GetRayBoxCells.

This commit is contained in:
jussi
2024-07-19 22:57:31 +03:00
parent c7b7975482
commit 03e9226b5f
10 changed files with 359 additions and 5 deletions

8
API.md
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@@ -7989,6 +7989,14 @@ Get collision info between ray and quad
---
> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
- Success return Vector3{}
---
## Audio - Audio device management functions
---

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@@ -5137,6 +5137,14 @@ function RL.GetRayCollisionTriangle( ray, p1, p2, p3 ) end
---@return any rayCollision
function RL.GetRayCollisionQuad( ray, p1, p2, p3, p4 ) end
---Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
---- Success return Vector3{}
---@param ray any
---@param box any
---@param cellSize table
---@return any cells
function RL.GetRayBoxCells( ray, box, cellSize ) end
-- Audio - Audio device management functions
---Initialize audio device and context

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@@ -66,6 +66,7 @@ DETAILED CHANGES:
- ADDED: Many Gui controls accept now nil for text.
- ADDED: Some raygui controls return 1 instead of 0 when pressed or scrolled.
- ADDED: DrawGridEx.
- ADDED: GetRayBoxCells.
------------------------------------------------------------------------
Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0

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@@ -0,0 +1,116 @@
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vector2 = require( "vector2" )
Vector3 = require( "vector3" )
Rectangle = require( "rectangle" )
BoundinBox = require( "bounding_box" )
Cam3D = require( "camera3d" )
local monitor = 0
local camera = {}
local box = BoundinBox:new( { -8, 0, -8 }, { 16, 16, 16 } )
local cellSize = Vector3:new( 1, 1, 1 )
local drawCellSize = cellSize:clone()
local ray = nil
local rayCol = nil
local cells = {}
local guiMouseHover = false
local spinnerEdit = {
x = false,
y = false,
z = false
}
function RL.init()
local mPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
local mSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
local winSize = Vector2:new( 1028, 720 )
RL.SetWindowTitle( "Ray box cells" )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL.SetTextLineSpacing( 26 )
camera = Cam3D:new()
camera:setPosition( { 0, 8, 16 } )
camera:setTarget( { 0, 0, 0 } )
camera:setUp( { 0, 1, 0 } )
camera.mode = camera.MODES.FREE
RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 24 )
end
function RL.update( delta )
camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
camera.mode = camera.MODES.FIRST_PERSON
else
camera.mode = camera.MODES.FREE
end
end
-- Raycast.
-- if not guiMouseHover then
if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
ray = RL.GetMouseRay( RL.GetMousePosition(), camera.camera )
rayCol = box:getRayCollision( ray )
cells = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize )
drawCellSize:setV( cellSize )
end
end
local function drawSpinner( axis, pos )
local result = 0
local bounds = Rectangle:temp( pos.x, pos.y, 96, 24 )
result, cellSize[ axis ] = RL.GuiSpinner( bounds, axis, cellSize[ axis ], 1, box.max[ axis ], spinnerEdit[ axis ] )
if result == 1 then
spinnerEdit[ axis ] = not spinnerEdit[ axis ]
end
if bounds:checkCollisionPoint( RL.GetMousePosition() ) then
guiMouseHover = true
end
end
function RL.draw()
RL.ClearBackground( RL.LIGHTGRAY )
camera:beginMode3D()
RL.DrawGrid( 16, 1 )
RL.DrawCubeWires( box.min + box.max:scale( 0.5 ), box.max, RL.WHITE )
if ray then
RL.DrawRay( ray, RL.BLUE )
RL.DrawSphere( ray[1], 0.1, RL.GREEN )
end
if rayCol and rayCol.hit then
RL.DrawSphere( rayCol.point, 0.1, RL.RED )
end
if cells then
for _, cell in ipairs( cells ) do
RL.DrawCubeWires( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, RL.RED )
RL.DrawCube( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, { 150, 200, 150, 150 } )
end
end
camera:endMode3D()
guiMouseHover = false
drawSpinner( "x", Vector2:temp( 16, 2 ) )
drawSpinner( "y", Vector2:temp( 16, 22 ) )
drawSpinner( "z", Vector2:temp( 16, 44 ) )
end

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@@ -3,7 +3,7 @@ if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = Vector3 or require( "vector3" )
local Vector3 = require( "vector3" )
local BoundingBox = {}
local metatable = {
@@ -12,6 +12,30 @@ local metatable = {
return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {"
..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}"
end,
-- __add = function( v1, v2 )
-- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
-- end,
-- __sub = function( v1, v2 )
-- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
-- end,
-- __mul = function( v1, v2 )
-- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
-- end,
-- __div = function( v1, v2 )
-- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
-- end,
-- __mod = function( v, value )
-- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
-- end,
-- __pow = function( v, value )
-- return Vector2:new( v.x ^ value, v.y ^ value )
-- end,
-- __unm = function( v )
-- return Vector2:new( -v.x, -v.y )
-- end,
__eq = function( b1, b2 )
return b1.min == b2.min and b1.max == b2.max
end,
}
--- Expects format { ... }, { ... }
@@ -111,26 +135,103 @@ function BoundingBox:getPoints()
}
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionBox( b )
return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionSphere( center, radius )
return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionPoint( point )
local max = self.min + self.max
return self.min.x <= point.x
and self.min.y <= point.y
and self.min.z <= point.z
and point.x <= max.x
and point.y <= max.y
and point.z <= max.z
end
-- Assumes max is used as size.
function BoundingBox:getRayCollision( ray )
return RL.GetRayCollisionBox( ray, self:maxToPos() )
end
-- Max to position from size.
function BoundingBox:maxToPos()
return BoundingBox:new( self.min, self.min + self.max )
return BoundingBox:newV( self.min, self.min + self.max )
end
-- Max to size from position.
function BoundingBox:maxToSize()
return BoundingBox:new( self.min, self.max - self.min )
return BoundingBox:newV( self.min, self.max - self.min )
end
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1
for _ = 1, TEMP_COUNT do
table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) )
end
--- Expects format { ... }, { ... }
function BoundingBox:temp( min, max )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempT( min )
object.max = Vector3:tempT( max )
return object
end
--- Expects format { { ... }, { ... } }
function BoundingBox:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempT( t[1] )
object.max = Vector3:tempT( t[2] )
return object
end
--- Expects format { Vector3, Vector3 }
function BoundingBox:tempV( min, max )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempV( min )
object.max = Vector3:tempV( max )
return object
end
--- Expects format BoundingBox
function BoundingBox:tempB( b )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempV( b.min )
object.max = Vector3:tempV( b.max )
return object
end
function BoundingBox:getTempId()
return curTemp
end
return BoundingBox

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@@ -120,3 +120,4 @@ int lmodelsGetRayCollisionBox( lua_State* L );
int lmodelsGetRayCollisionMesh( lua_State* L );
int lmodelsGetRayCollisionTriangle( lua_State* L );
int lmodelsGetRayCollisionQuad( lua_State* L );
int lmodelsGetRayBoxCells( lua_State* L );

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@@ -1819,6 +1819,7 @@ void luaRegister() {
assingGlobalFunction( "GetRayCollisionMesh", lmodelsGetRayCollisionMesh );
assingGlobalFunction( "GetRayCollisionTriangle", lmodelsGetRayCollisionTriangle );
assingGlobalFunction( "GetRayCollisionQuad", lmodelsGetRayCollisionQuad );
assingGlobalFunction( "GetRayBoxCells", lmodelsGetRayBoxCells );
/* Text. */
/* Font loading/unloading functions. */

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@@ -2,7 +2,7 @@
#include "state.h"
#include "lua_core.h"
inline static void printVersion() {
static inline void printVersion() {
if ( VERSION_DEV ) {
TraceLog( LOG_INFO, "ReiLua %d.%d.%d-Dev", VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH );
}

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@@ -2531,3 +2531,121 @@ int lmodelsGetRayCollisionQuad( lua_State* L ) {
return 1;
}
static inline Vector3 Vector3Floor( Vector3 v ) {
return (Vector3){ (float)floor( v.x ), (float)floor( v.y ), (float)floor( v.z ) };
}
static inline Vector3 Vector3Ceil( Vector3 v ) {
return (Vector3){ (float)ceil( v.x ), (float)ceil( v.y ), (float)ceil( v.z ) };
}
static inline bool isInsideBox( Vector3 position, BoundingBox box ) {
return box.min.x <= position.x && position.x <= box.max.x
&& box.min.y <= position.y && position.y <= box.max.y
&& box.min.z <= position.z && position.z <= box.max.z;
}
/*
> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
- Success return Vector3{}
*/
int lmodelsGetRayBoxCells( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
BoundingBox box = uluaGetBoundingBox( L, 2 );
Vector3 cellSize = uluaGetVector3( L, 3 );
/* To avoid possible div by 0 later. */
ray.direction.x == 0.0f ? EPSILON : ray.direction.x;
ray.direction.y == 0.0f ? EPSILON : ray.direction.y;
ray.direction.z == 0.0f ? EPSILON : ray.direction.z;
Vector3 boxSize = Vector3Subtract( box.max, box.min );
Vector3 boxSizeCells = Vector3Ceil( Vector3Divide( boxSize, cellSize ) );
Vector3 cellPos = { -1, -1, -1 };
Vector3 localRayPos = { 0, 0, 0 };
/* If camera is inside the box. */
if ( isInsideBox( ray.position, box ) ) {
localRayPos = Vector3Subtract( ray.position, box.min );
/* Nudge position a bit to try to get if away from {0, 0, 0}. */
localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, 0.0001f ) );
cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
}
/* Else check ray to box to see where we start. */
else {
RayCollision rayCol = GetRayCollisionBox( ray, box );
if ( rayCol.hit ) {
localRayPos = Vector3Subtract( rayCol.point, box.min );
/* Nudge inside the box. */
localRayPos = Vector3Add( localRayPos, Vector3Scale( Vector3Negate( rayCol.normal ), 0.0001f ) );
cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
}
}
lua_newtable( L );
/* Find cells along the ray. */
if ( 0 <= cellPos.x ) {
uluaPushVector3( L, cellPos );
lua_rawseti( L, -2, 1 );
Vector3 signs = {
0.0f <= ray.direction.x ? 1.0f : -1.0f,
0.0f <= ray.direction.y ? 1.0f : -1.0f,
0.0f <= ray.direction.z ? 1.0f : -1.0f
};
/* We transform everything to absolute space to make this simpler. */
Vector3 absBounds = {
0.0f < signs.x ? boxSizeCells.x - cellPos.x : cellPos.x + 1.0f,
0.0f < signs.y ? boxSizeCells.y - cellPos.y : cellPos.y + 1.0f,
0.0f < signs.z ? boxSizeCells.z - cellPos.z : cellPos.z + 1.0f
};
Vector3 absDir = {
fabsf( ray.direction.x ),
fabsf( ray.direction.y ),
fabsf( ray.direction.z )
};
Vector3 absPos = {
0.0f < signs.x ? localRayPos.x - cellPos.x * cellSize.x : cellSize.x - ( localRayPos.x - cellPos.x * cellSize.x ),
0.0f < signs.y ? localRayPos.y - cellPos.y * cellSize.y : cellSize.y - ( localRayPos.y - cellPos.y * cellSize.y ),
0.0f < signs.z ? localRayPos.z - cellPos.z * cellSize.z : cellSize.z - ( localRayPos.z - cellPos.z * cellSize.z )
};
Vector3 absCell = { 0, 0, 0 };
int cellId = 2; /* We already added first so we will start at 2. */
while ( true ) {
/* Distance to adjacent cell. */
Vector3 cellDis = {
( cellSize.x - ( absPos.x - absCell.x * cellSize.x ) ) / absDir.x,
( cellSize.y - ( absPos.y - absCell.y * cellSize.y ) ) / absDir.y,
( cellSize.z - ( absPos.z - absCell.z * cellSize.z ) ) / absDir.z,
};
Vector3 move = {
cellDis.x <= cellDis.y && cellDis.x <= cellDis.z ? 1 : 0,
cellDis.y <= cellDis.x && cellDis.y <= cellDis.z ? 1 : 0,
cellDis.z <= cellDis.x && cellDis.z <= cellDis.y ? 1 : 0
};
/* Both relative and real cell pos needs to be moved. */
absCell = Vector3Add( absCell, move );
cellPos = Vector3Add( cellPos, Vector3Multiply( move, signs ) );
if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.z ) {
absPos = Vector3Add( absPos, Vector3Scale( absDir, fmin( fmin( cellDis.x, cellDis.y ), cellDis.z ) ) );
uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } );
lua_rawseti( L, -2, cellId );
cellId++;
}
else {
break;
}
}
}
return 1;
}

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@@ -7,7 +7,7 @@
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
inline char* getTextOrNil( lua_State* L, int index ) {
static inline char* getTextOrNil( lua_State* L, int index ) {
char* text = NULL;
if ( lua_isstring( L, index ) ) {