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-rw-r--r--src/core.c4
-rw-r--r--src/models.c27
2 files changed, 23 insertions, 8 deletions
diff --git a/src/core.c b/src/core.c
index ed7641b..e93ca63 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2532,7 +2532,9 @@ Check if a mouse button is NOT being pressed
int lcoreIsMouseButtonUp( lua_State* L ) {
int button = luaL_checkinteger( L, 1 );
- lua_pushboolean( L, IsMouseButtonUp( button ) );
+ /* IsMouseButtonUp is broken. Review when fixed in raylib. */
+ lua_pushboolean( L, !IsMouseButtonDown( button ) );
+ // lua_pushboolean( L, IsMouseButtonUp( button ) );
return 1;
}
diff --git a/src/models.c b/src/models.c
index f16620c..d33e130 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2547,11 +2547,11 @@ static inline bool isInsideBox( Vector3 position, BoundingBox box ) {
}
/*
-> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
+> cells, exitPoint = 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
+Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box
-- Success return Vector3{}
+- Success return Vector3{}, RayCollision|nil
*/
int lmodelsGetRayBoxCells( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
@@ -2633,19 +2633,32 @@ int lmodelsGetRayBoxCells( lua_State* L ) {
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 ) ) );
+ float rayMoveScale = fmin( fmin( cellDis.x, cellDis.y ), cellDis.z );
+
+ absPos = Vector3Add( absPos, Vector3Scale( absDir, rayMoveScale ) );
+ localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, rayMoveScale ) );
+ if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.z ) {
uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } );
lua_rawseti( L, -2, cellId );
cellId++;
}
else {
- break;
+ Vector3 exitPoint = Vector3Add( localRayPos, box.min );
+
+ uluaPushRayCollision( L, (RayCollision){
+ .hit = true,
+ .distance = Vector3Distance( ray.position, exitPoint ),
+ .point = exitPoint,
+ .normal = Vector3Multiply( move, Vector3Negate( signs ) )
+ } );
+
+ return 2;
}
}
}
+ lua_pushnil( L );
- return 1;
+ return 2;
}