1 /*******************************************************************************************
2 *
3 *   raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
4 *
5 *   This example has been created using raylib 1.7 (www.raylib.com)
6 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7 *
8 *   Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
9 *
10 *   Copyright (c) 2017 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
11 *
12 ********************************************************************************************/
13 
14 #include "raylib.h"
15 #include "raymath.h"
16 
17 #define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
18 
main(void)19 int main(void)
20 {
21     // Initialization
22     //--------------------------------------------------------------------------------------
23     const int screenWidth = 800;
24     const int screenHeight = 450;
25 
26     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
27 
28     // Define the camera to look into our 3d world
29     Camera camera = { 0 };
30     camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
31     camera.target = (Vector3){ 0.0f, 8.0f, 0.0f };      // Camera looking at point
32     camera.up = (Vector3){ 0.0f, 1.6f, 0.0f };          // Camera up vector (rotation towards target)
33     camera.fovy = 45.0f;                                // Camera field-of-view Y
34     camera.projection = CAMERA_PERSPECTIVE;                   // Camera mode type
35 
36     Ray ray = { 0 };        // Picking ray
37 
38     Model tower = LoadModel("resources/models/turret.obj");                 // Load OBJ model
39     Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
40     tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;                 // Set model diffuse texture
41 
42     Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
43     BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]);   // Get mesh bounding box
44     bool hitMeshBBox = false;
45     bool hitTriangle = false;
46 
47     // Test triangle
48     Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
49     Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
50     Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
51 
52     Vector3 bary = { 0.0f, 0.0f, 0.0f };
53 
54     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
55 
56     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
57     //--------------------------------------------------------------------------------------
58     // Main game loop
59     while (!WindowShouldClose())        // Detect window close button or ESC key
60     {
61         // Update
62         //----------------------------------------------------------------------------------
63         UpdateCamera(&camera);          // Update camera
64 
65         // Display information about closest hit
66         RayHitInfo nearestHit = { 0 };
67         char *hitObjectName = "None";
68         nearestHit.distance = FLT_MAX;
69         nearestHit.hit = false;
70         Color cursorColor = WHITE;
71 
72         // Get ray and test against ground, triangle, and mesh
73         ray = GetMouseRay(GetMousePosition(), camera);
74 
75         // Check ray collision aginst ground plane
76         RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
77 
78         if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
79         {
80             nearestHit = groundHitInfo;
81             cursorColor = GREEN;
82             hitObjectName = "Ground";
83         }
84 
85         // Check ray collision against test triangle
86         RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
87 
88         if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
89         {
90             nearestHit = triHitInfo;
91             cursorColor = PURPLE;
92             hitObjectName = "Triangle";
93 
94             bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
95             hitTriangle = true;
96         }
97         else hitTriangle = false;
98 
99         RayHitInfo meshHitInfo = { 0 };
100 
101         // Check ray collision against bounding box first, before trying the full ray-mesh test
102         if (CheckCollisionRayBox(ray, towerBBox))
103         {
104             hitMeshBBox = true;
105 
106             // Check ray collision against model
107             // NOTE: It considers model.transform matrix!
108             meshHitInfo = GetCollisionRayModel(ray, tower);
109 
110             if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
111             {
112                 nearestHit = meshHitInfo;
113                 cursorColor = ORANGE;
114                 hitObjectName = "Mesh";
115             }
116         }
117 
118         hitMeshBBox = false;
119         //----------------------------------------------------------------------------------
120 
121         // Draw
122         //----------------------------------------------------------------------------------
123         BeginDrawing();
124 
125             ClearBackground(RAYWHITE);
126 
127             BeginMode3D(camera);
128 
129                 // Draw the tower
130                 // WARNING: If scale is different than 1.0f,
131                 // not considered by GetCollisionRayModel()
132                 DrawModel(tower, towerPos, 1.0f, WHITE);
133 
134                 // Draw the test triangle
135                 DrawLine3D(ta, tb, PURPLE);
136                 DrawLine3D(tb, tc, PURPLE);
137                 DrawLine3D(tc, ta, PURPLE);
138 
139                 // Draw the mesh bbox if we hit it
140                 if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
141 
142                 // If we hit something, draw the cursor at the hit point
143                 if (nearestHit.hit)
144                 {
145                     DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
146                     DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
147 
148                     Vector3 normalEnd;
149                     normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
150                     normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
151                     normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
152 
153                     DrawLine3D(nearestHit.position, normalEnd, RED);
154                 }
155 
156                 DrawRay(ray, MAROON);
157 
158                 DrawGrid(10, 10.0f);
159 
160             EndMode3D();
161 
162             // Draw some debug GUI text
163             DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
164 
165             if (nearestHit.hit)
166             {
167                 int ypos = 70;
168 
169                 DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
170 
171                 DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
172                                     nearestHit.position.x,
173                                     nearestHit.position.y,
174                                     nearestHit.position.z), 10, ypos + 15, 10, BLACK);
175 
176                 DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
177                                     nearestHit.normal.x,
178                                     nearestHit.normal.y,
179                                     nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
180 
181                 if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
182             }
183 
184             DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
185 
186             DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
187 
188             DrawFPS(10, 10);
189 
190         EndDrawing();
191         //----------------------------------------------------------------------------------
192     }
193 
194     // De-Initialization
195     //--------------------------------------------------------------------------------------
196     UnloadModel(tower);         // Unload model
197     UnloadTexture(texture);     // Unload texture
198 
199     CloseWindow();              // Close window and OpenGL context
200     //--------------------------------------------------------------------------------------
201 
202     return 0;
203 }