3.2f %3.2f", bary), 10, ypos+45, 10, rl.Black) | ||
} | ||
} | ||
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rl.DrawText("Right click mouse to toggle camera controls", 10, 430, 10, rl.Gray) | ||
rl.DrawText("(c) Turret 3D model by Alberto Cano", screenWidth-200, screenHeight-20, 10, rl.Gray) | ||
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rl.DrawFPS(10, 10) | ||
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rl.EndDrawing() | ||
} | ||
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// De-Initialization | ||
rl.UnloadModel(tower) // Unload model | ||
rl.UnloadTexture(texture) // Unload texture | ||
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rl.CloseWindow() // Close window and OpenGL context | ||
} | ||
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func Vec2Str(format string, vec rl.Vector3) string { | ||
return fmt.Sprintf(format, vec.X, vec.Y, vec.Z) | ||
} |
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