mirror of
https://github.com/raysan5/raylib.git
synced 2025-11-10 12:35:08 +00:00
Review formating #5306
This commit is contained in:
@@ -71,46 +71,46 @@ int main(void)
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// Load character model
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Model model = LoadModel("resources/models/obj/character.obj");
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// Apply character skin
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Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
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SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture;
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BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box
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camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f);
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camera.position = Vector3Scale(modelBBox.max, 1.0f);
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camera.position.x *= 0.1f;
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float modelSize = fminf(
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fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)),
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fabsf(modelBBox.max.z - modelBBox.min.z));
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camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
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float decalSize = modelSize*0.25f;
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float decalOffset = 0.01f;
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Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
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placementCube.materials[0].maps[0].color = LIME;
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Material decalMaterial = LoadMaterialDefault();
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decalMaterial.maps[0].color = YELLOW;
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Image decalImage = LoadImage("resources/raylib_logo.png");
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ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4);
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Texture decalTexture = LoadTextureFromImage(decalImage);
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UnloadImage(decalImage);
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SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
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bool showModel = true;
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Model decalModels[MAX_DECALS] = { 0 };
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int decalCount = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -151,19 +151,21 @@ int main(void)
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if (meshHitInfo.hit) collision = meshHitInfo;
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}
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// Add decal to mesh on hit point
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if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS))
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{
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// Create the transformation to project the decal
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
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Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
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// Spin the placement around a bit
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splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
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Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
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if (decalMesh.vertexCount > 0) {
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if (decalMesh.vertexCount > 0)
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{
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int decalIndex = decalCount++;
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decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
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decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
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@@ -179,7 +181,7 @@ int main(void)
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BeginMode3D(camera);
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// Draw the model at the origin and default scale
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if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
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// Draw the decal models
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for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
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@@ -199,43 +201,45 @@ int main(void)
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float x0 = GetScreenWidth() - 300;
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float x1 = x0 + 100;
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float x2 = x1 + 100;
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DrawText("Vertices", x1, yPos, 10, LIME);
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DrawText("Triangles", x2, yPos, 10, LIME);
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yPos += 15;
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int vertexCount = 0;
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int triangleCount = 0;
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for (int i = 0; i < model.meshCount; i++)
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{
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vertexCount += model.meshes[i].vertexCount;
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triangleCount += model.meshes[i].triangleCount;
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}
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DrawText("Main model", x0, yPos, 10, LIME);
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DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
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DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
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yPos += 15;
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for (int i = 0; i < decalCount; i++)
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{
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if (i == 20) {
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if (i == 20)
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{
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DrawText("...", x0, yPos, 10, LIME);
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yPos += 15;
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}
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if (i < 20) {
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if (i < 20)
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{
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DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
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DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
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DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
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yPos += 15;
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}
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vertexCount += decalModels[i].meshes[0].vertexCount;
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triangleCount += decalModels[i].meshes[0].triangleCount;
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}
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DrawText("TOTAL", x0, yPos, 10, LIME);
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DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
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DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
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@@ -243,23 +247,18 @@ int main(void)
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DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
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DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
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Rectangle rect = (Rectangle){ 10, screenHeight - 100, 100, 60 };
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if (Button(rect, showModel ? "Hide Model" : "Show Model")) {
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showModel = !showModel;
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}
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if (Button(rect, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
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rect.x += rect.width + 10;
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if (Button(rect, "Clear Decals")) {
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for (int i = 0; i < decalCount; i++)
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{
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UnloadModel(decalModels[i]);
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}
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if (Button(rect, "Clear Decals"))
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{
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for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
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decalCount = 0;
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}
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DrawFPS(10, 10);
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@@ -271,15 +270,13 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModel(model);
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UnloadTexture(modelTexture);
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for (int i = 0; i < decalCount; i++) {
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UnloadModel(decalModels[i]);
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}
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// Unload decal models
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for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
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UnloadTexture(decalTexture);
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// Free the data for decal generation
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FreeDecalMeshData();
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FreeDecalMeshData(); // Free the data for decal generation
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@@ -298,21 +295,21 @@ static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
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{
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int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
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Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
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if (mb->vertexCapacity > 0)
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{
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memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
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MemFree(mb->vertices);
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}
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mb->vertices = newVertices;
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mb->vertexCapacity = newVertexCapacity;
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}
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// Add 3 vertices
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int index = mb->vertexCount;
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mb->vertexCount += 3;
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for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
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}
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@@ -328,7 +325,7 @@ static void FreeMeshBuilder(MeshBuilder *mb)
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static Mesh BuildMesh(MeshBuilder *mb)
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{
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Mesh outMesh = { 0 };
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outMesh.vertexCount = mb->vertexCount;
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outMesh.triangleCount = mb->vertexCount/3;
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outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
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@@ -339,16 +336,16 @@ static Mesh BuildMesh(MeshBuilder *mb)
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outMesh.vertices[3*i+0] = mb->vertices[i].x;
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outMesh.vertices[3*i+1] = mb->vertices[i].y;
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outMesh.vertices[3*i+2] = mb->vertices[i].z;
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if (mb->uvs)
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{
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outMesh.texcoords[2*i+0] = mb->uvs[i].x;
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outMesh.texcoords[2*i+1] = mb->uvs[i].y;
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}
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}
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UploadMesh(&outMesh, false);
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return outMesh;
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}
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@@ -364,22 +361,24 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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return position;
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}
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// Generate mesh decals for provided model
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static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset)
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{
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// We're going to use these to build up our decal meshes
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// They'll resize automatically as we go, we'll free them at the end
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static MeshBuilder meshBuilders[2] = { 0 };
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// Ugly way of telling us to free the static MeshBuilder data
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if (inputModel.meshCount == -1) {
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if (inputModel.meshCount == -1)
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{
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FreeMeshBuilder(&meshBuilders[0]);
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FreeMeshBuilder(&meshBuilders[1]);
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return (Mesh){0};
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return (Mesh){ 0 };
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}
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// We're going to need the inverse matrix
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Matrix invProj = MatrixInvert(projection);
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// Reset the mesh builders
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meshBuilders[0].vertexCount = 0;
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meshBuilders[1].vertexCount = 0;
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@@ -395,7 +394,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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for (int tri = 0; tri < mesh.triangleCount; tri++)
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{
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Vector3 vertices[3] = { 0 };
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// The way we calculate the vertices of the mesh triangle
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// depend on whether the mesh vertices are indexed or not
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if (mesh.indices == 0)
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@@ -420,7 +419,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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};
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}
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}
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// Transform all 3 vertices of the triangle
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// and check if they are inside our decal box
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int insideCount = 0;
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@@ -428,13 +427,13 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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{
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// To projection space
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Vector3 v = Vector3Transform(vertices[i], projection);
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if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
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// We need to keep the transformed vertex
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vertices[i] = v;
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}
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// If any of them are inside, we add the triangle - we'll clip it later
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if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
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}
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@@ -454,15 +453,15 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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{
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// Swap current model builder (so we read from the one we just wrote to)
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mbIndex = 1 - mbIndex;
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MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
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MeshBuilder *outMesh = &meshBuilders[mbIndex];
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// Reset write builder
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outMesh->vertexCount = 0;
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float s = 0.5f*decalSize;
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for (int i = 0; i < inMesh->vertexCount; i += 3)
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{
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Vector3 nV1, nV2, nV3, nV4;
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@@ -515,7 +514,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
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nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
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}
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
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} break;
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@@ -529,7 +528,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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}
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if (!v2Out)
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{
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nV1 = inMesh->vertices[i + 1];
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@@ -537,7 +536,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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}
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if (!v3Out)
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{
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nV1 = inMesh->vertices[i + 2];
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@@ -559,21 +558,21 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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if (theMesh->vertexCount > 0)
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{
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theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
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for (int i = 0; i < theMesh->vertexCount; i++)
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{
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// Calculate the UVs based on the projected coords
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// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
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theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
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theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
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// Tiny nudge in the normal direction so it renders properly over the mesh
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theMesh->vertices[i].z -= decalOffset;
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// From projection space to world space
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theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj);
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}
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// Decal model data ready, create the mesh and return it
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return BuildMesh(theMesh);
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}
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@@ -584,24 +583,25 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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}
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}
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static bool Button(Rectangle rec, char *label)
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// Button UI element
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static bool Button(Rectangle rec, const char *label)
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{
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Color bgColor = GRAY;
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bool pressed = false;
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if (CheckCollisionPointRec(GetMousePosition(), rec)) {
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if (CheckCollisionPointRec(GetMousePosition(), rec))
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{
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bgColor = LIGHTGRAY;
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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pressed = true;
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) pressed = true;
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}
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DrawRectangleRec(rec, bgColor);
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DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
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float fontSize = 10.0f;
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float textWidth = MeasureText(label, fontSize);
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DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
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return pressed;
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}
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}
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