Use Raylib's Ray/Triangle collision fn
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 16s
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 16s
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3 changed files with 7 additions and 41 deletions
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@ -160,30 +160,3 @@ std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane) {
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ray.position.y + ray.direction.y * amount,
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ray.position.y + ray.direction.y * amount,
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ray.position.z + ray.direction.z * amount};
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ray.position.z + ray.direction.z * amount};
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}
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}
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std::optional<Vector3> ray_collision_triangle(const Ray &ray, const Vector3 &a,
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const Vector3 &b,
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const Vector3 &c) {
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const Vector3 ab = Vector3Subtract(a, b);
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const Vector3 cb = Vector3Subtract(c, b);
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Vector3 ortho = Vector3CrossProduct(ab, cb);
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ortho = Vector3Normalize(ortho);
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Ray plane{.position = b, .direction = ortho};
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auto result = ray_to_plane(ray, plane);
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if (!result.has_value()) {
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return std::nullopt;
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}
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Vector3 bary = Vector3Barycenter(result.value(), a, b, c);
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if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F && bary.y <= 1.0F &&
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bary.z >= 0.0F && bary.z <= 1.0F) {
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float sum = bary.x + bary.y + bary.z;
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if (sum > 0.999F && sum < 1.001) {
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return result;
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}
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}
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return std::nullopt;
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}
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@ -27,11 +27,6 @@ extern bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out);
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/// plane.direction is plane normal, plane.position is position on plane.
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/// plane.direction is plane normal, plane.position is position on plane.
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extern std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane);
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extern std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane);
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extern std::optional<Vector3> ray_collision_triangle(const Ray &ray,
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const Vector3 &a,
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const Vector3 &b,
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const Vector3 &c);
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// Unimplemented as this function isn't really needed and it exposes some
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// Unimplemented as this function isn't really needed and it exposes some
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// weirdness regarding column-major matrices.
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// weirdness regarding column-major matrices.
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// extern Vector4 operator*(const Matrix &m, const Vector4 &v);
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// extern Vector4 operator*(const Matrix &m, const Vector4 &v);
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@ -239,7 +239,7 @@ bool TRunnerScreen::update(float dt) {
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#ifndef NDEBUG
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#ifndef NDEBUG
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std::cout << "idx_hit set to " << idx_hit << std::endl;
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std::cout << "idx_hit set to " << idx_hit << std::endl;
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#endif
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#endif
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this->mouse_hit = collision.value();
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this->mouse_hit = collision;
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this->camera_target.x = xf;
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this->camera_target.x = xf;
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this->camera_target.y =
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this->camera_target.y =
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@ -260,14 +260,12 @@ bool TRunnerScreen::update(float dt) {
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if (auto bb_collision = GetRayCollisionBox(ray, surface_bbs[idx]);
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if (auto bb_collision = GetRayCollisionBox(ray, surface_bbs[idx]);
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bb_collision.hit) {
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bb_collision.hit) {
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if (auto collision = ray_collision_triangle(ray, nw, sw, ne);
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if (auto collision = GetRayCollisionTriangle(ray, nw, sw, ne);
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collision.has_value()) {
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collision.hit) {
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on_collide_fn(collision);
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on_collide_fn(collision.point);
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break;
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} else if (auto collision = GetRayCollisionTriangle(ray, ne, sw, se);
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} else if (auto collision = ray_collision_triangle(ray, ne, sw, se);
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collision.hit) {
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collision.has_value()) {
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on_collide_fn(collision.point);
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on_collide_fn(collision);
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break;
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}
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}
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}
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}
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}
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}
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