Ray :: struct { origin : Vector3; direction : Vector3; }; get_mouse_ray :: (cam: *Camera) -> Ray { sw, sh := get_window_size(); x := (2.0 * input_mouse_x)/sw - 1.0; y := 1.0 - (2.0 * input_mouse_y)/sh; z := 1.0; deviceCoords := Vector3.{x,y,z}; matView := create_lookat(cam); matProj := create_perspective(cam); nearPoint := unproject(.{deviceCoords.x, deviceCoords.y, 0.0}, matProj, matView); farPoint := unproject(.{deviceCoords.x, deviceCoords.y, 1.0}, matProj, matView); direction := normalize(farPoint - nearPoint); return .{ cam.position, direction }; } Collision_Cube :: struct { position : Vector3; size : Vector3; }; Ray_Collision :: struct { distance : float = 99999; hit : bool = false; } // Ported over from Raylib. does_ray_hit_cube :: (og_ray: Ray, cube: Collision_Cube) -> Ray_Collision { ray := og_ray; collision : Ray_Collision; bmin := cube.position; bmax := cube.position + cube.size; insideBox := (ray.origin.x > bmin.x) && (ray.origin.x < bmax.x) && (ray.origin.y > bmin.y) && (ray.origin.y < bmax.y) && (ray.origin.z > bmin.z) && (ray.origin.z < bmax.z); t : [11] float; t[8] = 1.0/ray.direction.x; t[9] = 1.0/ray.direction.y; t[10] = 1.0/ray.direction.z; t[0] = (bmin.x - ray.origin.x) * t[8]; t[1] = (bmax.x - ray.origin.x) * t[8]; t[2] = (bmin.y - ray.origin.y) * t[9]; t[3] = (bmax.y - ray.origin.y) * t[9]; t[4] = (bmin.z - ray.origin.z) * t[10]; t[5] = (bmax.z - ray.origin.z) * t[10]; t[6] = max(max(min(t[0], t[1]), min(t[2], t[3])), min(t[4], t[5])); t[7] = min(min(max(t[0], t[1]), max(t[2], t[3])), max(t[4], t[5])); collision.hit = !((t[7] < 0) || (t[6] > t[7])); collision.distance = t[6]; return collision; } unproject :: (source: Vector3, projection: Matrix4, view: Matrix4) -> Vector3 { result : Vector3; // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it matViewProj := Matrix4.{ // MatrixMultiply(view, projection); view.floats[0]*projection.floats[0 ]+ view.floats[1]*projection.floats[4 ]+ view.floats[2]*projection.floats[8 ]+ view.floats[3]*projection.floats[12], view.floats[0]*projection.floats[1 ]+ view.floats[1]*projection.floats[5 ]+ view.floats[2]*projection.floats[9 ]+ view.floats[3]*projection.floats[13], view.floats[0]*projection.floats[2 ]+ view.floats[1]*projection.floats[6 ]+ view.floats[2]*projection.floats[10 ]+ view.floats[3]*projection.floats[14], view.floats[0]*projection.floats[3 ]+ view.floats[1]*projection.floats[7 ]+ view.floats[2]*projection.floats[11 ]+ view.floats[3]*projection.floats[15], view.floats[4]*projection.floats[0 ]+ view.floats[5]*projection.floats[4 ]+ view.floats[6]*projection.floats[8 ]+ view.floats[7]*projection.floats[12], view.floats[4]*projection.floats[1 ]+ view.floats[5]*projection.floats[5 ]+ view.floats[6]*projection.floats[9 ]+ view.floats[7]*projection.floats[13], view.floats[4]*projection.floats[2 ]+ view.floats[5]*projection.floats[6 ]+ view.floats[6]*projection.floats[10 ]+ view.floats[7]*projection.floats[14], view.floats[4]*projection.floats[3 ]+ view.floats[5]*projection.floats[7 ]+ view.floats[6]*projection.floats[11 ]+ view.floats[7]*projection.floats[15], view.floats[8]*projection.floats[0 ]+ view.floats[9]*projection.floats[4 ]+ view.floats[10]*projection.floats[8 ]+ view.floats[11]*projection.floats[12], view.floats[8]*projection.floats[1 ]+ view.floats[9]*projection.floats[5 ]+ view.floats[10]*projection.floats[9 ]+ view.floats[11]*projection.floats[13], view.floats[8]*projection.floats[2 ]+ view.floats[9]*projection.floats[6 ]+ view.floats[10]*projection.floats[10 ]+ view.floats[11]*projection.floats[14], view.floats[8]*projection.floats[3 ]+ view.floats[9]*projection.floats[7 ]+ view.floats[10]*projection.floats[11 ]+ view.floats[11]*projection.floats[15], view.floats[12]*projection.floats[0 ]+ view.floats[13]*projection.floats[4 ]+ view.floats[14]*projection.floats[8 ]+ view.floats[15]*projection.floats[12], view.floats[12]*projection.floats[1 ]+ view.floats[13]*projection.floats[5 ]+ view.floats[14]*projection.floats[9 ]+ view.floats[15]*projection.floats[13], view.floats[12]*projection.floats[2 ]+ view.floats[13]*projection.floats[6 ]+ view.floats[14]*projection.floats[10 ]+ view.floats[15]*projection.floats[14], view.floats[12]*projection.floats[3 ]+ view.floats[13]*projection.floats[7 ]+ view.floats[14]*projection.floats[11 ]+ view.floats[15]*projection.floats[15 ]}; // Calculate inverted matrix -> MatrixInvert(matViewProj); // Cache the matrix values (speed optimization) a00 := matViewProj.floats[0]; a01 := matViewProj.floats[1]; a02 := matViewProj.floats[2]; a03 := matViewProj.floats[3]; a10 := matViewProj.floats[4]; a11 := matViewProj.floats[5]; a12 := matViewProj.floats[6]; a13 := matViewProj.floats[7]; a20 := matViewProj.floats[8]; a21 := matViewProj.floats[9]; a22 := matViewProj.floats[10]; a23 := matViewProj.floats[11]; a30 := matViewProj.floats[12]; a31 := matViewProj.floats[13]; a32 := matViewProj.floats[14]; a33 := matViewProj.floats[15]; b00 := a00*a11 - a01*a10; b01 := a00*a12 - a02*a10; b02 := a00*a13 - a03*a10; b03 := a01*a12 - a02*a11; b04 := a01*a13 - a03*a11; b05 := a02*a13 - a03*a12; b06 := a20*a31 - a21*a30; b07 := a20*a32 - a22*a30; b08 := a20*a33 - a23*a30; b09 := a21*a32 - a22*a31; b10 := a21*a33 - a23*a31; b11 := a22*a33 - a23*a32; // Calculate the invert determinant (inlined to avoid double-caching) invDet : float = 1.0/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); matViewProjInv := Matrix4.{ (a11*b11 - a12*b10 + a13*b09)*invDet, (-a01*b11 + a02*b10 - a03*b09)*invDet, (a31*b05 - a32*b04 + a33*b03)*invDet, (-a21*b05 + a22*b04 - a23*b03)*invDet, (-a10*b11 + a12*b08 - a13*b07)*invDet, (a00*b11 - a02*b08 + a03*b07)*invDet, (-a30*b05 + a32*b02 - a33*b01)*invDet, (a20*b05 - a22*b02 + a23*b01)*invDet, (a10*b10 - a11*b08 + a13*b06)*invDet, (-a00*b10 + a01*b08 - a03*b06)*invDet, (a30*b04 - a31*b02 + a33*b00)*invDet, (-a20*b04 + a21*b02 - a23*b00)*invDet, (-a10*b09 + a11*b07 - a12*b06)*invDet, (a00*b09 - a01*b07 + a02*b06)*invDet, (-a30*b03 + a31*b01 - a32*b00)*invDet, (a20*b03 - a21*b01 + a22*b00)*invDet }; // Create quaternion from source point quat: Quaternion = .{ source.x, source.y, source.z, 1.0 }; // Multiply quat point by unprojecte matrix qtransformed : Quaternion = .{ // QuaternionTransform(quat, matViewProjInv) matViewProjInv.floats[0]*quat.x + matViewProjInv.floats[4]*quat.y + matViewProjInv.floats[8]*quat.z + matViewProjInv.floats[12]*quat.w, matViewProjInv.floats[1]*quat.x + matViewProjInv.floats[5]*quat.y + matViewProjInv.floats[9]*quat.z + matViewProjInv.floats[13]*quat.w, matViewProjInv.floats[2]*quat.x + matViewProjInv.floats[6]*quat.y + matViewProjInv.floats[10]*quat.z + matViewProjInv.floats[14]*quat.w, matViewProjInv.floats[3]*quat.x + matViewProjInv.floats[7]*quat.y + matViewProjInv.floats[11]*quat.z + matViewProjInv.floats[15]*quat.w }; // Normalized world points in vectors result.x = qtransformed.x/qtransformed.w; result.y = qtransformed.y/qtransformed.w; result.z = qtransformed.z/qtransformed.w; return result; }