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mesh picking

★★★☆by Joel Davis (@joeld42)

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//! raylib [models] example - mesh picking
//!
//! Zig-API translation of examples/models/models_mesh_picking.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2017-2025 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)

const std = @import("std");
const rl = @import("raylib");

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [models] example - mesh picking");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Define the camera to look into our 3d world
    var camera: rl.Camera = .{
        .position = .{ .x = 20.0, .y = 20.0, .z = 20.0 }, // Camera position
        .target = .{ .x = 0.0, .y = 8.0, .z = 0.0 }, // Camera looking at point
        .up = .{ .x = 0.0, .y = 1.6, .z = 0.0 }, // Camera up vector (rotation towards target)
        .fovy = 45.0, // Camera field-of-view Y
        .projection = .perspective, // Camera projection type
    };

    const tower = try rl.loadModel("resources/models/obj/turret.obj"); // Load OBJ model
    defer rl.unloadModel(tower);
    const texture = try rl.loadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
    defer rl.unloadTexture(texture);
    tower.materials.?[0].map(.diffuse).texture = texture; // Set model diffuse texture

    const tower_pos: rl.Vector3 = .{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
    const tower_bbox = rl.getMeshBoundingBox(tower.meshes.?[0]); // Get mesh bounding box

    // Ground quad
    const g0: rl.Vector3 = .{ .x = -50.0, .y = 0.0, .z = -50.0 };
    const g1: rl.Vector3 = .{ .x = -50.0, .y = 0.0, .z = 50.0 };
    const g2: rl.Vector3 = .{ .x = 50.0, .y = 0.0, .z = 50.0 };
    const g3: rl.Vector3 = .{ .x = 50.0, .y = 0.0, .z = -50.0 };

    // Test triangle
    const ta: rl.Vector3 = .{ .x = -25.0, .y = 0.5, .z = 0.0 };
    const tb: rl.Vector3 = .{ .x = -4.0, .y = 2.5, .z = 1.0 };
    const tc: rl.Vector3 = .{ .x = -8.0, .y = 6.5, .z = 0.0 };

    var bary: rl.Vector3 = .{ .x = 0.0, .y = 0.0, .z = 0.0 };

    // Test sphere
    const sp: rl.Vector3 = .{ .x = -30.0, .y = 5.0, .z = 5.0 };
    const sr: f32 = 4.0;

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isCursorHidden()) rl.updateCamera(&camera, .first_person); // Update camera

        // Toggle camera controls
        if (rl.isMouseButtonPressed(.right)) {
            if (rl.isCursorHidden()) rl.enableCursor() else rl.disableCursor();
        }

        // Display information about closest hit
        var collision: rl.RayCollision = .{
            .hit = false,
            .distance = std.math.floatMax(f32),
            .point = .{ .x = 0, .y = 0, .z = 0 },
            .normal = .{ .x = 0, .y = 0, .z = 0 },
        };
        var hit_object_name: [:0]const u8 = "None";
        var cursor_color: rl.Color = .white;

        // Get ray and test against objects
        const ray = rl.getScreenToWorldRay(rl.getMousePosition(), camera);

        // Check ray collision against ground quad
        const ground_hit_info = rl.getRayCollisionQuad(ray, g0, g1, g2, g3);

        if (ground_hit_info.hit and ground_hit_info.distance < collision.distance) {
            collision = ground_hit_info;
            cursor_color = .green;
            hit_object_name = "Ground";
        }

        // Check ray collision against test triangle
        const tri_hit_info = rl.getRayCollisionTriangle(ray, ta, tb, tc);

        if (tri_hit_info.hit and tri_hit_info.distance < collision.distance) {
            collision = tri_hit_info;
            cursor_color = .purple;
            hit_object_name = "Triangle";

            bary = rl.math.vector3Barycenter(collision.point, ta, tb, tc);
        }

        // Check ray collision against test sphere
        const sphere_hit_info = rl.getRayCollisionSphere(ray, sp, sr);

        if (sphere_hit_info.hit and sphere_hit_info.distance < collision.distance) {
            collision = sphere_hit_info;
            cursor_color = .orange;
            hit_object_name = "Sphere";
        }

        // Check ray collision against bounding box first, before trying the full ray-mesh test
        const box_hit_info = rl.getRayCollisionBox(ray, tower_bbox);

        if (box_hit_info.hit and box_hit_info.distance < collision.distance) {
            collision = box_hit_info;
            cursor_color = .orange;
            hit_object_name = "Box";

            // Check ray collision against model meshes, stopping at the first mesh hit
            for (tower.meshSlice()) |mesh| {
                // NOTE: We consider the model.transform for the collision check but
                // it can be checked against any transform Matrix, used when checking against same
                // model drawn multiple times with multiple transforms
                const mesh_hit_info = rl.getRayCollisionMesh(ray, mesh, tower.transform);
                if (mesh_hit_info.hit) {
                    collision = mesh_hit_info;
                    cursor_color = .orange;
                    hit_object_name = "Mesh";
                    break;
                }
            }
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        {
            rl.beginMode3D(camera);
            defer rl.endMode3D();

            // Draw the tower
            // WARNING: If scale is different than 1.0,
            // not considered by getRayCollisionMesh()
            rl.drawModel(tower, tower_pos, 1.0, .white);

            // Draw the test triangle
            rl.drawLine3D(ta, tb, .purple);
            rl.drawLine3D(tb, tc, .purple);
            rl.drawLine3D(tc, ta, .purple);

            // Draw the test sphere
            rl.drawSphereWires(sp, sr, 8, 8, .purple);

            // Draw the mesh bbox if we hit it
            if (box_hit_info.hit) rl.drawBoundingBox(tower_bbox, .lime);

            // If we hit something, draw the cursor at the hit point
            if (collision.hit) {
                rl.drawCube(collision.point, 0.3, 0.3, 0.3, cursor_color);
                rl.drawCubeWires(collision.point, 0.3, 0.3, 0.3, .red);

                const normal_end: rl.Vector3 = .{
                    .x = collision.point.x + collision.normal.x,
                    .y = collision.point.y + collision.normal.y,
                    .z = collision.point.z + collision.normal.z,
                };

                rl.drawLine3D(collision.point, normal_end, .red);
            }

            rl.drawRay(ray, .maroon);

            rl.drawGrid(10, 10.0);
        }

        // Draw some debug GUI text
        rl.drawText(rl.textFormat("Hit Object: {s}", .{hit_object_name}), 10, 50, 10, .black);

        if (collision.hit) {
            const ypos = 70;

            rl.drawText(rl.textFormat("Distance: {d:3.2}", .{collision.distance}), 10, ypos, 10, .black);

            const point = collision.point;
            rl.drawText(rl.textFormat("Hit Pos: {d:3.2} {d:3.2} {d:3.2}", .{ point.x, point.y, point.z }), 10, ypos + 15, 10, .black);

            const normal = collision.normal;
            rl.drawText(rl.textFormat("Hit Norm: {d:3.2} {d:3.2} {d:3.2}", .{ normal.x, normal.y, normal.z }), 10, ypos + 30, 10, .black);

            if (tri_hit_info.hit and std.mem.eql(u8, hit_object_name, "Triangle")) {
                rl.drawText(rl.textFormat("Barycenter: {d:3.2} {d:3.2} {d:3.2}", .{ bary.x, bary.y, bary.z }), 10, ypos + 45, 10, .black);
            }
        }

        rl.drawText("Right click mouse to toggle camera controls", 10, 430, 10, .gray);

        rl.drawText("(c) Turret 3D model by Alberto Cano", screen_width - 200, screen_height - 20, 10, .gray);

        rl.drawFPS(10, 10);
    }
}
/*******************************************************************************************
*
*   raylib [models] example - mesh picking
*
*   Example complexity rating: [★★★☆] 3/4
*
*   Example originally created with raylib 1.7, last time updated with raylib 4.0
*
*   Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2017-2025 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"
#include "raymath.h"

#undef FLT_MAX
#define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
    camera.target = (Vector3){ 0.0f, 8.0f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.6f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type

    Ray ray = { 0 };        // Picking ray

    Model tower = LoadModel("resources/models/obj/turret.obj");                 // Load OBJ model
    Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
    tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;            // Set model diffuse texture

    Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                        // Set model position
    BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]);    // Get mesh bounding box

    // Ground quad
    Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
    Vector3 g1 = (Vector3){ -50.0f, 0.0f,  50.0f };
    Vector3 g2 = (Vector3){  50.0f, 0.0f,  50.0f };
    Vector3 g3 = (Vector3){  50.0f, 0.0f, -50.0f };

    // Test triangle
    Vector3 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
    Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
    Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };

    Vector3 bary = { 0.0f, 0.0f, 0.0f };

    // Test sphere
    Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
    float sr = 4.0f;

    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    // Main game loop
    while (!WindowShouldClose())        // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);          // Update camera

        // Toggle camera controls
        if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
        {
            if (IsCursorHidden()) EnableCursor();
            else DisableCursor();
        }

        // Display information about closest hit
        RayCollision collision = { 0 };
        const char *hitObjectName = "None";
        collision.distance = FLT_MAX;
        collision.hit = false;
        Color cursorColor = WHITE;

        // Get ray and test against objects
        ray = GetScreenToWorldRay(GetMousePosition(), camera);

        // Check ray collision against ground quad
        RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);

        if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
        {
            collision = groundHitInfo;
            cursorColor = GREEN;
            hitObjectName = "Ground";
        }

        // Check ray collision against test triangle
        RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);

        if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance))
        {
            collision = triHitInfo;
            cursorColor = PURPLE;
            hitObjectName = "Triangle";

            bary = Vector3Barycenter(collision.point, ta, tb, tc);
        }

        // Check ray collision against test sphere
        RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);

        if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
        {
            collision = sphereHitInfo;
            cursorColor = ORANGE;
            hitObjectName = "Sphere";
        }

        // Check ray collision against bounding box first, before trying the full ray-mesh test
        RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);

        if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
        {
            collision = boxHitInfo;
            cursorColor = ORANGE;
            hitObjectName = "Box";

            // Check ray collision against model meshes
            RayCollision meshHitInfo = { 0 };
            for (int m = 0; m < tower.meshCount; m++)
            {
                // NOTE: We consider the model.transform for the collision check but
                // it can be checked against any transform Matrix, used when checking against same
                // model drawn multiple times with multiple transforms
                meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
                if (meshHitInfo.hit)
                {
                    // Save the closest hit mesh
                    if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;

                    break;  // Stop once one mesh collision is detected, the colliding mesh is m
                }
            }

            if (meshHitInfo.hit)
            {
                collision = meshHitInfo;
                cursorColor = ORANGE;
                hitObjectName = "Mesh";
            }
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                // Draw the tower
                // WARNING: If scale is different than 1.0f,
                // not considered by GetRayCollisionModel()
                DrawModel(tower, towerPos, 1.0f, WHITE);

                // Draw the test triangle
                DrawLine3D(ta, tb, PURPLE);
                DrawLine3D(tb, tc, PURPLE);
                DrawLine3D(tc, ta, PURPLE);

                // Draw the test sphere
                DrawSphereWires(sp, sr, 8, 8, PURPLE);

                // Draw the mesh bbox if we hit it
                if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);

                // If we hit something, draw the cursor at the hit point
                if (collision.hit)
                {
                    DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor);
                    DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, RED);

                    Vector3 normalEnd;
                    normalEnd.x = collision.point.x + collision.normal.x;
                    normalEnd.y = collision.point.y + collision.normal.y;
                    normalEnd.z = collision.point.z + collision.normal.z;

                    DrawLine3D(collision.point, normalEnd, RED);
                }

                DrawRay(ray, MAROON);

                DrawGrid(10, 10.0f);

            EndMode3D();

            // Draw some debug GUI text
            DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);

            if (collision.hit)
            {
                int ypos = 70;

                DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK);

                DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
                                    collision.point.x,
                                    collision.point.y,
                                    collision.point.z), 10, ypos + 15, 10, BLACK);

                DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
                                    collision.normal.x,
                                    collision.normal.y,
                                    collision.normal.z), 10, ypos + 30, 10, BLACK);

                if (triHitInfo.hit && TextIsEqual(hitObjectName, "Triangle"))
                    DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
            }

            DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);

            DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadModel(tower);         // Unload model
    UnloadTexture(texture);     // Unload texture

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.