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examples_model_decals : Fixed unload crash, added buttons (#5306)
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@@ -43,8 +43,10 @@ typedef struct MeshBuilder {
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
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static void FreeMeshBuilder(MeshBuilder *mb);
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static void FreeMeshBuilder(MeshBuilder *mb);
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static Mesh BuildMesh(MeshBuilder *mb);
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static Mesh BuildMesh(MeshBuilder *mb);
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static Mesh GenMeshDecal(Mesh inputMesh, Ray ray);
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static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
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#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
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static bool Button(Rectangle rec, char *label);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@@ -105,10 +107,6 @@ int main(void)
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
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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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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
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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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MeshBuilder meshBuilders[2] = { 0 };
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bool showModel = true;
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bool showModel = true;
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Model decalModels[MAX_DECALS] = { 0 };
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Model decalModels[MAX_DECALS] = { 0 };
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int decalCount = 0;
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int decalCount = 0;
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@@ -123,8 +121,6 @@ int main(void)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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if (IsKeyPressed(KEY_SPACE)) showModel = !showModel;
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// Display information about closest hit
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// Display information about closest hit
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RayCollision collision = { 0 };
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RayCollision collision = { 0 };
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collision.distance = FLT_MAX;
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collision.distance = FLT_MAX;
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@@ -165,7 +161,224 @@ int main(void)
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// Spin the placement around a bit
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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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splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
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Matrix splatInv = MatrixInvert(splat);
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Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
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if (decalMesh.vertexCount > 0) {
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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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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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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// If we hit the mesh, draw the box for the decal
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if (collision.hit)
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{
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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){0,1,0});
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placementCube.transform = MatrixInvert(splat);
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DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
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}
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DrawGrid(10, 10.0f);
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EndMode3D();
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float yPos = 10;
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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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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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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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yPos += 15;
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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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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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decalCount = 0;
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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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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UnloadTexture(decalTexture);
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// Free the data for decal generation
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FreeDecalMeshData();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Add triangles to mesh builder (dynamic array manager)
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
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{
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// Reallocate and copy if we need to
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if (mb->vertexCapacity <= (mb->vertexCount + 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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// Free mesh builder
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static void FreeMeshBuilder(MeshBuilder *mb)
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{
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MemFree(mb->vertices);
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if (mb->uvs) MemFree(mb->uvs);
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*mb = (MeshBuilder){ 0 };
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}
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// Build a Mesh from MeshBuilder data
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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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if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float));
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for (int i = 0; i < mb->vertexCount; i++)
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{
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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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// Clip segment
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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{
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float d0 = Vector3DotProduct(v0, p) - s;
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float d1 = Vector3DotProduct(v1, p) - s;
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float s0 = d0/(d0 - d1);
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Vector3 position = Vector3Lerp(v0, v1, s0);
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return position;
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}
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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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FreeMeshBuilder(&meshBuilders[0]);
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FreeMeshBuilder(&meshBuilders[1]);
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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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// Reset the mesh builders
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meshBuilders[0].vertexCount = 0;
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meshBuilders[0].vertexCount = 0;
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@@ -176,9 +389,9 @@ int main(void)
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int mbIndex = 0;
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int mbIndex = 0;
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// First pass, just get any triangle inside the bounding box (for each mesh of the model)
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// First pass, just get any triangle inside the bounding box (for each mesh of the model)
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for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++)
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for (int meshIndex = 0; meshIndex < inputModel.meshCount; meshIndex++)
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{
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{
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Mesh mesh = model.meshes[meshIndex];
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Mesh mesh = inputModel.meshes[meshIndex];
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for (int tri = 0; tri < mesh.triangleCount; tri++)
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for (int tri = 0; tri < mesh.triangleCount; tri++)
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{
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{
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Vector3 vertices[3] = { 0 };
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Vector3 vertices[3] = { 0 };
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@@ -213,8 +426,8 @@ int main(void)
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int insideCount = 0;
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int insideCount = 0;
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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// To splat space
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// To projection space
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Vector3 v = Vector3Transform(vertices[i], splat);
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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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if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
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@@ -354,185 +567,41 @@ int main(void)
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theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
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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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theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
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// From splat space to world space
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theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv);
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// Tiny nudge in the normal direction so it renders properly over the mesh
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// Tiny nudge in the normal direction so it renders properly over the mesh
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theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset));
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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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}
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// Decal model data ready, create it and add it
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// Decal model data ready, create the mesh and return it
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int decalIndex = decalCount++;
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return BuildMesh(theMesh);
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decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh));
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decalModels[decalIndex].materials[0] = decalMaterial;
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}
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}
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}
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else
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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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// If we hit the mesh, draw the box for the decal
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if (collision.hit)
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{
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{
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
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// Return a blank mesh as there's nothing to add
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Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
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return (Mesh){ 0 };
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placementCube.transform = MatrixInvert(splat);
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DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
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}
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}
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DrawGrid(10, 10.0f);
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EndMode3D();
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float yPos = 10;
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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);
|
|
||||||
yPos += 15;
|
|
||||||
|
|
||||||
for (int i = 0; i < decalCount; i++)
|
|
||||||
{
|
|
||||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
|
||||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
|
||||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
|
||||||
|
|
||||||
vertexCount += decalModels[i].meshes[0].vertexCount;
|
|
||||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
|
||||||
yPos += 15;
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawText("TOTAL", x0, yPos, 10, LIME);
|
|
||||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
|
||||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
|
||||||
yPos += 15;
|
|
||||||
|
|
||||||
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
|
|
||||||
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
|
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
UnloadModel(model);
|
|
||||||
UnloadTexture(modelTexture);
|
|
||||||
|
|
||||||
// TODO: WARNING: This line crashes program on closing
|
|
||||||
//for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
|
||||||
|
|
||||||
UnloadTexture(decalTexture);
|
|
||||||
|
|
||||||
FreeMeshBuilder(&meshBuilders[0]);
|
|
||||||
FreeMeshBuilder(&meshBuilders[1]);
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
static bool Button(Rectangle rec, char *label)
|
||||||
// Module Functions Definition
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// Add triangles to mesh builder (dynamic array manager)
|
|
||||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
|
|
||||||
{
|
{
|
||||||
// Reallocate and copy if we need to
|
Color bgColor = GRAY;
|
||||||
if (mb->vertexCapacity <= (mb->vertexCount + 3))
|
bool pressed = false;
|
||||||
{
|
if (CheckCollisionPointRec(GetMousePosition(), rec)) {
|
||||||
int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
|
bgColor = LIGHTGRAY;
|
||||||
Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
||||||
|
pressed = true;
|
||||||
if (mb->vertexCapacity > 0)
|
|
||||||
{
|
|
||||||
memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
|
|
||||||
MemFree(mb->vertices);
|
|
||||||
}
|
|
||||||
|
|
||||||
mb->vertices = newVertices;
|
|
||||||
mb->vertexCapacity = newVertexCapacity;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add 3 vertices
|
|
||||||
int index = mb->vertexCount;
|
|
||||||
mb->vertexCount += 3;
|
|
||||||
|
|
||||||
for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
// Free mesh builder
|
|
||||||
static void FreeMeshBuilder(MeshBuilder *mb)
|
|
||||||
{
|
|
||||||
MemFree(mb->vertices);
|
|
||||||
if (mb->uvs) MemFree(mb->uvs);
|
|
||||||
*mb = (MeshBuilder){ 0 };
|
|
||||||
}
|
|
||||||
|
|
||||||
// Build a Mesh from MeshBuilder data
|
|
||||||
static Mesh BuildMesh(MeshBuilder *mb)
|
|
||||||
{
|
|
||||||
Mesh outMesh = { 0 };
|
|
||||||
|
|
||||||
outMesh.vertexCount = mb->vertexCount;
|
|
||||||
outMesh.triangleCount = mb->vertexCount/3;
|
|
||||||
outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
|
|
||||||
if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float));
|
|
||||||
|
|
||||||
for (int i = 0; i < mb->vertexCount; i++)
|
|
||||||
{
|
|
||||||
outMesh.vertices[3*i+0] = mb->vertices[i].x;
|
|
||||||
outMesh.vertices[3*i+1] = mb->vertices[i].y;
|
|
||||||
outMesh.vertices[3*i+2] = mb->vertices[i].z;
|
|
||||||
|
|
||||||
if (mb->uvs)
|
|
||||||
{
|
|
||||||
outMesh.texcoords[2*i+0] = mb->uvs[i].x;
|
|
||||||
outMesh.texcoords[2*i+1] = mb->uvs[i].y;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
UploadMesh(&outMesh, false);
|
DrawRectangleRec(rec, bgColor);
|
||||||
|
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||||
|
|
||||||
return outMesh;
|
float fontSize = 10.0f;
|
||||||
}
|
float textWidth = MeasureText(label, fontSize);
|
||||||
|
|
||||||
// Clip segment
|
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
|
||||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
|
|
||||||
{
|
return pressed;
|
||||||
float d0 = Vector3DotProduct(v0, p) - s;
|
|
||||||
float d1 = Vector3DotProduct(v1, p) - s;
|
|
||||||
float s0 = d0/(d0 - d1);
|
|
||||||
|
|
||||||
Vector3 position = Vector3Lerp(v0, v1, s0);
|
|
||||||
|
|
||||||
return position;
|
|
||||||
}
|
}
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 66 KiB |
Reference in New Issue
Block a user