package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua" util = require "utillib" Vec2 = require "vector2" Vec3 = require "vector3" local MOVE_SPEED = 0.5 local monitor = 0 local camera = -1 local tri = { a = Vec3:new( 0, 0, 0 ), -- a = Vec3:new( 0, 1, 0 ), b = Vec3:new( 0, 0, 2 ), c = Vec3:new( 1, 0, 0 ), normal = Vec3:new( 0, 0, 0 ), } local point = { pos = Vec3:new( 0.2, 0.3, 0.2 ), radius = 0.05, lineLen = 0.5, color = RL.RED, } local debugText = "" local function calcNormal( tri ) tri.normal = Vec3:new( RL.Vector3Normalize( RL.Vector3CrossProduct( tri.b - tri.a, tri.c - tri.a ) ) ) end function RL.init() local mPos = RL.GetMonitorPosition( monitor ) local mSize = RL.GetMonitorSize( monitor ) local winSize = { 1920, 1080 } RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } ) RL.SetWindowSize( winSize ) camera = RL.CreateCamera3D() RL.SetCamera3DPosition( camera, { 0, 1, 2 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } ) calcNormal( tri ) end local function checkCollisionPointTriangle( p, a, b, c, n ) local result = Vec3:new( 0, 0, 0 ) local v0 = Vec3:new( b.x - a.x, b.y - a.y, b.z - a.z ) -- Vector3Subtract( b, a ) local v1 = Vec3:new( c.x - a.x, c.y - a.y, c.z - a.z ) -- Vector3Subtract( c, a ) local v2 = Vec3:new( p.x - a.x, p.y - a.y, p.z - a.z ) -- Vector3Subtract( p, a ) local d00 = v0.x * v0.x + v0.y * v0.y + v0.z * v0.z -- Vector3DotProduct( v0, v0 ) local d01 = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z -- Vector3DotProduct( v0, v1 ) local d11 = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z -- Vector3DotProduct( v1, v1 ) local d20 = v2.x * v0.x + v2.y * v0.y + v2.z * v0.z -- Vector3DotProduct( v2, v0 ) local d21 = v2.x * v1.x + v2.y * v1.y + v2.z * v1.z -- Vector3DotProduct( v2, v1 ) local denom = d00 * d11 - d01 * d01 local distance = v2.x * n.x + v2.y * n.y + v2.z * n.z -- Vector3DotProduct( v2, n ) debugText = debugText.."distance "..distance.."\n" debugText = debugText.."v0 "..v0.x..", "..v0.y..", "..v0.z.."\n" debugText = debugText.."v1 "..v1.x..", "..v1.y..", "..v1.z.."\n" debugText = debugText.."v2 "..v2.x..", "..v2.y..", "..v2.z.."\n" result.y = ( d11 * d20 - d01 * d21) / denom result.z = ( d00 * d21 - d01 * d20) / denom result.x = 1.0 - ( result.z + result.y ) debugText = debugText.."result "..result.x..", "..result.y..", "..result.z.."\n" return 0.0 < result.x and 0.0 < result.y and 0.0 < result.z and distance < 0.0, distance end function RL.process( delta ) debugText = "" if RL.IsKeyDown( string.byte( "D" ) ) then point.pos.x = point.pos.x + MOVE_SPEED * delta elseif RL.IsKeyDown( string.byte( "A" ) ) then point.pos.x = point.pos.x - MOVE_SPEED * delta end if RL.IsKeyDown( string.byte( "S" ) ) then point.pos.z = point.pos.z + MOVE_SPEED * delta elseif RL.IsKeyDown( string.byte( "W" ) ) then point.pos.z = point.pos.z - MOVE_SPEED * delta end if RL.IsKeyDown( string.byte( "R" ) ) then point.pos.y = point.pos.y + MOVE_SPEED * delta elseif RL.IsKeyDown( string.byte( "F" ) ) then point.pos.y = point.pos.y - MOVE_SPEED * delta end if checkCollisionPointTriangle( point.pos, tri.a, tri.b, tri.c, tri.normal ) then point.color = RL.RED else point.color = RL.GREEN end end function RL.draw() RL.ClearBackground( { 100, 150, 100 } ) RL.BeginMode3D( camera ) RL.DrawGrid( 8, 1 ) RL.DrawTriangle3D( tri.a, tri.b, tri.c, { 200, 100, 100 } ) RL.DrawLine3D( { point.pos.x - point.lineLen, point.pos.y, point.pos.z }, { point.pos.x + point.lineLen, point.pos.y, point.pos.z }, RL.BLUE ) RL.DrawLine3D( { point.pos.x, point.pos.y - point.lineLen, point.pos.z }, { point.pos.x, point.pos.y + point.lineLen, point.pos.z }, RL.BLUE ) RL.DrawLine3D( { point.pos.x, point.pos.y, point.pos.z - point.lineLen }, { point.pos.x, point.pos.y, point.pos.z + point.lineLen }, RL.BLUE ) RL.DrawSphereWires( point.pos, point.radius, 3, 8, point.color ) RL.EndMode3D() RL.DrawText( RL.defaultFont, debugText, { 10, 10 }, 30, 4, RL.WHITE ) end