GetRayBoxCells fix.

This commit is contained in:
jussi
2024-08-05 23:35:57 +03:00
parent c6eb85b367
commit b011b2ca4e
16 changed files with 126 additions and 60 deletions

View File

@@ -3,7 +3,7 @@ if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = require( "vector3" )
local Vector3 = Vector3 or require( "vector3" )
local BoundingBox = {}
local metatable = {
@@ -125,41 +125,35 @@ end
function BoundingBox:getPoints()
return {
self.min:clone(), -- Down back left.
Vector3:new( self.max.x, self.min.y, self.min.z ), -- Down back right.
Vector3:new( self.min.x, self.min.y, self.max.z ), -- Down front left.
Vector3:new( self.max.x, self.min.y, self.max.z ), -- Down front right.
Vector3:new( self.min.x, self.max.y, self.min.z ), -- Up back left.
Vector3:new( self.max.x, self.max.y, self.min.z ), -- Up back right.
Vector3:new( self.min.x, self.max.y, self.max.z ), -- Up front left.
Vector3:new( self.max.x, self.min.y, self.min.z ), -- Down back right.
Vector3:new( self.min.x, self.min.y, self.max.z ), -- Down front left.
Vector3:new( self.max.x, self.min.y, self.max.z ), -- Down front right.
Vector3:new( self.min.x, self.max.y, self.min.z ), -- Up back left.
Vector3:new( self.max.x, self.max.y, self.min.z ), -- Up back right.
Vector3:new( self.min.x, self.max.y, self.max.z ), -- Up front left.
self.max:clone(), -- Up front right.
}
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionBox( b )
return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
return RL.CheckCollisionBoxes( self, b )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionSphere( center, radius )
return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
return RL.CheckCollisionBoxSphere( self, 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
and point.x <= self.max.x
and point.y <= self.max.y
and point.z <= self.max.z
end
-- Assumes max is used as size.
function BoundingBox:getRayCollision( ray )
return RL.GetRayCollisionBox( ray, self:maxToPos() )
return RL.GetRayCollisionBox( ray, self )
end
-- Max to position from size.
@@ -172,6 +166,36 @@ function BoundingBox:maxToSize()
return BoundingBox:newV( self.min, self.max - self.min )
end
-- MAS stands for max as size. These functions handles max as size instead of position.
function BoundingBox:checkCollisionBoxMASBox( b )
return RL.CheckCollisionBoxes( self:tempMaxToPos(), b )
end
function BoundingBox:checkCollisionBoxMAS( b )
return RL.CheckCollisionBoxes( self:tempMaxToPos(), b:tempMaxToPos() )
end
function BoundingBox:checkCollisionSphereMAS( center, radius )
return RL.CheckCollisionBoxSphere( self:tempMaxToPos(), center, radius )
end
function BoundingBox:checkCollisionPointMAS( 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
function BoundingBox:getRayCollisionMAS( ray )
return RL.GetRayCollisionBox( ray, self:tempMaxToPos() )
-- return RL.GetRayCollisionBox( ray, self:maxToPos() )
end
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100
@@ -230,6 +254,16 @@ function BoundingBox:tempB( b )
return object
end
-- Max to position from size.
function BoundingBox:tempMaxToPos()
return BoundingBox:tempV( self.min, Vector3:tempT( RL.Vector3Add( self.min, self.max ) ) )
end
-- Max to size from position.
function BoundingBox:tempMaxToSize()
return BoundingBox:tempV( self.min, Vector3:tempT( RL.Vector3Subtract( self.max, self.min ) ) )
end
function BoundingBox:getTempId()
return curTemp
end

View File

@@ -3,8 +3,6 @@ if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = require( "vector3" )
local Color = {}
local metatable = {
__index = Color,
@@ -92,7 +90,7 @@ function Color:setC( c )
end
function Color:serialize()
return "Color:new("..self.r..","..self.g..","..self.b..","..self.a..")"
return "Color:new("..RL.Round( self.r )..","..RL.Round( self.g )..","..RL.Round( self.b )..","..RL.Round( self.a )..")"
end
function Color:arr()
@@ -156,12 +154,12 @@ function Color:alphaBlend( dst, src, tint )
end
function Color:lerp( color, amount )
return Color:new(
return Color:temp(
RL.Lerp( self.r, color.r, amount ),
RL.Lerp( self.g, color.g, amount ),
RL.Lerp( self.b, color.b, amount ),
RL.Lerp( self.a, color.a, amount )
)
):round()
end
function Color:round()
@@ -173,6 +171,10 @@ function Color:round()
)
end
function Color:invert()
return Color:new( 255 - self.r, 255 - self.g, 255 - self.b, self.a )
end
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100

View File

@@ -1729,7 +1729,7 @@ function Raygui:update()
for i = #self.controls, 1, -1 do
local control = self.controls[i]
if control.visible and control.update ~= nil and self:inView( control ) then
if control.visible and not control.noUpdate and control.update ~= nil and self:inView( control ) then
if control:update() then
self.focused = i

View File

@@ -36,6 +36,12 @@ local metatable = {
__eq = function( v1, v2 )
return RL.Vector2Equals( v1, v2 )
end,
__lt = function( v1, v2 )
return v1.x < v2.x and v1.y < v2.y
end,
__le = function( v1, v2 )
return v1.x <= v2.x and v1.y <= v2.y
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
@@ -205,6 +211,10 @@ function Vector2:equals( v2 )
return RL.Vector2Equals( self, v2 )
end
function Vector2:sign()
return Vector2:new( RL.Sign( self.x ), RL.Sign( self.y ) )
end
function Vector2:addEq( v2 )
self.x = self.x + v2.x
self.y = self.y + v2.y

View File

@@ -3,8 +3,6 @@ if table.unpack == nil then
table.unpack = unpack
end
local Vector2 = Vector2 or require( "vector2" )
local Vector3 = {}
local metatable = {
__index = Vector3,
@@ -38,6 +36,12 @@ local metatable = {
__eq = function( v1, v2 )
return RL.Vector3Equals( v1, v2 )
end,
__lt = function( v1, v2 )
return v1.x < v2.x and v1.y < v2.y and v1.z < v2.z
end,
__le = function( v1, v2 )
return v1.x <= v2.x and v1.y <= v2.y and v1.z <= v2.z
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
@@ -232,6 +236,10 @@ function Vector3:equals( v2 )
return RL.Vector3Equals( self, v2 )
end
function Vector3:sign()
return Vector3:new( RL.Sign( self.x ), RL.Sign( self.y ), RL.Sign( self.z ) )
end
function Vector3:addEq( v2 )
self.x = self.x + v2.x
self.y = self.y + v2.y

View File

@@ -13,13 +13,12 @@ out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 texelColor = texture( texture0, fragTexCoord );
// NOTE: Implement here your fragment shader code
finalColor = texelColor*colDiffuse;
finalColor = texelColor * colDiffuse;
}

View File

@@ -15,12 +15,11 @@ out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
void main() {
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}