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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( 0, debugText, { 10, 10 }, 30, 4, RL.WHITE )
end
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