GetRayBoxCells.
This commit is contained in:
8
API.md
8
API.md
@@ -7989,6 +7989,14 @@ Get collision info between ray and quad
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---
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> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
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Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
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- Success return Vector3{}
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---
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## Audio - Audio device management functions
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---
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@@ -5137,6 +5137,14 @@ function RL.GetRayCollisionTriangle( ray, p1, p2, p3 ) end
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---@return any rayCollision
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function RL.GetRayCollisionQuad( ray, p1, p2, p3, p4 ) end
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---Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
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---- Success return Vector3{}
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---@param ray any
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---@param box any
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---@param cellSize table
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---@return any cells
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function RL.GetRayBoxCells( ray, box, cellSize ) end
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-- Audio - Audio device management functions
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---Initialize audio device and context
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@@ -66,6 +66,7 @@ DETAILED CHANGES:
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- ADDED: Many Gui controls accept now nil for text.
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- ADDED: Some raygui controls return 1 instead of 0 when pressed or scrolled.
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- ADDED: DrawGridEx.
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- ADDED: GetRayBoxCells.
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------------------------------------------------------------------------
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Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0
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116
examples/ray_box_cells/main.lua
Normal file
116
examples/ray_box_cells/main.lua
Normal file
@@ -0,0 +1,116 @@
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vector2 = require( "vector2" )
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Vector3 = require( "vector3" )
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Rectangle = require( "rectangle" )
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BoundinBox = require( "bounding_box" )
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Cam3D = require( "camera3d" )
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local monitor = 0
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local camera = {}
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local box = BoundinBox:new( { -8, 0, -8 }, { 16, 16, 16 } )
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local cellSize = Vector3:new( 1, 1, 1 )
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local drawCellSize = cellSize:clone()
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local ray = nil
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local rayCol = nil
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local cells = {}
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local guiMouseHover = false
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local spinnerEdit = {
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x = false,
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y = false,
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z = false
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}
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function RL.init()
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local mPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
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local mSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
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local winSize = Vector2:new( 1028, 720 )
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RL.SetWindowTitle( "Ray box cells" )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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RL.SetTextLineSpacing( 26 )
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camera = Cam3D:new()
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camera:setPosition( { 0, 8, 16 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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camera.mode = camera.MODES.FREE
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RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 24 )
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end
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function RL.update( delta )
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camera:update( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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camera.mode = camera.MODES.FIRST_PERSON
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else
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camera.mode = camera.MODES.FREE
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end
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end
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-- Raycast.
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-- if not guiMouseHover then
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if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
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ray = RL.GetMouseRay( RL.GetMousePosition(), camera.camera )
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rayCol = box:getRayCollision( ray )
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cells = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize )
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drawCellSize:setV( cellSize )
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end
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end
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local function drawSpinner( axis, pos )
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local result = 0
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local bounds = Rectangle:temp( pos.x, pos.y, 96, 24 )
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result, cellSize[ axis ] = RL.GuiSpinner( bounds, axis, cellSize[ axis ], 1, box.max[ axis ], spinnerEdit[ axis ] )
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if result == 1 then
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spinnerEdit[ axis ] = not spinnerEdit[ axis ]
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end
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if bounds:checkCollisionPoint( RL.GetMousePosition() ) then
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guiMouseHover = true
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end
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end
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function RL.draw()
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RL.ClearBackground( RL.LIGHTGRAY )
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camera:beginMode3D()
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RL.DrawGrid( 16, 1 )
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RL.DrawCubeWires( box.min + box.max:scale( 0.5 ), box.max, RL.WHITE )
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if ray then
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RL.DrawRay( ray, RL.BLUE )
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RL.DrawSphere( ray[1], 0.1, RL.GREEN )
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end
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if rayCol and rayCol.hit then
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RL.DrawSphere( rayCol.point, 0.1, RL.RED )
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end
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if cells then
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for _, cell in ipairs( cells ) do
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RL.DrawCubeWires( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, RL.RED )
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RL.DrawCube( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, { 150, 200, 150, 150 } )
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end
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end
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camera:endMode3D()
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guiMouseHover = false
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drawSpinner( "x", Vector2:temp( 16, 2 ) )
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drawSpinner( "y", Vector2:temp( 16, 22 ) )
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drawSpinner( "z", Vector2:temp( 16, 44 ) )
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end
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@@ -3,7 +3,7 @@ if table.unpack == nil then
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table.unpack = unpack
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end
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local Vector3 = Vector3 or require( "vector3" )
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local Vector3 = require( "vector3" )
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local BoundingBox = {}
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local metatable = {
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@@ -12,6 +12,30 @@ local metatable = {
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return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {"
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..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}"
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end,
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-- __add = function( v1, v2 )
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-- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
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-- end,
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-- __sub = function( v1, v2 )
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-- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
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-- end,
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-- __mul = function( v1, v2 )
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-- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
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-- end,
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-- __div = function( v1, v2 )
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-- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
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-- end,
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-- __mod = function( v, value )
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-- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
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-- end,
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-- __pow = function( v, value )
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-- return Vector2:new( v.x ^ value, v.y ^ value )
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-- end,
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-- __unm = function( v )
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-- return Vector2:new( -v.x, -v.y )
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-- end,
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__eq = function( b1, b2 )
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return b1.min == b2.min and b1.max == b2.max
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end,
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}
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--- Expects format { ... }, { ... }
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@@ -111,26 +135,103 @@ function BoundingBox:getPoints()
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}
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionBox( b )
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return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionSphere( center, radius )
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return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionPoint( point )
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local max = self.min + self.max
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return self.min.x <= point.x
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and self.min.y <= point.y
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and self.min.z <= point.z
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and point.x <= max.x
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and point.y <= max.y
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and point.z <= max.z
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end
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-- Assumes max is used as size.
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function BoundingBox:getRayCollision( ray )
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return RL.GetRayCollisionBox( ray, self:maxToPos() )
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end
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-- Max to position from size.
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function BoundingBox:maxToPos()
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return BoundingBox:new( self.min, self.min + self.max )
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return BoundingBox:newV( self.min, self.min + self.max )
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end
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-- Max to size from position.
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function BoundingBox:maxToSize()
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return BoundingBox:new( self.min, self.max - self.min )
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return BoundingBox:newV( self.min, self.max - self.min )
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end
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-- Temp pre generated objects to avoid "slow" table generation.
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local TEMP_COUNT = 100
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local tempPool = {}
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local curTemp = 1
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for _ = 1, TEMP_COUNT do
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table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) )
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end
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--- Expects format { ... }, { ... }
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function BoundingBox:temp( min, max )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempT( min )
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object.max = Vector3:tempT( max )
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return object
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end
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--- Expects format { { ... }, { ... } }
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function BoundingBox:tempT( t )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempT( t[1] )
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object.max = Vector3:tempT( t[2] )
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return object
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end
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--- Expects format { Vector3, Vector3 }
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function BoundingBox:tempV( min, max )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempV( min )
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object.max = Vector3:tempV( max )
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return object
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end
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--- Expects format BoundingBox
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function BoundingBox:tempB( b )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempV( b.min )
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object.max = Vector3:tempV( b.max )
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return object
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end
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function BoundingBox:getTempId()
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return curTemp
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end
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return BoundingBox
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@@ -120,3 +120,4 @@ int lmodelsGetRayCollisionBox( lua_State* L );
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int lmodelsGetRayCollisionMesh( lua_State* L );
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int lmodelsGetRayCollisionTriangle( lua_State* L );
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int lmodelsGetRayCollisionQuad( lua_State* L );
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int lmodelsGetRayBoxCells( lua_State* L );
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@@ -1819,6 +1819,7 @@ void luaRegister() {
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assingGlobalFunction( "GetRayCollisionMesh", lmodelsGetRayCollisionMesh );
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assingGlobalFunction( "GetRayCollisionTriangle", lmodelsGetRayCollisionTriangle );
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assingGlobalFunction( "GetRayCollisionQuad", lmodelsGetRayCollisionQuad );
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assingGlobalFunction( "GetRayBoxCells", lmodelsGetRayBoxCells );
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/* Text. */
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/* Font loading/unloading functions. */
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@@ -2,7 +2,7 @@
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#include "state.h"
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#include "lua_core.h"
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inline static void printVersion() {
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static inline void printVersion() {
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if ( VERSION_DEV ) {
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TraceLog( LOG_INFO, "ReiLua %d.%d.%d-Dev", VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH );
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}
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118
src/models.c
118
src/models.c
@@ -2531,3 +2531,121 @@ int lmodelsGetRayCollisionQuad( lua_State* L ) {
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return 1;
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}
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static inline Vector3 Vector3Floor( Vector3 v ) {
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return (Vector3){ (float)floor( v.x ), (float)floor( v.y ), (float)floor( v.z ) };
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}
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static inline Vector3 Vector3Ceil( Vector3 v ) {
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return (Vector3){ (float)ceil( v.x ), (float)ceil( v.y ), (float)ceil( v.z ) };
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}
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static inline bool isInsideBox( Vector3 position, BoundingBox box ) {
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return box.min.x <= position.x && position.x <= box.max.x
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&& box.min.y <= position.y && position.y <= box.max.y
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&& box.min.z <= position.z && position.z <= box.max.z;
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}
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/*
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> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
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Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
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- Success return Vector3{}
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*/
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int lmodelsGetRayBoxCells( lua_State* L ) {
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Ray ray = uluaGetRay( L, 1 );
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BoundingBox box = uluaGetBoundingBox( L, 2 );
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Vector3 cellSize = uluaGetVector3( L, 3 );
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/* To avoid possible div by 0 later. */
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ray.direction.x == 0.0f ? EPSILON : ray.direction.x;
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ray.direction.y == 0.0f ? EPSILON : ray.direction.y;
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ray.direction.z == 0.0f ? EPSILON : ray.direction.z;
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Vector3 boxSize = Vector3Subtract( box.max, box.min );
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Vector3 boxSizeCells = Vector3Ceil( Vector3Divide( boxSize, cellSize ) );
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Vector3 cellPos = { -1, -1, -1 };
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Vector3 localRayPos = { 0, 0, 0 };
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/* If camera is inside the box. */
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if ( isInsideBox( ray.position, box ) ) {
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localRayPos = Vector3Subtract( ray.position, box.min );
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/* Nudge position a bit to try to get if away from {0, 0, 0}. */
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localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, 0.0001f ) );
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cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
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}
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/* Else check ray to box to see where we start. */
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else {
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RayCollision rayCol = GetRayCollisionBox( ray, box );
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if ( rayCol.hit ) {
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localRayPos = Vector3Subtract( rayCol.point, box.min );
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/* Nudge inside the box. */
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localRayPos = Vector3Add( localRayPos, Vector3Scale( Vector3Negate( rayCol.normal ), 0.0001f ) );
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cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
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}
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}
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lua_newtable( L );
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/* Find cells along the ray. */
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if ( 0 <= cellPos.x ) {
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uluaPushVector3( L, cellPos );
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lua_rawseti( L, -2, 1 );
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Vector3 signs = {
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0.0f <= ray.direction.x ? 1.0f : -1.0f,
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0.0f <= ray.direction.y ? 1.0f : -1.0f,
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0.0f <= ray.direction.z ? 1.0f : -1.0f
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};
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/* We transform everything to absolute space to make this simpler. */
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Vector3 absBounds = {
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0.0f < signs.x ? boxSizeCells.x - cellPos.x : cellPos.x + 1.0f,
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0.0f < signs.y ? boxSizeCells.y - cellPos.y : cellPos.y + 1.0f,
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0.0f < signs.z ? boxSizeCells.z - cellPos.z : cellPos.z + 1.0f
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};
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Vector3 absDir = {
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fabsf( ray.direction.x ),
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fabsf( ray.direction.y ),
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fabsf( ray.direction.z )
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};
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Vector3 absPos = {
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0.0f < signs.x ? localRayPos.x - cellPos.x * cellSize.x : cellSize.x - ( localRayPos.x - cellPos.x * cellSize.x ),
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0.0f < signs.y ? localRayPos.y - cellPos.y * cellSize.y : cellSize.y - ( localRayPos.y - cellPos.y * cellSize.y ),
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0.0f < signs.z ? localRayPos.z - cellPos.z * cellSize.z : cellSize.z - ( localRayPos.z - cellPos.z * cellSize.z )
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};
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Vector3 absCell = { 0, 0, 0 };
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int cellId = 2; /* We already added first so we will start at 2. */
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while ( true ) {
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/* Distance to adjacent cell. */
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Vector3 cellDis = {
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( cellSize.x - ( absPos.x - absCell.x * cellSize.x ) ) / absDir.x,
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( cellSize.y - ( absPos.y - absCell.y * cellSize.y ) ) / absDir.y,
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( cellSize.z - ( absPos.z - absCell.z * cellSize.z ) ) / absDir.z,
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};
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Vector3 move = {
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cellDis.x <= cellDis.y && cellDis.x <= cellDis.z ? 1 : 0,
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cellDis.y <= cellDis.x && cellDis.y <= cellDis.z ? 1 : 0,
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cellDis.z <= cellDis.x && cellDis.z <= cellDis.y ? 1 : 0
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};
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/* Both relative and real cell pos needs to be moved. */
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absCell = Vector3Add( absCell, move );
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cellPos = Vector3Add( cellPos, Vector3Multiply( move, signs ) );
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if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.z ) {
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absPos = Vector3Add( absPos, Vector3Scale( absDir, fmin( fmin( cellDis.x, cellDis.y ), cellDis.z ) ) );
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uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } );
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lua_rawseti( L, -2, cellId );
|
||||
|
||||
cellId++;
|
||||
}
|
||||
else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -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 ) ) {
|
||||
|
||||
Reference in New Issue
Block a user