flan/examples/core-3d-picking.flan
Joseph Ferano d7ceec448e Ten more raylib examples, and the three small structs 3D needed
Three shapes, two text, three textures, one models and one core, picked for
binding surface rather than for how they look.

shapes-basic-shapes brings in six draw families nothing had called — the
circle and rectangle gradients, the triangles, all three poly draws — and is
the first call in the corpus to pass two Colors or three Vector2s at once.
shapes-collision-area is get-collision-rec, the only binding that takes two
Rectangles and answers a third, on a frame path. shapes-following-eyes is the
raymath gap measured rather than worked around: every line of it is vector
arithmetic written without a vector library, the way the C writes it.

text-input-box drains get-char-pressed's queue, which no example had read,
and needed a MouseCursor defenum for set-mouse-cursor. text-writing-anim
replaces TextSubtext — unbindable, it answers a pointer into a rotating
static buffer — with (string (slice b 0 n)), which is the same operation
without the shared state.

textures-image-generation runs nine Gen* calls and the
gen/upload/unload-image path, all procedural, no file on disk.
textures-fog-of-war needed a TextureFilter defenum: the smooth fog edge is
entirely :bilinear on a 25x15 render texture, and it is also the first
draw-texture-pro with a negative source height. textures-mouse-painting is
the same render texture used as a document rather than as scratch, plus the
round trip back off the GPU — load-image-from-texture, image-flip-vertical,
export-image — which nothing had run.

models-box-collisions is the counterexample to "a models example is a binding
exercise": nothing in it is a Model, and one BoundingBox defstruct un-refuses
four functions. core-3d-picking is the only caller anywhere for Ray and
RayCollision, and picking is the inverse of the get-world-to-screen the
corpus already had.

Added to vendor/raylib: defstructs BoundingBox, Ray and RayCollision;
defenums MouseCursor and TextureFilter with their mapping lines in bindings;
hand-written declare-c for SetMouseCursor, SetTextureFilter, DrawCubeV,
DrawSphere, DrawSphereWires, DrawRay and GetScreenToWorldRay, each excluded
from the generated half on the rule bindings already states. generated.flan
regenerated against raylib 5.5: 272 declarations, 117 refused, every
defstruct, hand-written declare-c and mapped constant agreeing with the
header.
2026-09-13 14:42:49 +07:00

158 lines
7.0 KiB
Plaintext

;;;; raylib [core] example - 3d picking
;;;;
;;;; examples/core/core_3d_picking.c. The one `core` example in this batch,
;;;; and it is here for surface and not for category: it is the only example
;;;; anywhere upstream that uses Ray and RayCollision without also loading a
;;;; Model, so it is the only way those two structs get a caller at all.
;;;;
;;;; Picking is the round trip the corpus was missing. core-world-screen.flan
;;;; already runs get-world-to-screen — a point in the scene to a pixel. This
;;;; is the inverse and it is a different shape: a pixel does not name a
;;;; point, it names a *line* through the scene, which is what a Ray is, and
;;;; the answer to "what did I click on" is where that line first meets
;;;; something, which is what a RayCollision is. Two structs the package could
;;;; not describe, for one operation that cannot be written without them.
;;;;
;;;; What was added, all in vendor/raylib/raylib.flan:
;;;;
;;;; - `Ray` — two Vector3s, origin and direction.
;;;; - `RayCollision` — a C `bool`, a float and two Vector3s. This is the
;;;; one of the three new structs a layout check can actually fail:
;;;; `hit` is one byte and `distance` is four, so there are three padding
;;;; bytes between them that a permutation destroys. BoundingBox's two
;;;; Vector3s are interchangeable and nothing would catch swapping them.
;;;; - `BoundingBox` — shared with examples/models-box-collisions.flan.
;;;; - get-screen-to-world-ray and draw-ray, hand-written beside
;;;; get-world-to-screen and the cube draws for the reasons `bindings`
;;;; gives: the first reads the same camera as its inverse, and the second
;;;; is inside a frame.
;;;;
;;;; get-ray-collision-box came free out of the generated half the moment Ray
;;;; and BoundingBox existed, along with the sphere, triangle and quad forms.
;;;; get-ray-collision-mesh is still refused and will stay refused: Mesh owns
;;;; seven arrays and a GPU handle, and describing it is a different job.
;;;;
;;;; raylib 5.5 renamed GetMouseRay to GetScreenToWorldRay and left the old
;;;; name as a #define. A #define is not a symbol, so there is nothing to bind
;;;; it to and nothing lost by not trying.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
(defvar camera rl/Camera3D)
(defvar cube-position rl/Vector3)
(defvar cube-size rl/Vector3)
;; The picking ray, kept between frames because draw-ray draws it every frame
;; whether or not it hit anything — that is how the example shows where the
;; click went.
(defvar ray rl/Ray)
(defvar collision rl/RayCollision)
;; The same centre/size to min/max conversion as in
;; examples/models-box-collisions.flan. Written out here rather than shared
;; because an example is a single file the reader can follow end to end, and
;; a two-file port for eight expressions would cost more than it saves.
(defn box-around [centre rl/Vector3 size rl/Vector3] rl/BoundingBox
(rl/BoundingBox
{.min (rl/Vector3 {.x (- (.x centre) (/ (.x size) 2.0))
.y (- (.y centre) (/ (.y size) 2.0))
.z (- (.z centre) (/ (.z size) 2.0))})
.max (rl/Vector3 {.x (+ (.x centre) (/ (.x size) 2.0))
.y (+ (.y centre) (/ (.y size) 2.0))
.z (+ (.z centre) (/ (.z size) 2.0))})}))
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [core] example - 3d picking")
(defer (rl/close-window))
(set camera (rl/Camera3D {.position (rl/Vector3 {.x 10.0 .y 10.0 .z 10.0})
.target (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.up (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0})
.fovy 45.0
.projection :perspective}))
(set cube-position (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0}))
(set cube-size (rl/Vector3 {.x 2.0 .y 2.0 .z 2.0}))
;; Both start zeroed, which is the C's `= { 0 }`. A zero Ray draws as a
;; degenerate line at the origin and a zero RayCollision has hit false, so
;; neither needs a "not yet" flag beside it.
(set ray (rl/Ray {.position (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.direction (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})}))
(set collision (rl/RayCollision {.hit false .distance 0.0
.point (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.normal (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})}))
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update. The first-person controls only run while the cursor is
;; captured, which is what the right button toggles — otherwise the mouse
;; could not be used to aim at anything.
(when (rl/cursor-hidden?) (rl/update-camera (addr camera) :first-person))
(when (rl/mouse-button-pressed? :right)
(if (rl/cursor-hidden?) (rl/enable-cursor) (rl/disable-cursor)))
(when (rl/mouse-button-pressed? :left)
(if (not (.hit collision))
;; The pixel under the pointer, as a line through the scene, tested
;; against the cube's bounds.
(do
(set ray (rl/get-screen-to-world-ray (rl/get-mouse-position) camera))
(set collision
(rl/get-ray-collision-box ray (box-around cube-position cube-size))))
;; A second click deselects. Only `hit` is cleared; the ray stays put
;; and keeps being drawn, as in the C.
(set (.hit collision) false)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/begin-mode-3d camera)
(if (.hit collision)
(do
(rl/draw-cube cube-position (.x cube-size) (.y cube-size) (.z cube-size)
rl/red)
(rl/draw-cube-wires cube-position (.x cube-size) (.y cube-size)
(.z cube-size) rl/maroon)
;; A slightly larger wireframe around the selection, which is the
;; whole visual feedback of the example.
(rl/draw-cube-wires cube-position (+ (.x cube-size) 0.2)
(+ (.y cube-size) 0.2) (+ (.z cube-size) 0.2)
rl/green))
(do
(rl/draw-cube cube-position (.x cube-size) (.y cube-size) (.z cube-size)
rl/gray)
(rl/draw-cube-wires cube-position (.x cube-size) (.y cube-size)
(.z cube-size) rl/darkgray)))
;; raylib draws the ray a thousand units long, so it reads as a line
;; crossing the scene rather than as a segment with an end.
(rl/draw-ray ray rl/maroon)
(rl/draw-grid 10 1.0)
(rl/end-mode-3d)
(rl/draw-text "Try clicking on the box with your mouse!" 240 10 20
rl/darkgray)
(when (.hit collision)
(rl/draw-text "BOX SELECTED"
(/ (- screen-width (rl/measure-text "BOX SELECTED" 30)) 2)
(i32 (* (f32 screen-height) 0.1)) 30 rl/green))
(rl/draw-text "Right click mouse to toggle camera controls" 10 430 10
rl/gray)
(rl/draw-fps 10 10)
(rl/end-drawing)))