GetRayBoxCells also returns exit point.
This commit is contained in:
6
API.md
6
API.md
@@ -7989,11 +7989,11 @@ 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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> cells, exitPoint = 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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Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box
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- Success return Vector3{}
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- Success return Vector3{}, RayCollision|nil
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---
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@@ -5137,12 +5137,13 @@ 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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---Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box
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---- Success return Vector3{}, RayCollision|nil
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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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---@return any exitPoint
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function RL.GetRayBoxCells( ray, box, cellSize ) end
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-- Audio - Audio device management functions
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@@ -16,6 +16,7 @@ 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 exitPoint = {}
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local guiMouseHover = false
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local spinnerEdit = {
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@@ -64,7 +65,7 @@ function RL.update( delta )
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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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cells, exitPoint = 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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@@ -95,11 +96,12 @@ function RL.draw()
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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 exitPoint.hit then
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RL.DrawSphere( exitPoint.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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@@ -2532,7 +2532,9 @@ Check if a mouse button is NOT being pressed
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int lcoreIsMouseButtonUp( lua_State* L ) {
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int button = luaL_checkinteger( L, 1 );
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lua_pushboolean( L, IsMouseButtonUp( button ) );
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/* IsMouseButtonUp is broken. Review when fixed in raylib. */
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lua_pushboolean( L, !IsMouseButtonDown( button ) );
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// lua_pushboolean( L, IsMouseButtonUp( button ) );
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return 1;
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}
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27
src/models.c
27
src/models.c
@@ -2547,11 +2547,11 @@ static inline bool isInsideBox( Vector3 position, BoundingBox box ) {
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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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> cells, exitPoint = 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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Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box
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- Success return Vector3{}
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- Success return Vector3{}, RayCollision|nil
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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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@@ -2633,19 +2633,32 @@ int lmodelsGetRayBoxCells( lua_State* L ) {
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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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float rayMoveScale = fmin( fmin( cellDis.x, cellDis.y ), cellDis.z );
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absPos = Vector3Add( absPos, Vector3Scale( absDir, rayMoveScale ) );
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localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, rayMoveScale ) );
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if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.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 );
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cellId++;
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}
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else {
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break;
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Vector3 exitPoint = Vector3Add( localRayPos, box.min );
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uluaPushRayCollision( L, (RayCollision){
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.hit = true,
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.distance = Vector3Distance( ray.position, exitPoint ),
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.point = exitPoint,
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.normal = Vector3Multiply( move, Vector3Negate( signs ) )
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} );
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return 2;
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}
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}
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}
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lua_pushnil( L );
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return 1;
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return 2;
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}
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