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* Add support for u8 bone indicies when loading glTF * Fix segfault for glTF animations not keyframed at 0 When loading glTF animations we lerp between keyframes, and previously assume that if the frame we are considering has a later keyframe, there must be a previous keyframe. This is not true if the animation's first keyframe is some time into the animation. In this case we now effectively clamp to that first keyframe for any time prior to it. * Respect parent bones tranform when loading glTF animations We previously assumed that when loading glTF animations, the bones were ordered with those higher up the skeleton tree (i.e. closer to the root) came first in the list of nodes. This may not be true, so now we repeatedly loop, preparing each level of the skeleton tree one after the other, starting at the root level. This ensures that any parent transforms are applied before transforming any child bones. We also ensure that we have forced the loading of animation data before attempting to interpolate to generate the animation frames for use later, without this no animations are applied. Finally we remove the check that assumed the first node in the nodes list is the root, and use an invalid index value as the sentinal value for when a node has no parent. Previously this was 0, which made distinguishing between root nodes and children of the first node impossible.
4249 lines
173 KiB
C
4249 lines
173 KiB
C
/**********************************************************************************************
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*
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* raylib.models - Basic functions to deal with 3d shapes and 3d models
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*
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* CONFIGURATION:
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*
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* #define SUPPORT_FILEFORMAT_OBJ
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* #define SUPPORT_FILEFORMAT_MTL
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* #define SUPPORT_FILEFORMAT_IQM
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* #define SUPPORT_FILEFORMAT_GLTF
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* Selected desired fileformats to be supported for model data loading.
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*
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* #define SUPPORT_MESH_GENERATION
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* Support procedural mesh generation functions, uses external par_shapes.h library
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* NOTE: Some generated meshes DO NOT include generated texture coordinates
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h" // Declares module functions
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// Check if config flags have been externally provided on compilation line
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#if !defined(EXTERNAL_CONFIG_FLAGS)
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#include "config.h" // Defines module configuration flags
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#endif
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#include "utils.h" // Required for: LoadFileData(), LoadFileText(), SaveFileText()
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#include <stdio.h> // Required for: sprintf()
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#include <stdlib.h> // Required for: malloc(), free()
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#include <string.h> // Required for: memcmp(), strlen()
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#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
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#if defined(_WIN32)
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#include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
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#define CHDIR _chdir
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#else
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#include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
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#define CHDIR chdir
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#endif
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
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#define TINYOBJ_MALLOC RL_MALLOC
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#define TINYOBJ_CALLOC RL_CALLOC
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#define TINYOBJ_REALLOC RL_REALLOC
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#define TINYOBJ_FREE RL_FREE
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#define TINYOBJ_LOADER_C_IMPLEMENTATION
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#include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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#define CGLTF_MALLOC RL_MALLOC
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#define CGLTF_FREE RL_FREE
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#define CGLTF_IMPLEMENTATION
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#include "external/cgltf.h" // glTF file format loading
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#include "external/stb_image.h" // glTF texture images loading
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#endif
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#if defined(SUPPORT_MESH_GENERATION)
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#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
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#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
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#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
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#define PAR_FREE RL_FREE
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#define PAR_SHAPES_IMPLEMENTATION
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#include "external/par_shapes.h" // Shapes 3d parametric generation
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(SUPPORT_FILEFORMAT_OBJ)
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static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
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#endif
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#if defined(SUPPORT_FILEFORMAT_IQM)
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static Model LoadIQM(const char *fileName); // Load IQM mesh data
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static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCount); // Load IQM animation data
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
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static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw a line in 3D world space
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void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(startPos.x, startPos.y, startPos.z);
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rlVertex3f(endPos.x, endPos.y, endPos.z);
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rlEnd();
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}
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// Draw a point in 3D space, actually a small line
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void DrawPoint3D(Vector3 position, Color color)
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{
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if (rlCheckBufferLimit(8)) rlglDraw();
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(0.0f, 0.0f, 0.0f);
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rlVertex3f(0.0f, 0.0f, 0.1f);
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rlEnd();
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rlPopMatrix();
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}
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// Draw a circle in 3D world space
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void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
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{
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if (rlCheckBufferLimit(2*36)) rlglDraw();
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rlPushMatrix();
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rlTranslatef(center.x, center.y, center.z);
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rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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rlBegin(RL_LINES);
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f);
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rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f);
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}
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rlEnd();
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rlPopMatrix();
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}
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// Draw a color-filled triangle (vertex in counter-clockwise order!)
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void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
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{
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if (rlCheckBufferLimit(3)) rlglDraw();
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(v1.x, v1.y, v1.z);
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rlVertex3f(v2.x, v2.y, v2.z);
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rlVertex3f(v3.x, v3.y, v3.z);
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rlEnd();
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}
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// Draw a triangle strip defined by points
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void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color)
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{
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if (pointsCount >= 3)
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{
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if (rlCheckBufferLimit(3*(pointsCount - 2))) rlglDraw();
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 2; i < pointsCount; i++)
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{
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if ((i%2) == 0)
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{
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rlVertex3f(points[i].x, points[i].y, points[i].z);
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rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z);
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rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z);
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}
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else
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{
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rlVertex3f(points[i].x, points[i].y, points[i].z);
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rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z);
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rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z);
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}
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}
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rlEnd();
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}
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}
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// Draw cube
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// NOTE: Cube position is the center position
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void DrawCube(Vector3 position, float width, float height, float length, Color color)
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{
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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if (rlCheckBufferLimit(36)) rlglDraw();
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rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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rlTranslatef(position.x, position.y, position.z);
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//rlRotatef(45, 0, 1, 0);
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//rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front face
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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// Back face
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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// Top face
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
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// Bottom face
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
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// Right face
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
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// Left face
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
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rlEnd();
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rlPopMatrix();
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}
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// Draw cube (Vector version)
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void DrawCubeV(Vector3 position, Vector3 size, Color color)
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{
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DrawCube(position, size.x, size.y, size.z, color);
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}
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// Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
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{
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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if (rlCheckBufferLimit(36)) rlglDraw();
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face -----------------------------------------------------
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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// Back Face ------------------------------------------------------
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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// Top Face -------------------------------------------------------
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// Left Line
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
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// Right Line
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
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// Bottom Face ---------------------------------------------------
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// Left Line
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
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// Right Line
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
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rlEnd();
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rlPopMatrix();
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}
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// Draw cube wires (vector version)
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void DrawCubeWiresV(Vector3 position, Vector3 size, Color color)
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{
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DrawCubeWires(position, size.x, size.y, size.z, color);
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}
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// Draw cube
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// NOTE: Cube position is the center position
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
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{
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float x = position.x;
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float y = position.y;
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float z = position.z;
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if (rlCheckBufferLimit(36)) rlglDraw();
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rlEnableTexture(texture.id);
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//rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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//rlTranslatef(2.0f, 0.0f, 0.0f);
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//rlRotatef(45, 0, 1, 0);
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//rlScalef(2.0f, 2.0f, 2.0f);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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// Back Face
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rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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// Top Face
|
|
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
|
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
|
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
|
|
// Bottom Face
|
|
rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
|
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
|
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
|
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
|
// Right face
|
|
rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
|
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
|
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
|
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
|
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
|
// Left Face
|
|
rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
|
|
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
|
|
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
|
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
|
|
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
|
|
rlEnd();
|
|
//rlPopMatrix();
|
|
|
|
rlDisableTexture();
|
|
}
|
|
|
|
// Draw sphere
|
|
void DrawSphere(Vector3 centerPos, float radius, Color color)
|
|
{
|
|
DrawSphereEx(centerPos, radius, 16, 16, color);
|
|
}
|
|
|
|
// Draw sphere with extended parameters
|
|
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
|
|
{
|
|
int numVertex = (rings + 2)*slices*6;
|
|
if (rlCheckBufferLimit(numVertex)) rlglDraw();
|
|
|
|
rlPushMatrix();
|
|
// NOTE: Transformation is applied in inverse order (scale -> translate)
|
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
|
rlScalef(radius, radius, radius);
|
|
|
|
rlBegin(RL_TRIANGLES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
for (int i = 0; i < (rings + 2); i++)
|
|
{
|
|
for (int j = 0; j < slices; j++)
|
|
{
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
|
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
}
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw sphere wires
|
|
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
|
|
{
|
|
int numVertex = (rings + 2)*slices*6;
|
|
if (rlCheckBufferLimit(numVertex)) rlglDraw();
|
|
|
|
rlPushMatrix();
|
|
// NOTE: Transformation is applied in inverse order (scale -> translate)
|
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
|
rlScalef(radius, radius, radius);
|
|
|
|
rlBegin(RL_LINES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
for (int i = 0; i < (rings + 2); i++)
|
|
{
|
|
for (int j = 0; j < slices; j++)
|
|
{
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
|
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
|
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
|
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
|
}
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a cylinder
|
|
// NOTE: It could be also used for pyramid and cone
|
|
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
|
{
|
|
if (sides < 3) sides = 3;
|
|
|
|
int numVertex = sides*6;
|
|
if (rlCheckBufferLimit(numVertex)) rlglDraw();
|
|
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
|
|
rlBegin(RL_TRIANGLES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
if (radiusTop > 0)
|
|
{
|
|
// Draw Body -------------------------------------------------------------------------------------
|
|
for (int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); //Bottom Right
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
|
|
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
|
|
}
|
|
|
|
// Draw Cap --------------------------------------------------------------------------------------
|
|
for (int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(0, height, 0);
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw Cone -------------------------------------------------------------------------------------
|
|
for (int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(0, height, 0);
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
|
|
}
|
|
}
|
|
|
|
// Draw Base -----------------------------------------------------------------------------------------
|
|
for (int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(0, 0, 0);
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a wired cylinder
|
|
// NOTE: It could be also used for pyramid and cone
|
|
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
|
{
|
|
if (sides < 3) sides = 3;
|
|
|
|
int numVertex = sides*8;
|
|
if (rlCheckBufferLimit(numVertex)) rlglDraw();
|
|
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
|
|
rlBegin(RL_LINES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
for (int i = 0; i < 360; i += 360/sides)
|
|
{
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
|
|
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
|
|
|
|
rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
|
|
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
|
|
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
|
}
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a plane
|
|
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
|
|
{
|
|
if (rlCheckBufferLimit(4)) rlglDraw();
|
|
|
|
// NOTE: Plane is always created on XZ ground
|
|
rlPushMatrix();
|
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
|
rlScalef(size.x, 1.0f, size.y);
|
|
|
|
rlBegin(RL_QUADS);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
rlNormal3f(0.0f, 1.0f, 0.0f);
|
|
|
|
rlVertex3f(-0.5f, 0.0f, -0.5f);
|
|
rlVertex3f(-0.5f, 0.0f, 0.5f);
|
|
rlVertex3f(0.5f, 0.0f, 0.5f);
|
|
rlVertex3f(0.5f, 0.0f, -0.5f);
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Draw a ray line
|
|
void DrawRay(Ray ray, Color color)
|
|
{
|
|
float scale = 10000;
|
|
|
|
rlBegin(RL_LINES);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
|
rlVertex3f(ray.position.x, ray.position.y, ray.position.z);
|
|
rlVertex3f(ray.position.x + ray.direction.x*scale, ray.position.y + ray.direction.y*scale, ray.position.z + ray.direction.z*scale);
|
|
rlEnd();
|
|
}
|
|
|
|
// Draw a grid centered at (0, 0, 0)
|
|
void DrawGrid(int slices, float spacing)
|
|
{
|
|
int halfSlices = slices/2;
|
|
|
|
if (rlCheckBufferLimit((slices + 2)*4)) rlglDraw();
|
|
|
|
rlBegin(RL_LINES);
|
|
for (int i = -halfSlices; i <= halfSlices; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
rlColor3f(0.5f, 0.5f, 0.5f);
|
|
}
|
|
else
|
|
{
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
rlColor3f(0.75f, 0.75f, 0.75f);
|
|
}
|
|
|
|
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
|
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
|
|
|
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
|
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
|
}
|
|
rlEnd();
|
|
}
|
|
|
|
// Draw gizmo
|
|
void DrawGizmo(Vector3 position)
|
|
{
|
|
// NOTE: RGB = XYZ
|
|
float length = 1.0f;
|
|
|
|
rlPushMatrix();
|
|
rlTranslatef(position.x, position.y, position.z);
|
|
rlScalef(length, length, length);
|
|
|
|
rlBegin(RL_LINES);
|
|
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
|
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(1.0f, 0.0f, 0.0f);
|
|
|
|
rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
|
rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 1.0f, 0.0f);
|
|
|
|
rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
|
rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 1.0f);
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|
|
|
|
// Load model from files (mesh and material)
|
|
Model LoadModel(const char *fileName)
|
|
{
|
|
Model model = { 0 };
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_OBJ)
|
|
if (IsFileExtension(fileName, ".obj")) model = LoadOBJ(fileName);
|
|
#endif
|
|
#if defined(SUPPORT_FILEFORMAT_IQM)
|
|
if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName);
|
|
#endif
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
|
if (IsFileExtension(fileName, ".gltf;.glb")) model = LoadGLTF(fileName);
|
|
#endif
|
|
|
|
// Make sure model transform is set to identity matrix!
|
|
model.transform = MatrixIdentity();
|
|
|
|
if (model.meshCount == 0)
|
|
{
|
|
model.meshCount = 1;
|
|
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
|
|
#if defined(SUPPORT_MESH_GENERATION)
|
|
TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data, default to cube mesh", fileName);
|
|
model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f);
|
|
#else
|
|
TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data", fileName);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// Upload vertex data to GPU (static mesh)
|
|
for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false);
|
|
}
|
|
|
|
if (model.materialCount == 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load material data, default to white material", fileName);
|
|
|
|
model.materialCount = 1;
|
|
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
|
|
model.materials[0] = LoadMaterialDefault();
|
|
|
|
if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
|
|
}
|
|
|
|
return model;
|
|
}
|
|
|
|
// Load model from generated mesh
|
|
// WARNING: A shallow copy of mesh is generated, passed by value,
|
|
// as long as struct contains pointers to data and some values, we get a copy
|
|
// of mesh pointing to same data as original version... be careful!
|
|
Model LoadModelFromMesh(Mesh mesh)
|
|
{
|
|
Model model = { 0 };
|
|
|
|
model.transform = MatrixIdentity();
|
|
|
|
model.meshCount = 1;
|
|
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
|
|
model.meshes[0] = mesh;
|
|
|
|
model.materialCount = 1;
|
|
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
|
|
model.materials[0] = LoadMaterialDefault();
|
|
|
|
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
|
|
model.meshMaterial[0] = 0; // First material index
|
|
|
|
return model;
|
|
}
|
|
|
|
// Unload model (meshes/materials) from memory (RAM and/or VRAM)
|
|
// NOTE: This function takes care of all model elements, for a detailed control
|
|
// over them, use UnloadMesh() and UnloadMaterial()
|
|
void UnloadModel(Model model)
|
|
{
|
|
// Unload meshes
|
|
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
|
|
|
|
// Unload materials maps and params
|
|
// NOTE: As the user could be sharing shaders and textures between models,
|
|
// we don't unload the material but just free it's maps and params,
|
|
// the user is responsible for freeing models shaders and textures
|
|
for (int i = 0; i < model.materialCount; i++)
|
|
{
|
|
RL_FREE(model.materials[i].maps);
|
|
RL_FREE(model.materials[i].params);
|
|
}
|
|
|
|
// Unload arrays
|
|
RL_FREE(model.meshes);
|
|
RL_FREE(model.materials);
|
|
RL_FREE(model.meshMaterial);
|
|
|
|
// Unload animation data
|
|
RL_FREE(model.bones);
|
|
RL_FREE(model.bindPose);
|
|
|
|
TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM");
|
|
}
|
|
|
|
// Unload model (but not meshes) from memory (RAM and/or VRAM)
|
|
void UnloadModelKeepMeshes(Model model)
|
|
{
|
|
// Unload materials maps and params
|
|
// NOTE: As the user could be sharing shaders and textures between models,
|
|
// we don't unload the material but just free it's maps and params,
|
|
// the user is responsible for freeing models shaders and textures
|
|
for (int i = 0; i < model.materialCount; i++)
|
|
{
|
|
RL_FREE(model.materials[i].maps);
|
|
RL_FREE(model.materials[i].params);
|
|
}
|
|
|
|
// Unload arrays
|
|
RL_FREE(model.meshes);
|
|
RL_FREE(model.materials);
|
|
RL_FREE(model.meshMaterial);
|
|
|
|
// Unload animation data
|
|
RL_FREE(model.bones);
|
|
RL_FREE(model.bindPose);
|
|
|
|
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
|
|
}
|
|
|
|
// Load meshes from model file
|
|
Mesh *LoadMeshes(const char *fileName, int *meshCount)
|
|
{
|
|
Mesh *meshes = NULL;
|
|
int count = 0;
|
|
|
|
// TODO: Load meshes from file (OBJ, IQM, GLTF)
|
|
|
|
*meshCount = count;
|
|
return meshes;
|
|
}
|
|
|
|
// Upload mesh vertex data to GPU
|
|
void UploadMesh(Mesh *mesh)
|
|
{
|
|
rlLoadMesh(mesh, false); // Static mesh by default
|
|
}
|
|
|
|
// Unload mesh from memory (RAM and/or VRAM)
|
|
void UnloadMesh(Mesh mesh)
|
|
{
|
|
// Unload rlgl mesh vboId data
|
|
rlUnloadMesh(mesh);
|
|
|
|
RL_FREE(mesh.vertices);
|
|
RL_FREE(mesh.texcoords);
|
|
RL_FREE(mesh.normals);
|
|
RL_FREE(mesh.colors);
|
|
RL_FREE(mesh.tangents);
|
|
RL_FREE(mesh.texcoords2);
|
|
RL_FREE(mesh.indices);
|
|
|
|
RL_FREE(mesh.animVertices);
|
|
RL_FREE(mesh.animNormals);
|
|
RL_FREE(mesh.boneWeights);
|
|
RL_FREE(mesh.boneIds);
|
|
}
|
|
|
|
// Export mesh data to file
|
|
bool ExportMesh(Mesh mesh, const char *fileName)
|
|
{
|
|
bool success = false;
|
|
|
|
if (IsFileExtension(fileName, ".obj"))
|
|
{
|
|
// Estimated data size, it should be enough...
|
|
int dataSize = mesh.vertexCount/3* (int)strlen("v 0000.00f 0000.00f 0000.00f") +
|
|
mesh.vertexCount/2* (int)strlen("vt 0.000f 0.00f") +
|
|
mesh.vertexCount/3* (int)strlen("vn 0.000f 0.00f 0.00f") +
|
|
mesh.triangleCount/3* (int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
|
|
|
|
// NOTE: Text data buffer size is estimated considering mesh data size
|
|
char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char));
|
|
|
|
int bytesCount = 0;
|
|
bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // feedback and support: ray[at]raylib.com //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# // //\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
|
|
bytesCount += sprintf(txtData + bytesCount, "# Vertex Count: %i\n", mesh.vertexCount);
|
|
bytesCount += sprintf(txtData + bytesCount, "# Triangle Count: %i\n\n", mesh.triangleCount);
|
|
|
|
bytesCount += sprintf(txtData + bytesCount, "g mesh\n");
|
|
|
|
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
|
|
{
|
|
bytesCount += sprintf(txtData + bytesCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
|
|
}
|
|
|
|
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2)
|
|
{
|
|
bytesCount += sprintf(txtData + bytesCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
|
|
}
|
|
|
|
for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
|
|
{
|
|
bytesCount += sprintf(txtData + bytesCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
|
|
}
|
|
|
|
for (int i = 0; i < mesh.triangleCount; i += 3)
|
|
{
|
|
bytesCount += sprintf(txtData + bytesCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
|
|
}
|
|
|
|
bytesCount += sprintf(txtData + bytesCount, "\n");
|
|
|
|
// NOTE: Text data length exported is determined by '\0' (NULL) character
|
|
success = SaveFileText(fileName, txtData);
|
|
|
|
RL_FREE(txtData);
|
|
}
|
|
else if (IsFileExtension(fileName, ".raw"))
|
|
{
|
|
// TODO: Support additional file formats to export mesh vertex data
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
// Load materials from model file
|
|
Material *LoadMaterials(const char *fileName, int *materialCount)
|
|
{
|
|
Material *materials = NULL;
|
|
unsigned int count = 0;
|
|
|
|
// TODO: Support IQM and GLTF for materials parsing
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_MTL)
|
|
if (IsFileExtension(fileName, ".mtl"))
|
|
{
|
|
tinyobj_material_t *mats = NULL;
|
|
|
|
int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
|
|
if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
|
|
|
|
// TODO: Process materials to return
|
|
|
|
tinyobj_materials_free(mats, count);
|
|
}
|
|
#else
|
|
TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName);
|
|
#endif
|
|
|
|
// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
|
|
if (materials != NULL)
|
|
{
|
|
for (unsigned int i = 0; i < count; i++) materials[i].shader = GetShaderDefault();
|
|
}
|
|
|
|
*materialCount = count;
|
|
return materials;
|
|
}
|
|
|
|
// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
|
Material LoadMaterialDefault(void)
|
|
{
|
|
Material material = { 0 };
|
|
material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap));
|
|
|
|
material.shader = GetShaderDefault();
|
|
material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
|
|
//material.maps[MAP_NORMAL].texture; // NOTE: By default, not set
|
|
//material.maps[MAP_SPECULAR].texture; // NOTE: By default, not set
|
|
|
|
material.maps[MAP_DIFFUSE].color = WHITE; // Diffuse color
|
|
material.maps[MAP_SPECULAR].color = WHITE; // Specular color
|
|
|
|
return material;
|
|
}
|
|
|
|
// Unload material from memory
|
|
void UnloadMaterial(Material material)
|
|
{
|
|
// Unload material shader (avoid unloading default shader, managed by raylib)
|
|
if (material.shader.id != GetShaderDefault().id) UnloadShader(material.shader);
|
|
|
|
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
|
|
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
{
|
|
if (material.maps[i].texture.id != GetTextureDefault().id) rlUnloadTexture(material.maps[i].texture.id);
|
|
}
|
|
|
|
RL_FREE(material.maps);
|
|
RL_FREE(material.params);
|
|
}
|
|
|
|
// Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
|
|
// NOTE: Previous texture should be manually unloaded
|
|
void SetMaterialTexture(Material *material, int mapType, Texture2D texture)
|
|
{
|
|
material->maps[mapType].texture = texture;
|
|
}
|
|
|
|
// Set the material for a mesh
|
|
void SetModelMeshMaterial(Model *model, int meshId, int materialId)
|
|
{
|
|
if (meshId >= model->meshCount) TRACELOG(LOG_WARNING, "MESH: Id greater than mesh count");
|
|
else if (materialId >= model->materialCount) TRACELOG(LOG_WARNING, "MATERIAL: Id greater than material count");
|
|
else model->meshMaterial[meshId] = materialId;
|
|
}
|
|
|
|
// Load model animations from file
|
|
ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount)
|
|
{
|
|
ModelAnimation *animations = NULL;
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_IQM)
|
|
if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
|
|
#endif
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
|
if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
|
|
#endif
|
|
|
|
return animations;
|
|
}
|
|
|
|
// Update model animated vertex data (positions and normals) for a given frame
|
|
// NOTE: Updated data is uploaded to GPU
|
|
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
|
{
|
|
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
|
|
{
|
|
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
|
|
|
|
for (int m = 0; m < model.meshCount; m++)
|
|
{
|
|
Vector3 animVertex = { 0 };
|
|
Vector3 animNormal = { 0 };
|
|
|
|
Vector3 inTranslation = { 0 };
|
|
Quaternion inRotation = { 0 };
|
|
//Vector3 inScale = { 0 }; // Not used...
|
|
|
|
Vector3 outTranslation = { 0 };
|
|
Quaternion outRotation = { 0 };
|
|
Vector3 outScale = { 0 };
|
|
|
|
int vCounter = 0;
|
|
int boneCounter = 0;
|
|
int boneId = 0;
|
|
|
|
for (int i = 0; i < model.meshes[m].vertexCount; i++)
|
|
{
|
|
boneId = model.meshes[m].boneIds[boneCounter];
|
|
inTranslation = model.bindPose[boneId].translation;
|
|
inRotation = model.bindPose[boneId].rotation;
|
|
//inScale = model.bindPose[boneId].scale;
|
|
outTranslation = anim.framePoses[frame][boneId].translation;
|
|
outRotation = anim.framePoses[frame][boneId].rotation;
|
|
outScale = anim.framePoses[frame][boneId].scale;
|
|
|
|
// Vertices processing
|
|
// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
|
|
animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
|
|
animVertex = Vector3Multiply(animVertex, outScale);
|
|
animVertex = Vector3Subtract(animVertex, inTranslation);
|
|
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
|
|
animVertex = Vector3Add(animVertex, outTranslation);
|
|
model.meshes[m].animVertices[vCounter] = animVertex.x;
|
|
model.meshes[m].animVertices[vCounter + 1] = animVertex.y;
|
|
model.meshes[m].animVertices[vCounter + 2] = animVertex.z;
|
|
|
|
// Normals processing
|
|
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
|
|
animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
|
|
animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
|
|
model.meshes[m].animNormals[vCounter] = animNormal.x;
|
|
model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
|
|
model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
|
|
vCounter += 3;
|
|
|
|
boneCounter += 4;
|
|
}
|
|
|
|
// Upload new vertex data to GPU for model drawing
|
|
rlUpdateBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex position
|
|
rlUpdateBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex normals
|
|
}
|
|
}
|
|
}
|
|
|
|
// Unload animation data
|
|
void UnloadModelAnimation(ModelAnimation anim)
|
|
{
|
|
for (int i = 0; i < anim.frameCount; i++) RL_FREE(anim.framePoses[i]);
|
|
|
|
RL_FREE(anim.bones);
|
|
RL_FREE(anim.framePoses);
|
|
}
|
|
|
|
// Check model animation skeleton match
|
|
// NOTE: Only number of bones and parent connections are checked
|
|
bool IsModelAnimationValid(Model model, ModelAnimation anim)
|
|
{
|
|
int result = true;
|
|
|
|
if (model.boneCount != anim.boneCount) result = false;
|
|
else
|
|
{
|
|
for (int i = 0; i < model.boneCount; i++)
|
|
{
|
|
if (model.bones[i].parent != anim.bones[i].parent) { result = false; break; }
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#if defined(SUPPORT_MESH_GENERATION)
|
|
// Generate polygonal mesh
|
|
Mesh GenMeshPoly(int sides, float radius)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
if (sides < 3) return mesh;
|
|
|
|
int vertexCount = sides*3;
|
|
|
|
// Vertices definition
|
|
Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
|
|
|
|
float d = 0.0f, dStep = 360.0f/sides;
|
|
for (int v = 0; v < vertexCount; v += 3)
|
|
{
|
|
vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius };
|
|
vertices[v + 2] = (Vector3){sinf(DEG2RAD*(d+dStep)) * radius, 0.0f, cosf(DEG2RAD * (d+dStep)) * radius };
|
|
d += dStep;
|
|
}
|
|
|
|
// Normals definition
|
|
Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
|
|
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
|
|
|
|
// TexCoords definition
|
|
Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2));
|
|
for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f };
|
|
|
|
mesh.vertexCount = vertexCount;
|
|
mesh.triangleCount = sides;
|
|
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
|
|
// Mesh vertices position array
|
|
for (int i = 0; i < mesh.vertexCount; i++)
|
|
{
|
|
mesh.vertices[3*i] = vertices[i].x;
|
|
mesh.vertices[3*i + 1] = vertices[i].y;
|
|
mesh.vertices[3*i + 2] = vertices[i].z;
|
|
}
|
|
|
|
// Mesh texcoords array
|
|
for (int i = 0; i < mesh.vertexCount; i++)
|
|
{
|
|
mesh.texcoords[2*i] = texcoords[i].x;
|
|
mesh.texcoords[2*i + 1] = texcoords[i].y;
|
|
}
|
|
|
|
// Mesh normals array
|
|
for (int i = 0; i < mesh.vertexCount; i++)
|
|
{
|
|
mesh.normals[3*i] = normals[i].x;
|
|
mesh.normals[3*i + 1] = normals[i].y;
|
|
mesh.normals[3*i + 2] = normals[i].z;
|
|
}
|
|
|
|
RL_FREE(vertices);
|
|
RL_FREE(normals);
|
|
RL_FREE(texcoords);
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
// NOTE: mesh.vboId array is allocated inside rlLoadMesh()
|
|
rlLoadMesh(&mesh, false);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate plane mesh (with subdivisions)
|
|
Mesh GenMeshPlane(float width, float length, int resX, int resZ)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
#define CUSTOM_MESH_GEN_PLANE
|
|
#if defined(CUSTOM_MESH_GEN_PLANE)
|
|
resX++;
|
|
resZ++;
|
|
|
|
// Vertices definition
|
|
int vertexCount = resX*resZ; // vertices get reused for the faces
|
|
|
|
Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
|
|
for (int z = 0; z < resZ; z++)
|
|
{
|
|
// [-length/2, length/2]
|
|
float zPos = ((float)z/(resZ - 1) - 0.5f)*length;
|
|
for (int x = 0; x < resX; x++)
|
|
{
|
|
// [-width/2, width/2]
|
|
float xPos = ((float)x/(resX - 1) - 0.5f)*width;
|
|
vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos };
|
|
}
|
|
}
|
|
|
|
// Normals definition
|
|
Vector3 *normals = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
|
|
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
|
|
|
|
// TexCoords definition
|
|
Vector2 *texcoords = (Vector2 *)RL_MALLOC(vertexCount*sizeof(Vector2));
|
|
for (int v = 0; v < resZ; v++)
|
|
{
|
|
for (int u = 0; u < resX; u++)
|
|
{
|
|
texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) };
|
|
}
|
|
}
|
|
|
|
// Triangles definition (indices)
|
|
int numFaces = (resX - 1)*(resZ - 1);
|
|
int *triangles = (int *)RL_MALLOC(numFaces*6*sizeof(int));
|
|
int t = 0;
|
|
for (int face = 0; face < numFaces; face++)
|
|
{
|
|
// Retrieve lower left corner from face ind
|
|
int i = face % (resX - 1) + (face/(resZ - 1)*resX);
|
|
|
|
triangles[t++] = i + resX;
|
|
triangles[t++] = i + 1;
|
|
triangles[t++] = i;
|
|
|
|
triangles[t++] = i + resX;
|
|
triangles[t++] = i + resX + 1;
|
|
triangles[t++] = i + 1;
|
|
}
|
|
|
|
mesh.vertexCount = vertexCount;
|
|
mesh.triangleCount = numFaces*2;
|
|
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.indices = (unsigned short *)RL_MALLOC(mesh.triangleCount*3*sizeof(unsigned short));
|
|
|
|
// Mesh vertices position array
|
|
for (int i = 0; i < mesh.vertexCount; i++)
|
|
{
|
|
mesh.vertices[3*i] = vertices[i].x;
|
|
mesh.vertices[3*i + 1] = vertices[i].y;
|
|
mesh.vertices[3*i + 2] = vertices[i].z;
|
|
}
|
|
|
|
// Mesh texcoords array
|
|
for (int i = 0; i < mesh.vertexCount; i++)
|
|
{
|
|
mesh.texcoords[2*i] = texcoords[i].x;
|
|
mesh.texcoords[2*i + 1] = texcoords[i].y;
|
|
}
|
|
|
|
// Mesh normals array
|
|
for (int i = 0; i < mesh.vertexCount; i++)
|
|
{
|
|
mesh.normals[3*i] = normals[i].x;
|
|
mesh.normals[3*i + 1] = normals[i].y;
|
|
mesh.normals[3*i + 2] = normals[i].z;
|
|
}
|
|
|
|
// Mesh indices array initialization
|
|
for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
|
|
|
|
RL_FREE(vertices);
|
|
RL_FREE(normals);
|
|
RL_FREE(texcoords);
|
|
RL_FREE(triangles);
|
|
|
|
#else // Use par_shapes library to generate plane mesh
|
|
|
|
par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!
|
|
par_shapes_scale(plane, width, length, 1.0f);
|
|
par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 });
|
|
par_shapes_translate(plane, -width/2, 0.0f, length/2);
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = plane->ntriangles*3;
|
|
mesh.triangleCount = plane->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = plane->points[plane->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = plane->normals[plane->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(plane);
|
|
#endif
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generated cuboid mesh
|
|
Mesh GenMeshCube(float width, float height, float length)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
#define CUSTOM_MESH_GEN_CUBE
|
|
#if defined(CUSTOM_MESH_GEN_CUBE)
|
|
float vertices[] = {
|
|
-width/2, -height/2, length/2,
|
|
width/2, -height/2, length/2,
|
|
width/2, height/2, length/2,
|
|
-width/2, height/2, length/2,
|
|
-width/2, -height/2, -length/2,
|
|
-width/2, height/2, -length/2,
|
|
width/2, height/2, -length/2,
|
|
width/2, -height/2, -length/2,
|
|
-width/2, height/2, -length/2,
|
|
-width/2, height/2, length/2,
|
|
width/2, height/2, length/2,
|
|
width/2, height/2, -length/2,
|
|
-width/2, -height/2, -length/2,
|
|
width/2, -height/2, -length/2,
|
|
width/2, -height/2, length/2,
|
|
-width/2, -height/2, length/2,
|
|
width/2, -height/2, -length/2,
|
|
width/2, height/2, -length/2,
|
|
width/2, height/2, length/2,
|
|
width/2, -height/2, length/2,
|
|
-width/2, -height/2, -length/2,
|
|
-width/2, -height/2, length/2,
|
|
-width/2, height/2, length/2,
|
|
-width/2, height/2, -length/2
|
|
};
|
|
|
|
float texcoords[] = {
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
0.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f
|
|
};
|
|
|
|
float normals[] = {
|
|
0.0f, 0.0f, 1.0f,
|
|
0.0f, 0.0f, 1.0f,
|
|
0.0f, 0.0f, 1.0f,
|
|
0.0f, 0.0f, 1.0f,
|
|
0.0f, 0.0f,-1.0f,
|
|
0.0f, 0.0f,-1.0f,
|
|
0.0f, 0.0f,-1.0f,
|
|
0.0f, 0.0f,-1.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
0.0f,-1.0f, 0.0f,
|
|
0.0f,-1.0f, 0.0f,
|
|
0.0f,-1.0f, 0.0f,
|
|
0.0f,-1.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
-1.0f, 0.0f, 0.0f,
|
|
-1.0f, 0.0f, 0.0f,
|
|
-1.0f, 0.0f, 0.0f,
|
|
-1.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(24*3*sizeof(float));
|
|
memcpy(mesh.vertices, vertices, 24*3*sizeof(float));
|
|
|
|
mesh.texcoords = (float *)RL_MALLOC(24*2*sizeof(float));
|
|
memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float));
|
|
|
|
mesh.normals = (float *)RL_MALLOC(24*3*sizeof(float));
|
|
memcpy(mesh.normals, normals, 24*3*sizeof(float));
|
|
|
|
mesh.indices = (unsigned short *)RL_MALLOC(36*sizeof(unsigned short));
|
|
|
|
int k = 0;
|
|
|
|
// Indices can be initialized right now
|
|
for (int i = 0; i < 36; i+=6)
|
|
{
|
|
mesh.indices[i] = 4*k;
|
|
mesh.indices[i+1] = 4*k+1;
|
|
mesh.indices[i+2] = 4*k+2;
|
|
mesh.indices[i+3] = 4*k;
|
|
mesh.indices[i+4] = 4*k+2;
|
|
mesh.indices[i+5] = 4*k+3;
|
|
|
|
k++;
|
|
}
|
|
|
|
mesh.vertexCount = 24;
|
|
mesh.triangleCount = 12;
|
|
|
|
#else // Use par_shapes library to generate cube mesh
|
|
/*
|
|
// Platonic solids:
|
|
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
|
|
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
|
|
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond)
|
|
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
|
|
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
|
|
*/
|
|
// Platonic solid generation: cube (6 sides)
|
|
// NOTE: No normals/texcoords generated by default
|
|
par_shapes_mesh *cube = par_shapes_create_cube();
|
|
cube->tcoords = PAR_MALLOC(float, 2*cube->npoints);
|
|
for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f;
|
|
par_shapes_scale(cube, width, height, length);
|
|
par_shapes_translate(cube, -width/2, 0.0f, -length/2);
|
|
par_shapes_compute_normals(cube);
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(cube->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = cube->ntriangles*3;
|
|
mesh.triangleCount = cube->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = cube->points[cube->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = cube->points[cube->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = cube->points[cube->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = cube->normals[cube->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(cube);
|
|
#endif
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate sphere mesh (standard sphere)
|
|
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
if ((rings >= 3) && (slices >= 3))
|
|
{
|
|
par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
|
|
par_shapes_scale(sphere, radius, radius, radius);
|
|
// NOTE: Soft normals are computed internally
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = sphere->ntriangles*3;
|
|
mesh.triangleCount = sphere->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(sphere);
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
}
|
|
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere");
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate hemi-sphere mesh (half sphere, no bottom cap)
|
|
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
if ((rings >= 3) && (slices >= 3))
|
|
{
|
|
if (radius < 0.0f) radius = 0.0f;
|
|
|
|
par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
|
|
par_shapes_scale(sphere, radius, radius, radius);
|
|
// NOTE: Soft normals are computed internally
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = sphere->ntriangles*3;
|
|
mesh.triangleCount = sphere->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(sphere);
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
}
|
|
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere");
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate cylinder mesh
|
|
Mesh GenMeshCylinder(float radius, float height, int slices)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
if (slices >= 3)
|
|
{
|
|
// Instance a cylinder that sits on the Z=0 plane using the given tessellation
|
|
// levels across the UV domain. Think of "slices" like a number of pizza
|
|
// slices, and "stacks" like a number of stacked rings.
|
|
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
|
|
par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
|
|
par_shapes_scale(cylinder, radius, radius, height);
|
|
par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
|
|
par_shapes_rotate(cylinder, PI/2.0f, (float[]){ 0, 1, 0 });
|
|
|
|
// Generate an orientable disk shape (top cap)
|
|
par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
|
|
capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
|
|
for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
|
|
par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
|
|
par_shapes_translate(capTop, 0, height, 0);
|
|
|
|
// Generate an orientable disk shape (bottom cap)
|
|
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
|
|
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
|
|
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
|
|
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
|
|
|
|
par_shapes_merge_and_free(cylinder, capTop);
|
|
par_shapes_merge_and_free(cylinder, capBottom);
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = cylinder->ntriangles*3;
|
|
mesh.triangleCount = cylinder->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(cylinder);
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
}
|
|
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder");
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate torus mesh
|
|
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
if ((sides >= 3) && (radSeg >= 3))
|
|
{
|
|
if (radius > 1.0f) radius = 1.0f;
|
|
else if (radius < 0.1f) radius = 0.1f;
|
|
|
|
// Create a donut that sits on the Z=0 plane with the specified inner radius
|
|
// The outer radius can be controlled with par_shapes_scale
|
|
par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
|
|
par_shapes_scale(torus, size/2, size/2, size/2);
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = torus->ntriangles*3;
|
|
mesh.triangleCount = torus->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(torus);
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
}
|
|
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus");
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate trefoil knot mesh
|
|
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
|
|
{
|
|
Mesh mesh = { 0 };
|
|
|
|
if ((sides >= 3) && (radSeg >= 3))
|
|
{
|
|
if (radius > 3.0f) radius = 3.0f;
|
|
else if (radius < 0.5f) radius = 0.5f;
|
|
|
|
par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
|
|
par_shapes_scale(knot, size, size, size);
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
|
|
|
|
mesh.vertexCount = knot->ntriangles*3;
|
|
mesh.triangleCount = knot->ntriangles;
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++)
|
|
{
|
|
mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
|
|
mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
|
|
mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
|
|
|
|
mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
|
|
mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
|
|
mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
|
|
|
|
mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
|
|
mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
|
|
}
|
|
|
|
par_shapes_free_mesh(knot);
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
}
|
|
else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot");
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate a mesh from heightmap
|
|
// NOTE: Vertex data is uploaded to GPU
|
|
Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
|
|
{
|
|
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
|
|
|
|
Mesh mesh = { 0 };
|
|
|
|
int mapX = heightmap.width;
|
|
int mapZ = heightmap.height;
|
|
|
|
Color *pixels = LoadImageColors(heightmap);
|
|
|
|
// NOTE: One vertex per pixel
|
|
mesh.triangleCount = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
|
|
|
|
mesh.vertexCount = mesh.triangleCount*3;
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
|
|
mesh.colors = NULL;
|
|
|
|
int vCounter = 0; // Used to count vertices float by float
|
|
int tcCounter = 0; // Used to count texcoords float by float
|
|
int nCounter = 0; // Used to count normals float by float
|
|
|
|
int trisCounter = 0;
|
|
|
|
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
|
|
|
|
Vector3 vA;
|
|
Vector3 vB;
|
|
Vector3 vC;
|
|
Vector3 vN;
|
|
|
|
for (int z = 0; z < mapZ-1; z++)
|
|
{
|
|
for (int x = 0; x < mapX-1; x++)
|
|
{
|
|
// Fill vertices array with data
|
|
//----------------------------------------------------------
|
|
|
|
// one triangle - 3 vertex
|
|
mesh.vertices[vCounter] = (float)x*scaleFactor.x;
|
|
mesh.vertices[vCounter + 1] = (float)GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y;
|
|
mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z;
|
|
|
|
mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x;
|
|
mesh.vertices[vCounter + 4] = (float)GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y;
|
|
mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z;
|
|
|
|
mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x;
|
|
mesh.vertices[vCounter + 7] = (float)GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
|
|
mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
|
|
|
|
// another triangle - 3 vertex
|
|
mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
|
|
mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
|
|
mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
|
|
|
|
mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3];
|
|
mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4];
|
|
mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5];
|
|
|
|
mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x;
|
|
mesh.vertices[vCounter + 16] = (float)GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y;
|
|
mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z;
|
|
vCounter += 18; // 6 vertex, 18 floats
|
|
|
|
// Fill texcoords array with data
|
|
//--------------------------------------------------------------
|
|
mesh.texcoords[tcCounter] = (float)x/(mapX - 1);
|
|
mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1);
|
|
|
|
mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1);
|
|
mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1);
|
|
|
|
mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1);
|
|
mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1);
|
|
|
|
mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4];
|
|
mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5];
|
|
|
|
mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2];
|
|
mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3];
|
|
|
|
mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1);
|
|
mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1);
|
|
tcCounter += 12; // 6 texcoords, 12 floats
|
|
|
|
// Fill normals array with data
|
|
//--------------------------------------------------------------
|
|
for (int i = 0; i < 18; i += 9)
|
|
{
|
|
vA.x = mesh.vertices[nCounter + i];
|
|
vA.y = mesh.vertices[nCounter + i + 1];
|
|
vA.z = mesh.vertices[nCounter + i + 2];
|
|
|
|
vB.x = mesh.vertices[nCounter + i + 3];
|
|
vB.y = mesh.vertices[nCounter + i + 4];
|
|
vB.z = mesh.vertices[nCounter + i + 5];
|
|
|
|
vC.x = mesh.vertices[nCounter + i + 6];
|
|
vC.y = mesh.vertices[nCounter + i + 7];
|
|
vC.z = mesh.vertices[nCounter + i + 8];
|
|
|
|
vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
|
|
|
|
mesh.normals[nCounter + i] = vN.x;
|
|
mesh.normals[nCounter + i + 1] = vN.y;
|
|
mesh.normals[nCounter + i + 2] = vN.z;
|
|
|
|
mesh.normals[nCounter + i + 3] = vN.x;
|
|
mesh.normals[nCounter + i + 4] = vN.y;
|
|
mesh.normals[nCounter + i + 5] = vN.z;
|
|
|
|
mesh.normals[nCounter + i + 6] = vN.x;
|
|
mesh.normals[nCounter + i + 7] = vN.y;
|
|
mesh.normals[nCounter + i + 8] = vN.z;
|
|
}
|
|
|
|
nCounter += 18; // 6 vertex, 18 floats
|
|
trisCounter += 2;
|
|
}
|
|
}
|
|
|
|
UnloadImageColors(pixels); // Unload pixels color data
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
// Generate a cubes mesh from pixel data
|
|
// NOTE: Vertex data is uploaded to GPU
|
|
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
|
|
{
|
|
#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
|
|
|
|
Mesh mesh = { 0 };
|
|
|
|
Color *pixels = LoadImageColors(cubicmap);
|
|
|
|
int mapWidth = cubicmap.width;
|
|
int mapHeight = cubicmap.height;
|
|
|
|
// NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
|
|
int maxTriangles = cubicmap.width*cubicmap.height*12;
|
|
|
|
int vCounter = 0; // Used to count vertices
|
|
int tcCounter = 0; // Used to count texcoords
|
|
int nCounter = 0; // Used to count normals
|
|
|
|
float w = cubeSize.x;
|
|
float h = cubeSize.z;
|
|
float h2 = cubeSize.y;
|
|
|
|
Vector3 *mapVertices = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3));
|
|
Vector2 *mapTexcoords = (Vector2 *)RL_MALLOC(maxTriangles*3*sizeof(Vector2));
|
|
Vector3 *mapNormals = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3));
|
|
|
|
// Define the 6 normals of the cube, we will combine them accordingly later...
|
|
Vector3 n1 = { 1.0f, 0.0f, 0.0f };
|
|
Vector3 n2 = { -1.0f, 0.0f, 0.0f };
|
|
Vector3 n3 = { 0.0f, 1.0f, 0.0f };
|
|
Vector3 n4 = { 0.0f, -1.0f, 0.0f };
|
|
Vector3 n5 = { 0.0f, 0.0f, -1.0f };
|
|
Vector3 n6 = { 0.0f, 0.0f, 1.0f };
|
|
|
|
// NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
|
|
typedef struct RectangleF {
|
|
float x;
|
|
float y;
|
|
float width;
|
|
float height;
|
|
} RectangleF;
|
|
|
|
RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
|
|
RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
|
|
RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
|
|
RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
|
|
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
|
|
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
|
|
|
|
for (int z = 0; z < mapHeight; ++z)
|
|
{
|
|
for (int x = 0; x < mapWidth; ++x)
|
|
{
|
|
// Define the 8 vertex of the cube, we will combine them accordingly later...
|
|
Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };
|
|
Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) };
|
|
Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) };
|
|
Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) };
|
|
Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) };
|
|
Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) };
|
|
Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) };
|
|
Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
|
|
|
|
// We check pixel color to be WHITE -> draw full cube
|
|
if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE))
|
|
{
|
|
// Define triangles and checking collateral cubes
|
|
//------------------------------------------------
|
|
|
|
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
|
|
// WARNING: Not required for a WHITE cubes, created to allow seeing the map from outside
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v2;
|
|
mapVertices[vCounter + 2] = v3;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v3;
|
|
mapVertices[vCounter + 5] = v4;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n3;
|
|
mapNormals[nCounter + 1] = n3;
|
|
mapNormals[nCounter + 2] = n3;
|
|
mapNormals[nCounter + 3] = n3;
|
|
mapNormals[nCounter + 4] = n3;
|
|
mapNormals[nCounter + 5] = n3;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y };
|
|
tcCounter += 6;
|
|
|
|
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
|
|
mapVertices[vCounter] = v6;
|
|
mapVertices[vCounter + 1] = v8;
|
|
mapVertices[vCounter + 2] = v7;
|
|
mapVertices[vCounter + 3] = v6;
|
|
mapVertices[vCounter + 4] = v5;
|
|
mapVertices[vCounter + 5] = v8;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n4;
|
|
mapNormals[nCounter + 1] = n4;
|
|
mapNormals[nCounter + 2] = n4;
|
|
mapNormals[nCounter + 3] = n4;
|
|
mapNormals[nCounter + 4] = n4;
|
|
mapNormals[nCounter + 5] = n4;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
|
|
tcCounter += 6;
|
|
|
|
// Checking cube on bottom of current cube
|
|
if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
|
|
{
|
|
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v2;
|
|
mapVertices[vCounter + 1] = v7;
|
|
mapVertices[vCounter + 2] = v3;
|
|
mapVertices[vCounter + 3] = v3;
|
|
mapVertices[vCounter + 4] = v7;
|
|
mapVertices[vCounter + 5] = v8;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n6;
|
|
mapNormals[nCounter + 1] = n6;
|
|
mapNormals[nCounter + 2] = n6;
|
|
mapNormals[nCounter + 3] = n6;
|
|
mapNormals[nCounter + 4] = n6;
|
|
mapNormals[nCounter + 5] = n6;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ frontTexUV.x, frontTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y + frontTexUV.height };
|
|
tcCounter += 6;
|
|
}
|
|
|
|
// Checking cube on top of current cube
|
|
if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
|
|
{
|
|
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v5;
|
|
mapVertices[vCounter + 2] = v6;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v4;
|
|
mapVertices[vCounter + 5] = v5;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n5;
|
|
mapNormals[nCounter + 1] = n5;
|
|
mapNormals[nCounter + 2] = n5;
|
|
mapNormals[nCounter + 3] = n5;
|
|
mapNormals[nCounter + 4] = n5;
|
|
mapNormals[nCounter + 5] = n5;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y + backTexUV.height };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ backTexUV.x, backTexUV.y };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height };
|
|
tcCounter += 6;
|
|
}
|
|
|
|
// Checking cube on right of current cube
|
|
if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
|
|
{
|
|
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v3;
|
|
mapVertices[vCounter + 1] = v8;
|
|
mapVertices[vCounter + 2] = v4;
|
|
mapVertices[vCounter + 3] = v4;
|
|
mapVertices[vCounter + 4] = v8;
|
|
mapVertices[vCounter + 5] = v5;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n1;
|
|
mapNormals[nCounter + 1] = n1;
|
|
mapNormals[nCounter + 2] = n1;
|
|
mapNormals[nCounter + 3] = n1;
|
|
mapNormals[nCounter + 4] = n1;
|
|
mapNormals[nCounter + 5] = n1;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ rightTexUV.x, rightTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y + rightTexUV.height };
|
|
tcCounter += 6;
|
|
}
|
|
|
|
// Checking cube on left of current cube
|
|
if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
|
|
{
|
|
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
|
|
// NOTE: Collateral occluded faces are not generated
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v7;
|
|
mapVertices[vCounter + 2] = v2;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v6;
|
|
mapVertices[vCounter + 5] = v7;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n2;
|
|
mapNormals[nCounter + 1] = n2;
|
|
mapNormals[nCounter + 2] = n2;
|
|
mapNormals[nCounter + 3] = n2;
|
|
mapNormals[nCounter + 4] = n2;
|
|
mapNormals[nCounter + 5] = n2;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ leftTexUV.x, leftTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ leftTexUV.x, leftTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ leftTexUV.x, leftTexUV.y + leftTexUV.height };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height };
|
|
tcCounter += 6;
|
|
}
|
|
}
|
|
// We check pixel color to be BLACK, we will only draw floor and roof
|
|
else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK))
|
|
{
|
|
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
|
|
mapVertices[vCounter] = v1;
|
|
mapVertices[vCounter + 1] = v3;
|
|
mapVertices[vCounter + 2] = v2;
|
|
mapVertices[vCounter + 3] = v1;
|
|
mapVertices[vCounter + 4] = v4;
|
|
mapVertices[vCounter + 5] = v3;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n4;
|
|
mapNormals[nCounter + 1] = n4;
|
|
mapNormals[nCounter + 2] = n4;
|
|
mapNormals[nCounter + 3] = n4;
|
|
mapNormals[nCounter + 4] = n4;
|
|
mapNormals[nCounter + 5] = n4;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
|
|
tcCounter += 6;
|
|
|
|
// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
|
|
mapVertices[vCounter] = v6;
|
|
mapVertices[vCounter + 1] = v7;
|
|
mapVertices[vCounter + 2] = v8;
|
|
mapVertices[vCounter + 3] = v6;
|
|
mapVertices[vCounter + 4] = v8;
|
|
mapVertices[vCounter + 5] = v5;
|
|
vCounter += 6;
|
|
|
|
mapNormals[nCounter] = n3;
|
|
mapNormals[nCounter + 1] = n3;
|
|
mapNormals[nCounter + 2] = n3;
|
|
mapNormals[nCounter + 3] = n3;
|
|
mapNormals[nCounter + 4] = n3;
|
|
mapNormals[nCounter + 5] = n3;
|
|
nCounter += 6;
|
|
|
|
mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
|
|
mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height };
|
|
mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
|
|
mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
|
|
mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
|
|
mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y };
|
|
tcCounter += 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Move data from mapVertices temp arays to vertices float array
|
|
mesh.vertexCount = vCounter;
|
|
mesh.triangleCount = vCounter/3;
|
|
|
|
mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
|
|
mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
|
|
mesh.colors = NULL;
|
|
|
|
int fCounter = 0;
|
|
|
|
// Move vertices data
|
|
for (int i = 0; i < vCounter; i++)
|
|
{
|
|
mesh.vertices[fCounter] = mapVertices[i].x;
|
|
mesh.vertices[fCounter + 1] = mapVertices[i].y;
|
|
mesh.vertices[fCounter + 2] = mapVertices[i].z;
|
|
fCounter += 3;
|
|
}
|
|
|
|
fCounter = 0;
|
|
|
|
// Move normals data
|
|
for (int i = 0; i < nCounter; i++)
|
|
{
|
|
mesh.normals[fCounter] = mapNormals[i].x;
|
|
mesh.normals[fCounter + 1] = mapNormals[i].y;
|
|
mesh.normals[fCounter + 2] = mapNormals[i].z;
|
|
fCounter += 3;
|
|
}
|
|
|
|
fCounter = 0;
|
|
|
|
// Move texcoords data
|
|
for (int i = 0; i < tcCounter; i++)
|
|
{
|
|
mesh.texcoords[fCounter] = mapTexcoords[i].x;
|
|
mesh.texcoords[fCounter + 1] = mapTexcoords[i].y;
|
|
fCounter += 2;
|
|
}
|
|
|
|
RL_FREE(mapVertices);
|
|
RL_FREE(mapNormals);
|
|
RL_FREE(mapTexcoords);
|
|
|
|
UnloadImageColors(pixels); // Unload pixels color data
|
|
|
|
// Upload vertex data to GPU (static mesh)
|
|
rlLoadMesh(&mesh, false);
|
|
|
|
return mesh;
|
|
}
|
|
#endif // SUPPORT_MESH_GENERATION
|
|
|
|
// Compute mesh bounding box limits
|
|
// NOTE: minVertex and maxVertex should be transformed by model transform matrix
|
|
BoundingBox MeshBoundingBox(Mesh mesh)
|
|
{
|
|
// Get min and max vertex to construct bounds (AABB)
|
|
Vector3 minVertex = { 0 };
|
|
Vector3 maxVertex = { 0 };
|
|
|
|
if (mesh.vertices != NULL)
|
|
{
|
|
minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
|
|
maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
|
|
|
|
for (int i = 1; i < mesh.vertexCount; i++)
|
|
{
|
|
minVertex = Vector3Min(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
|
|
maxVertex = Vector3Max(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
|
|
}
|
|
}
|
|
|
|
// Create the bounding box
|
|
BoundingBox box = { 0 };
|
|
box.min = minVertex;
|
|
box.max = maxVertex;
|
|
|
|
return box;
|
|
}
|
|
|
|
// Compute mesh tangents
|
|
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
|
|
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
|
|
void MeshTangents(Mesh *mesh)
|
|
{
|
|
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
|
|
else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
|
|
|
|
Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
|
|
Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
|
|
|
|
for (int i = 0; i < mesh->vertexCount; i += 3)
|
|
{
|
|
// Get triangle vertices
|
|
Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
|
|
Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] };
|
|
Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] };
|
|
|
|
// Get triangle texcoords
|
|
Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] };
|
|
Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] };
|
|
Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] };
|
|
|
|
float x1 = v2.x - v1.x;
|
|
float y1 = v2.y - v1.y;
|
|
float z1 = v2.z - v1.z;
|
|
float x2 = v3.x - v1.x;
|
|
float y2 = v3.y - v1.y;
|
|
float z2 = v3.z - v1.z;
|
|
|
|
float s1 = uv2.x - uv1.x;
|
|
float t1 = uv2.y - uv1.y;
|
|
float s2 = uv3.x - uv1.x;
|
|
float t2 = uv3.y - uv1.y;
|
|
|
|
float div = s1*t2 - s2*t1;
|
|
float r = (div == 0.0f)? 0.0f : 1.0f/div;
|
|
|
|
Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r };
|
|
Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r };
|
|
|
|
tan1[i + 0] = sdir;
|
|
tan1[i + 1] = sdir;
|
|
tan1[i + 2] = sdir;
|
|
|
|
tan2[i + 0] = tdir;
|
|
tan2[i + 1] = tdir;
|
|
tan2[i + 2] = tdir;
|
|
}
|
|
|
|
// Compute tangents considering normals
|
|
for (int i = 0; i < mesh->vertexCount; ++i)
|
|
{
|
|
Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
|
|
Vector3 tangent = tan1[i];
|
|
|
|
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
|
|
#if defined(COMPUTE_TANGENTS_METHOD_01)
|
|
Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
|
|
tmp = Vector3Normalize(tmp);
|
|
mesh->tangents[i*4 + 0] = tmp.x;
|
|
mesh->tangents[i*4 + 1] = tmp.y;
|
|
mesh->tangents[i*4 + 2] = tmp.z;
|
|
mesh->tangents[i*4 + 3] = 1.0f;
|
|
#else
|
|
Vector3OrthoNormalize(&normal, &tangent);
|
|
mesh->tangents[i*4 + 0] = tangent.x;
|
|
mesh->tangents[i*4 + 1] = tangent.y;
|
|
mesh->tangents[i*4 + 2] = tangent.z;
|
|
mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f)? -1.0f : 1.0f;
|
|
#endif
|
|
}
|
|
|
|
RL_FREE(tan1);
|
|
RL_FREE(tan2);
|
|
|
|
// Load a new tangent attributes buffer
|
|
mesh->vboId[LOC_VERTEX_TANGENT] = rlLoadAttribBuffer(mesh->vaoId, LOC_VERTEX_TANGENT, mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
|
|
|
|
TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
|
|
}
|
|
|
|
// Compute mesh binormals (aka bitangent)
|
|
void MeshBinormals(Mesh *mesh)
|
|
{
|
|
for (int i = 0; i < mesh->vertexCount; i++)
|
|
{
|
|
//Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
|
|
//Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
|
|
//Vector3 binormal = Vector3Scale(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]);
|
|
|
|
// TODO: Register computed binormal in mesh->binormal?
|
|
}
|
|
}
|
|
|
|
// Draw a model (with texture if set)
|
|
void DrawModel(Model model, Vector3 position, float scale, Color tint)
|
|
{
|
|
Vector3 vScale = { scale, scale, scale };
|
|
Vector3 rotationAxis = { 0.0f, 1.0f, 0.0f };
|
|
|
|
DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
|
|
}
|
|
|
|
// Draw a model with extended parameters
|
|
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
|
{
|
|
// Calculate transformation matrix from function parameters
|
|
// Get transform matrix (rotation -> scale -> translation)
|
|
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
|
|
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
|
|
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
|
|
|
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
|
|
|
// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
|
|
model.transform = MatrixMultiply(model.transform, matTransform);
|
|
|
|
for (int i = 0; i < model.meshCount; i++)
|
|
{
|
|
Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color;
|
|
|
|
Color colorTint = WHITE;
|
|
colorTint.r = (unsigned char)((((float)color.r/255.0)*((float)tint.r/255.0))*255.0f);
|
|
colorTint.g = (unsigned char)((((float)color.g/255.0)*((float)tint.g/255.0))*255.0f);
|
|
colorTint.b = (unsigned char)((((float)color.b/255.0)*((float)tint.b/255.0))*255.0f);
|
|
colorTint.a = (unsigned char)((((float)color.a/255.0)*((float)tint.a/255.0))*255.0f);
|
|
|
|
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = colorTint;
|
|
rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
|
|
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = color;
|
|
}
|
|
}
|
|
|
|
// Draw a model wires (with texture if set)
|
|
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
|
|
{
|
|
rlEnableWireMode();
|
|
|
|
DrawModel(model, position, scale, tint);
|
|
|
|
rlDisableWireMode();
|
|
}
|
|
|
|
// Draw a model wires (with texture if set) with extended parameters
|
|
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
|
{
|
|
rlEnableWireMode();
|
|
|
|
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
|
|
|
|
rlDisableWireMode();
|
|
}
|
|
|
|
// Draw a billboard
|
|
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
|
{
|
|
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
|
|
|
|
DrawBillboardRec(camera, texture, source, center, size, tint);
|
|
}
|
|
|
|
// Draw a billboard (part of a texture defined by a rectangle)
|
|
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint)
|
|
{
|
|
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
|
|
Vector2 sizeRatio = { size, size*(float)source.height/source.width };
|
|
|
|
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
Vector3 right = { matView.m0, matView.m4, matView.m8 };
|
|
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
|
|
|
|
// NOTE: Billboard locked on axis-Y
|
|
Vector3 up = { 0.0f, 1.0f, 0.0f };
|
|
/*
|
|
a-------b
|
|
| |
|
|
| * |
|
|
| |
|
|
d-------c
|
|
*/
|
|
right = Vector3Scale(right, sizeRatio.x/2);
|
|
up = Vector3Scale(up, sizeRatio.y/2);
|
|
|
|
Vector3 p1 = Vector3Add(right, up);
|
|
Vector3 p2 = Vector3Subtract(right, up);
|
|
|
|
Vector3 a = Vector3Subtract(center, p2);
|
|
Vector3 b = Vector3Add(center, p1);
|
|
Vector3 c = Vector3Add(center, p2);
|
|
Vector3 d = Vector3Subtract(center, p1);
|
|
|
|
if (rlCheckBufferLimit(4)) rlglDraw();
|
|
|
|
rlEnableTexture(texture.id);
|
|
|
|
rlBegin(RL_QUADS);
|
|
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
|
|
|
// Bottom-left corner for texture and quad
|
|
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
|
|
rlVertex3f(a.x, a.y, a.z);
|
|
|
|
// Top-left corner for texture and quad
|
|
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
|
|
rlVertex3f(d.x, d.y, d.z);
|
|
|
|
// Top-right corner for texture and quad
|
|
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
|
|
rlVertex3f(c.x, c.y, c.z);
|
|
|
|
// Bottom-right corner for texture and quad
|
|
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
|
|
rlVertex3f(b.x, b.y, b.z);
|
|
rlEnd();
|
|
|
|
rlDisableTexture();
|
|
}
|
|
|
|
// Draw a bounding box with wires
|
|
void DrawBoundingBox(BoundingBox box, Color color)
|
|
{
|
|
Vector3 size;
|
|
|
|
size.x = fabsf(box.max.x - box.min.x);
|
|
size.y = fabsf(box.max.y - box.min.y);
|
|
size.z = fabsf(box.max.z - box.min.z);
|
|
|
|
Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
|
|
|
|
DrawCubeWires(center, size.x, size.y, size.z, color);
|
|
}
|
|
|
|
// Detect collision between two spheres
|
|
bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
|
|
{
|
|
bool collision = false;
|
|
|
|
// Simple way to check for collision, just checking distance between two points
|
|
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
|
|
/*
|
|
float dx = center1.x - center2.x; // X distance between centers
|
|
float dy = center1.y - center2.y; // Y distance between centers
|
|
float dz = center1.z - center2.z; // Z distance between centers
|
|
|
|
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
|
|
|
|
if (distance <= (radius1 + radius2)) collision = true;
|
|
*/
|
|
|
|
// Check for distances squared to avoid sqrtf()
|
|
if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true;
|
|
|
|
return collision;
|
|
}
|
|
|
|
// Detect collision between two boxes
|
|
// NOTE: Boxes are defined by two points minimum and maximum
|
|
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
|
|
{
|
|
bool collision = true;
|
|
|
|
if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x))
|
|
{
|
|
if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false;
|
|
if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false;
|
|
}
|
|
else collision = false;
|
|
|
|
return collision;
|
|
}
|
|
|
|
// Detect collision between box and sphere
|
|
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
|
|
{
|
|
bool collision = false;
|
|
|
|
float dmin = 0;
|
|
|
|
if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2);
|
|
else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2);
|
|
|
|
if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2);
|
|
else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2);
|
|
|
|
if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2);
|
|
else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2);
|
|
|
|
if (dmin <= (radius*radius)) collision = true;
|
|
|
|
return collision;
|
|
}
|
|
|
|
// Detect collision between ray and sphere
|
|
bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
|
|
{
|
|
bool collision = false;
|
|
|
|
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
|
|
float distance = Vector3Length(raySpherePos);
|
|
float vector = Vector3DotProduct(raySpherePos, ray.direction);
|
|
float d = radius*radius - (distance*distance - vector*vector);
|
|
|
|
if (d >= 0.0f) collision = true;
|
|
|
|
return collision;
|
|
}
|
|
|
|
// Detect collision between ray and sphere with extended parameters and collision point detection
|
|
bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
|
|
{
|
|
bool collision = false;
|
|
|
|
Vector3 raySpherePos = Vector3Subtract(center, ray.position);
|
|
float distance = Vector3Length(raySpherePos);
|
|
float vector = Vector3DotProduct(raySpherePos, ray.direction);
|
|
float d = radius*radius - (distance*distance - vector*vector);
|
|
|
|
if (d >= 0.0f) collision = true;
|
|
|
|
// Check if ray origin is inside the sphere to calculate the correct collision point
|
|
float collisionDistance = 0;
|
|
|
|
if (distance < radius) collisionDistance = vector + sqrtf(d);
|
|
else collisionDistance = vector - sqrtf(d);
|
|
|
|
// Calculate collision point
|
|
Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
|
|
|
|
collisionPoint->x = cPoint.x;
|
|
collisionPoint->y = cPoint.y;
|
|
collisionPoint->z = cPoint.z;
|
|
|
|
return collision;
|
|
}
|
|
|
|
// Detect collision between ray and bounding box
|
|
bool CheckCollisionRayBox(Ray ray, BoundingBox box)
|
|
{
|
|
bool collision = false;
|
|
|
|
float t[8];
|
|
t[0] = (box.min.x - ray.position.x)/ray.direction.x;
|
|
t[1] = (box.max.x - ray.position.x)/ray.direction.x;
|
|
t[2] = (box.min.y - ray.position.y)/ray.direction.y;
|
|
t[3] = (box.max.y - ray.position.y)/ray.direction.y;
|
|
t[4] = (box.min.z - ray.position.z)/ray.direction.z;
|
|
t[5] = (box.max.z - ray.position.z)/ray.direction.z;
|
|
t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
|
|
t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
|
|
|
|
collision = !(t[7] < 0 || t[6] > t[7]);
|
|
|
|
return collision;
|
|
}
|
|
// Get collision info between ray and mesh
|
|
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
|
|
{
|
|
RayHitInfo result = { 0 };
|
|
|
|
// Check if mesh vertex data on CPU for testing
|
|
if (mesh.vertices != NULL)
|
|
{
|
|
// model->mesh.triangleCount may not be set, vertexCount is more reliable
|
|
int triangleCount = mesh.vertexCount / 3;
|
|
|
|
// Test against all triangles in mesh
|
|
for (int i = 0; i < triangleCount; i++)
|
|
{
|
|
Vector3 a, b, c;
|
|
Vector3* vertdata = (Vector3*)mesh.vertices;
|
|
|
|
if (mesh.indices)
|
|
{
|
|
a = vertdata[mesh.indices[i * 3 + 0]];
|
|
b = vertdata[mesh.indices[i * 3 + 1]];
|
|
c = vertdata[mesh.indices[i * 3 + 2]];
|
|
}
|
|
else
|
|
{
|
|
a = vertdata[i * 3 + 0];
|
|
b = vertdata[i * 3 + 1];
|
|
c = vertdata[i * 3 + 2];
|
|
}
|
|
|
|
a = Vector3Transform(a, transform);
|
|
b = Vector3Transform(b, transform);
|
|
c = Vector3Transform(c, transform);
|
|
|
|
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
|
|
|
|
if (triHitInfo.hit)
|
|
{
|
|
// Save the closest hit triangle
|
|
if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
// Get collision info between ray and model
|
|
RayHitInfo GetCollisionRayModel(Ray ray, Model model)
|
|
{
|
|
RayHitInfo result = { 0 };
|
|
|
|
for (int m = 0; m < model.meshCount; m++)
|
|
{
|
|
RayHitInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
|
|
|
|
if (meshHitInfo.hit)
|
|
{
|
|
// Save the closest hit mesh
|
|
if ((!result.hit) || (result.distance > meshHitInfo.distance)) result = meshHitInfo;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
// Get collision info between ray and triangle
|
|
// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
|
|
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
|
|
{
|
|
#define EPSILON 0.000001 // A small number
|
|
|
|
Vector3 edge1, edge2;
|
|
Vector3 p, q, tv;
|
|
float det, invDet, u, v, t;
|
|
RayHitInfo result = {0};
|
|
|
|
// Find vectors for two edges sharing V1
|
|
edge1 = Vector3Subtract(p2, p1);
|
|
edge2 = Vector3Subtract(p3, p1);
|
|
|
|
// Begin calculating determinant - also used to calculate u parameter
|
|
p = Vector3CrossProduct(ray.direction, edge2);
|
|
|
|
// If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
|
|
det = Vector3DotProduct(edge1, p);
|
|
|
|
// Avoid culling!
|
|
if ((det > -EPSILON) && (det < EPSILON)) return result;
|
|
|
|
invDet = 1.0f/det;
|
|
|
|
// Calculate distance from V1 to ray origin
|
|
tv = Vector3Subtract(ray.position, p1);
|
|
|
|
// Calculate u parameter and test bound
|
|
u = Vector3DotProduct(tv, p)*invDet;
|
|
|
|
// The intersection lies outside of the triangle
|
|
if ((u < 0.0f) || (u > 1.0f)) return result;
|
|
|
|
// Prepare to test v parameter
|
|
q = Vector3CrossProduct(tv, edge1);
|
|
|
|
// Calculate V parameter and test bound
|
|
v = Vector3DotProduct(ray.direction, q)*invDet;
|
|
|
|
// The intersection lies outside of the triangle
|
|
if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
|
|
|
|
t = Vector3DotProduct(edge2, q)*invDet;
|
|
|
|
if (t > EPSILON)
|
|
{
|
|
// Ray hit, get hit point and normal
|
|
result.hit = true;
|
|
result.distance = t;
|
|
result.hit = true;
|
|
result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
|
|
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
// Get collision info between ray and ground plane (Y-normal plane)
|
|
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
|
|
{
|
|
#define EPSILON 0.000001 // A small number
|
|
|
|
RayHitInfo result = { 0 };
|
|
|
|
if (fabsf(ray.direction.y) > EPSILON)
|
|
{
|
|
float distance = (ray.position.y - groundHeight)/-ray.direction.y;
|
|
|
|
if (distance >= 0.0)
|
|
{
|
|
result.hit = true;
|
|
result.distance = distance;
|
|
result.normal = (Vector3){ 0.0, 1.0, 0.0 };
|
|
result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
|
|
result.position.y = groundHeight;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_OBJ)
|
|
// Load OBJ mesh data
|
|
static Model LoadOBJ(const char *fileName)
|
|
{
|
|
Model model = { 0 };
|
|
|
|
tinyobj_attrib_t attrib = { 0 };
|
|
tinyobj_shape_t *meshes = NULL;
|
|
unsigned int meshCount = 0;
|
|
|
|
tinyobj_material_t *materials = NULL;
|
|
unsigned int materialCount = 0;
|
|
|
|
char *fileData = LoadFileText(fileName);
|
|
|
|
if (fileData != NULL)
|
|
{
|
|
unsigned int dataSize = (unsigned int)strlen(fileData);
|
|
char currentDir[1024] = { 0 };
|
|
strcpy(currentDir, GetWorkingDirectory());
|
|
chdir(GetDirectoryPath(fileName));
|
|
|
|
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
|
|
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileData, dataSize, flags);
|
|
|
|
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
|
|
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
|
|
|
|
model.meshCount = materialCount;
|
|
|
|
// Init model materials array
|
|
if (materialCount > 0)
|
|
{
|
|
model.materialCount = materialCount;
|
|
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
|
|
TraceLog(LOG_INFO, "MODEL: model has %i material meshes", materialCount);
|
|
}
|
|
else
|
|
{
|
|
model.meshCount = 1;
|
|
TraceLog(LOG_INFO, "MODEL: No materials, putting all meshes in a default material");
|
|
}
|
|
|
|
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
|
|
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
|
|
|
|
// count the faces for each material
|
|
int *matFaces = RL_CALLOC(meshCount, sizeof(int));
|
|
|
|
for (unsigned int mi = 0; mi < meshCount; mi++)
|
|
{
|
|
for (unsigned int fi = 0; fi < meshes[mi].length; fi++)
|
|
{
|
|
int idx = attrib.material_ids[meshes[mi].face_offset + fi];
|
|
if (idx == -1) idx = 0; // for no material face (which could be the whole model)
|
|
matFaces[idx]++;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------
|
|
// create the material meshes
|
|
|
|
// running counts / indexes for each material mesh as we are
|
|
// building them at the same time
|
|
int *vCount = RL_CALLOC(model.meshCount, sizeof(int));
|
|
int *vtCount = RL_CALLOC(model.meshCount, sizeof(int));
|
|
int *vnCount = RL_CALLOC(model.meshCount, sizeof(int));
|
|
int *faceCount = RL_CALLOC(model.meshCount, sizeof(int));
|
|
|
|
// allocate space for each of the material meshes
|
|
for (int mi = 0; mi < model.meshCount; mi++)
|
|
{
|
|
model.meshes[mi].vertexCount = matFaces[mi] * 3;
|
|
model.meshes[mi].triangleCount = matFaces[mi];
|
|
model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
|
|
model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float));
|
|
model.meshes[mi].normals = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
|
|
model.meshMaterial[mi] = mi;
|
|
}
|
|
|
|
// scan through the combined sub meshes and pick out each material mesh
|
|
for (unsigned int af = 0; af < attrib.num_faces; af++)
|
|
{
|
|
int mm = attrib.material_ids[af]; // mesh material for this face
|
|
if (mm == -1) { mm = 0; } // no material object..
|
|
|
|
// Get indices for the face
|
|
tinyobj_vertex_index_t idx0 = attrib.faces[3 * af + 0];
|
|
tinyobj_vertex_index_t idx1 = attrib.faces[3 * af + 1];
|
|
tinyobj_vertex_index_t idx2 = attrib.faces[3 * af + 2];
|
|
|
|
// Fill vertices buffer (float) using vertex index of the face
|
|
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3;
|
|
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3;
|
|
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3;
|
|
|
|
if (attrib.num_texcoords > 0)
|
|
{
|
|
// Fill texcoords buffer (float) using vertex index of the face
|
|
// NOTE: Y-coordinate must be flipped upside-down to account for
|
|
// raylib's upside down textures...
|
|
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
|
|
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount[mm] += 2;
|
|
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
|
|
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount[mm] += 2;
|
|
model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
|
|
model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount[mm] += 2;
|
|
}
|
|
|
|
if (attrib.num_normals > 0)
|
|
{
|
|
// Fill normals buffer (float) using vertex index of the face
|
|
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount[mm] +=3;
|
|
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount[mm] +=3;
|
|
for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount[mm] +=3;
|
|
}
|
|
}
|
|
|
|
// Init model materials
|
|
for (unsigned int m = 0; m < materialCount; m++)
|
|
{
|
|
// Init material to default
|
|
// NOTE: Uses default shader, which only supports MAP_DIFFUSE
|
|
model.materials[m] = LoadMaterialDefault();
|
|
|
|
model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault(); // Get default texture, in case no texture is defined
|
|
|
|
if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
|
|
else model.materials[m].maps[MAP_DIFFUSE].texture = GetTextureDefault();
|
|
|
|
model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
|
|
model.materials[m].maps[MAP_DIFFUSE].value = 0.0f;
|
|
|
|
if (materials[m].specular_texname != NULL) model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
|
|
model.materials[m].maps[MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
|
|
model.materials[m].maps[MAP_SPECULAR].value = 0.0f;
|
|
|
|
if (materials[m].bump_texname != NULL) model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
|
|
model.materials[m].maps[MAP_NORMAL].color = WHITE;
|
|
model.materials[m].maps[MAP_NORMAL].value = materials[m].shininess;
|
|
|
|
model.materials[m].maps[MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
|
|
|
|
if (materials[m].displacement_texname != NULL) model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
|
|
}
|
|
|
|
tinyobj_attrib_free(&attrib);
|
|
tinyobj_shapes_free(meshes, meshCount);
|
|
tinyobj_materials_free(materials, materialCount);
|
|
|
|
RL_FREE(fileData);
|
|
RL_FREE(matFaces);
|
|
|
|
RL_FREE(vCount);
|
|
RL_FREE(vtCount);
|
|
RL_FREE(vnCount);
|
|
RL_FREE(faceCount);
|
|
|
|
chdir(currentDir);
|
|
}
|
|
|
|
return model;
|
|
}
|
|
#endif
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_IQM)
|
|
// Load IQM mesh data
|
|
static Model LoadIQM(const char *fileName)
|
|
{
|
|
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
|
#define IQM_VERSION 2 // only IQM version 2 supported
|
|
|
|
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
|
|
#define MESH_NAME_LENGTH 32 // Mesh name string length
|
|
#define MATERIAL_NAME_LENGTH 32 // Material name string length
|
|
|
|
unsigned int fileSize = 0;
|
|
unsigned char *fileData = LoadFileData(fileName, &fileSize);
|
|
unsigned char *fileDataPtr = fileData;
|
|
|
|
// IQM file structs
|
|
//-----------------------------------------------------------------------------------
|
|
typedef struct IQMHeader {
|
|
char magic[16];
|
|
unsigned int version;
|
|
unsigned int filesize;
|
|
unsigned int flags;
|
|
unsigned int num_text, ofs_text;
|
|
unsigned int num_meshes, ofs_meshes;
|
|
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
|
|
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
|
|
unsigned int num_joints, ofs_joints;
|
|
unsigned int num_poses, ofs_poses;
|
|
unsigned int num_anims, ofs_anims;
|
|
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
|
|
unsigned int num_comment, ofs_comment;
|
|
unsigned int num_extensions, ofs_extensions;
|
|
} IQMHeader;
|
|
|
|
typedef struct IQMMesh {
|
|
unsigned int name;
|
|
unsigned int material;
|
|
unsigned int first_vertex, num_vertexes;
|
|
unsigned int first_triangle, num_triangles;
|
|
} IQMMesh;
|
|
|
|
typedef struct IQMTriangle {
|
|
unsigned int vertex[3];
|
|
} IQMTriangle;
|
|
|
|
typedef struct IQMJoint {
|
|
unsigned int name;
|
|
int parent;
|
|
float translate[3], rotate[4], scale[3];
|
|
} IQMJoint;
|
|
|
|
typedef struct IQMVertexArray {
|
|
unsigned int type;
|
|
unsigned int flags;
|
|
unsigned int format;
|
|
unsigned int size;
|
|
unsigned int offset;
|
|
} IQMVertexArray;
|
|
|
|
// NOTE: Below IQM structures are not used but listed for reference
|
|
/*
|
|
typedef struct IQMAdjacency {
|
|
unsigned int triangle[3];
|
|
} IQMAdjacency;
|
|
|
|
typedef struct IQMPose {
|
|
int parent;
|
|
unsigned int mask;
|
|
float channeloffset[10];
|
|
float channelscale[10];
|
|
} IQMPose;
|
|
|
|
typedef struct IQMAnim {
|
|
unsigned int name;
|
|
unsigned int first_frame, num_frames;
|
|
float framerate;
|
|
unsigned int flags;
|
|
} IQMAnim;
|
|
|
|
typedef struct IQMBounds {
|
|
float bbmin[3], bbmax[3];
|
|
float xyradius, radius;
|
|
} IQMBounds;
|
|
*/
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
// IQM vertex data types
|
|
enum {
|
|
IQM_POSITION = 0,
|
|
IQM_TEXCOORD = 1,
|
|
IQM_NORMAL = 2,
|
|
IQM_TANGENT = 3, // NOTE: Tangents unused by default
|
|
IQM_BLENDINDEXES = 4,
|
|
IQM_BLENDWEIGHTS = 5,
|
|
IQM_COLOR = 6, // NOTE: Vertex colors unused by default
|
|
IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default
|
|
};
|
|
|
|
Model model = { 0 };
|
|
|
|
IQMMesh *imesh = NULL;
|
|
IQMTriangle *tri = NULL;
|
|
IQMVertexArray *va = NULL;
|
|
IQMJoint *ijoint = NULL;
|
|
|
|
float *vertex = NULL;
|
|
float *normal = NULL;
|
|
float *text = NULL;
|
|
char *blendi = NULL;
|
|
unsigned char *blendw = NULL;
|
|
|
|
// In case file can not be read, return an empty model
|
|
if (fileDataPtr == NULL) return model;
|
|
|
|
// Read IQM header
|
|
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
|
|
|
|
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
|
|
return model;
|
|
}
|
|
|
|
if (iqmHeader->version != IQM_VERSION)
|
|
{
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
|
|
return model;
|
|
}
|
|
|
|
//fileDataPtr += sizeof(IQMHeader); // Move file data pointer
|
|
|
|
// Meshes data processing
|
|
imesh = RL_MALLOC(sizeof(IQMMesh)*iqmHeader->num_meshes);
|
|
//fseek(iqmFile, iqmHeader->ofs_meshes, SEEK_SET);
|
|
//fread(imesh, sizeof(IQMMesh)*iqmHeader->num_meshes, 1, iqmFile);
|
|
memcpy(imesh, fileDataPtr + iqmHeader->ofs_meshes, iqmHeader->num_meshes*sizeof(IQMMesh));
|
|
|
|
model.meshCount = iqmHeader->num_meshes;
|
|
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
|
|
|
|
model.materialCount = model.meshCount;
|
|
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
|
|
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
|
|
|
|
char name[MESH_NAME_LENGTH] = { 0 };
|
|
char material[MATERIAL_NAME_LENGTH] = { 0 };
|
|
|
|
for (int i = 0; i < model.meshCount; i++)
|
|
{
|
|
//fseek(iqmFile, iqmHeader->ofs_text + imesh[i].name, SEEK_SET);
|
|
//fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile);
|
|
memcpy(name, fileDataPtr + iqmHeader->ofs_text + imesh[i].name, MESH_NAME_LENGTH*sizeof(char));
|
|
|
|
//fseek(iqmFile, iqmHeader->ofs_text + imesh[i].material, SEEK_SET);
|
|
//fread(material, sizeof(char)*MATERIAL_NAME_LENGTH, 1, iqmFile);
|
|
memcpy(material, fileDataPtr + iqmHeader->ofs_text + imesh[i].material, MATERIAL_NAME_LENGTH*sizeof(char));
|
|
|
|
model.materials[i] = LoadMaterialDefault();
|
|
|
|
TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material);
|
|
|
|
model.meshes[i].vertexCount = imesh[i].num_vertexes;
|
|
|
|
model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions
|
|
model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
|
|
model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
|
|
|
|
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
|
|
model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
|
|
|
|
model.meshes[i].triangleCount = imesh[i].num_triangles;
|
|
model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
|
|
|
|
// Animated verted data, what we actually process for rendering
|
|
// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
|
|
model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
|
|
model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
|
|
}
|
|
|
|
// Triangles data processing
|
|
tri = RL_MALLOC(iqmHeader->num_triangles*sizeof(IQMTriangle));
|
|
//fseek(iqmFile, iqmHeader->ofs_triangles, SEEK_SET);
|
|
//fread(tri, iqmHeader->num_triangles*sizeof(IQMTriangle), 1, iqmFile);
|
|
memcpy(tri, fileDataPtr + iqmHeader->ofs_triangles, iqmHeader->num_triangles*sizeof(IQMTriangle));
|
|
|
|
for (int m = 0; m < model.meshCount; m++)
|
|
{
|
|
int tcounter = 0;
|
|
|
|
for (unsigned int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++)
|
|
{
|
|
// IQM triangles indexes are stored in counter-clockwise, but raylib processes the index in linear order,
|
|
// expecting they point to the counter-clockwise vertex triangle, so we need to reverse triangle indexes
|
|
// NOTE: raylib renders vertex data in counter-clockwise order (standard convention) by default
|
|
model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex;
|
|
model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex;
|
|
model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
|
|
tcounter += 3;
|
|
}
|
|
}
|
|
|
|
// Vertex arrays data processing
|
|
va = RL_MALLOC(iqmHeader->num_vertexarrays*sizeof(IQMVertexArray));
|
|
//fseek(iqmFile, iqmHeader->ofs_vertexarrays, SEEK_SET);
|
|
//fread(va, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray), 1, iqmFile);
|
|
memcpy(va, fileDataPtr + iqmHeader->ofs_vertexarrays, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray));
|
|
|
|
for (unsigned int i = 0; i < iqmHeader->num_vertexarrays; i++)
|
|
{
|
|
switch (va[i].type)
|
|
{
|
|
case IQM_POSITION:
|
|
{
|
|
vertex = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float));
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET);
|
|
//fread(vertex, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile);
|
|
memcpy(vertex, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float));
|
|
|
|
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
|
|
{
|
|
int vCounter = 0;
|
|
for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
|
|
{
|
|
model.meshes[m].vertices[vCounter] = vertex[i];
|
|
model.meshes[m].animVertices[vCounter] = vertex[i];
|
|
vCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
case IQM_NORMAL:
|
|
{
|
|
normal = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float));
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET);
|
|
//fread(normal, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile);
|
|
memcpy(normal, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float));
|
|
|
|
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
|
|
{
|
|
int vCounter = 0;
|
|
for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
|
|
{
|
|
model.meshes[m].normals[vCounter] = normal[i];
|
|
model.meshes[m].animNormals[vCounter] = normal[i];
|
|
vCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
case IQM_TEXCOORD:
|
|
{
|
|
text = RL_MALLOC(iqmHeader->num_vertexes*2*sizeof(float));
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET);
|
|
//fread(text, iqmHeader->num_vertexes*2*sizeof(float), 1, iqmFile);
|
|
memcpy(text, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*2*sizeof(float));
|
|
|
|
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
|
|
{
|
|
int vCounter = 0;
|
|
for (unsigned int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
|
|
{
|
|
model.meshes[m].texcoords[vCounter] = text[i];
|
|
vCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
case IQM_BLENDINDEXES:
|
|
{
|
|
blendi = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(char));
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET);
|
|
//fread(blendi, iqmHeader->num_vertexes*4*sizeof(char), 1, iqmFile);
|
|
memcpy(blendi, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(char));
|
|
|
|
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
|
|
{
|
|
int boneCounter = 0;
|
|
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
|
|
{
|
|
model.meshes[m].boneIds[boneCounter] = blendi[i];
|
|
boneCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
case IQM_BLENDWEIGHTS:
|
|
{
|
|
blendw = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char));
|
|
//fseek(iqmFile, va[i].offset, SEEK_SET);
|
|
//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
|
|
memcpy(blendw, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char));
|
|
|
|
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
|
|
{
|
|
int boneCounter = 0;
|
|
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
|
|
{
|
|
model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f;
|
|
boneCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
}
|
|
}
|
|
|
|
// Bones (joints) data processing
|
|
ijoint = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint));
|
|
//fseek(iqmFile, iqmHeader->ofs_joints, SEEK_SET);
|
|
//fread(ijoint, iqmHeader->num_joints*sizeof(IQMJoint), 1, iqmFile);
|
|
memcpy(ijoint, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint));
|
|
|
|
model.boneCount = iqmHeader->num_joints;
|
|
model.bones = RL_MALLOC(iqmHeader->num_joints*sizeof(BoneInfo));
|
|
model.bindPose = RL_MALLOC(iqmHeader->num_joints*sizeof(Transform));
|
|
|
|
for (unsigned int i = 0; i < iqmHeader->num_joints; i++)
|
|
{
|
|
// Bones
|
|
model.bones[i].parent = ijoint[i].parent;
|
|
//fseek(iqmFile, iqmHeader->ofs_text + ijoint[i].name, SEEK_SET);
|
|
//fread(model.bones[i].name, BONE_NAME_LENGTH*sizeof(char), 1, iqmFile);
|
|
memcpy(model.bones[i].name, fileDataPtr + iqmHeader->ofs_text + ijoint[i].name, BONE_NAME_LENGTH*sizeof(char));
|
|
|
|
// Bind pose (base pose)
|
|
model.bindPose[i].translation.x = ijoint[i].translate[0];
|
|
model.bindPose[i].translation.y = ijoint[i].translate[1];
|
|
model.bindPose[i].translation.z = ijoint[i].translate[2];
|
|
|
|
model.bindPose[i].rotation.x = ijoint[i].rotate[0];
|
|
model.bindPose[i].rotation.y = ijoint[i].rotate[1];
|
|
model.bindPose[i].rotation.z = ijoint[i].rotate[2];
|
|
model.bindPose[i].rotation.w = ijoint[i].rotate[3];
|
|
|
|
model.bindPose[i].scale.x = ijoint[i].scale[0];
|
|
model.bindPose[i].scale.y = ijoint[i].scale[1];
|
|
model.bindPose[i].scale.z = ijoint[i].scale[2];
|
|
}
|
|
|
|
// Build bind pose from parent joints
|
|
for (int i = 0; i < model.boneCount; i++)
|
|
{
|
|
if (model.bones[i].parent >= 0)
|
|
{
|
|
model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
|
|
model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
|
|
model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
|
|
model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
|
|
}
|
|
}
|
|
|
|
RL_FREE(fileData);
|
|
|
|
RL_FREE(imesh);
|
|
RL_FREE(tri);
|
|
RL_FREE(va);
|
|
RL_FREE(vertex);
|
|
RL_FREE(normal);
|
|
RL_FREE(text);
|
|
RL_FREE(blendi);
|
|
RL_FREE(blendw);
|
|
RL_FREE(ijoint);
|
|
|
|
return model;
|
|
}
|
|
|
|
// Load IQM animation data
|
|
static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCount)
|
|
{
|
|
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
|
#define IQM_VERSION 2 // only IQM version 2 supported
|
|
|
|
unsigned int fileSize = 0;
|
|
unsigned char *fileData = LoadFileData(fileName, &fileSize);
|
|
unsigned char *fileDataPtr = fileData;
|
|
|
|
typedef struct IQMHeader {
|
|
char magic[16];
|
|
unsigned int version;
|
|
unsigned int filesize;
|
|
unsigned int flags;
|
|
unsigned int num_text, ofs_text;
|
|
unsigned int num_meshes, ofs_meshes;
|
|
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
|
|
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
|
|
unsigned int num_joints, ofs_joints;
|
|
unsigned int num_poses, ofs_poses;
|
|
unsigned int num_anims, ofs_anims;
|
|
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
|
|
unsigned int num_comment, ofs_comment;
|
|
unsigned int num_extensions, ofs_extensions;
|
|
} IQMHeader;
|
|
|
|
typedef struct IQMPose {
|
|
int parent;
|
|
unsigned int mask;
|
|
float channeloffset[10];
|
|
float channelscale[10];
|
|
} IQMPose;
|
|
|
|
typedef struct IQMAnim {
|
|
unsigned int name;
|
|
unsigned int first_frame, num_frames;
|
|
float framerate;
|
|
unsigned int flags;
|
|
} IQMAnim;
|
|
|
|
// In case file can not be read, return an empty model
|
|
if (fileDataPtr == NULL) return NULL;
|
|
|
|
// Read IQM header
|
|
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
|
|
|
|
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
|
|
{
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
|
|
return NULL;
|
|
}
|
|
|
|
if (iqmHeader->version != IQM_VERSION)
|
|
{
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
|
|
return NULL;
|
|
}
|
|
|
|
// Get bones data
|
|
IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
|
|
//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
|
|
//fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
|
|
memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
|
|
|
|
// Get animations data
|
|
*animCount = iqmHeader->num_anims;
|
|
IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
|
|
//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
|
|
//fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
|
|
memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
|
|
|
|
ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
|
|
|
|
// frameposes
|
|
unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
|
|
//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
|
|
//fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
|
|
memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
|
|
|
|
for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
|
|
{
|
|
animations[a].frameCount = anim[a].num_frames;
|
|
animations[a].boneCount = iqmHeader->num_poses;
|
|
animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
|
|
animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
|
|
// animations[a].framerate = anim.framerate; // TODO: Use framerate?
|
|
|
|
for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
|
|
{
|
|
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
|
|
animations[a].bones[j].parent = poses[j].parent;
|
|
}
|
|
|
|
for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
|
|
|
|
int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
|
|
|
|
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
|
|
{
|
|
for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
|
|
{
|
|
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
|
|
|
|
if (poses[i].mask & 0x01)
|
|
{
|
|
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
|
|
|
|
if (poses[i].mask & 0x02)
|
|
{
|
|
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
|
|
|
|
if (poses[i].mask & 0x04)
|
|
{
|
|
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
|
|
|
|
if (poses[i].mask & 0x08)
|
|
{
|
|
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
|
|
|
|
if (poses[i].mask & 0x10)
|
|
{
|
|
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
|
|
|
|
if (poses[i].mask & 0x20)
|
|
{
|
|
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
|
|
|
|
if (poses[i].mask & 0x40)
|
|
{
|
|
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
|
|
|
|
if (poses[i].mask & 0x80)
|
|
{
|
|
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
|
|
|
|
if (poses[i].mask & 0x100)
|
|
{
|
|
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
|
|
|
|
if (poses[i].mask & 0x200)
|
|
{
|
|
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
|
|
dcounter++;
|
|
}
|
|
|
|
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
|
|
}
|
|
}
|
|
|
|
// Build frameposes
|
|
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
|
|
{
|
|
for (int i = 0; i < animations[a].boneCount; i++)
|
|
{
|
|
if (animations[a].bones[i].parent >= 0)
|
|
{
|
|
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
|
|
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
|
|
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
|
|
animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
RL_FREE(fileData);
|
|
|
|
RL_FREE(framedata);
|
|
RL_FREE(poses);
|
|
RL_FREE(anim);
|
|
|
|
return animations;
|
|
}
|
|
|
|
#endif
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
|
|
|
static const unsigned char base64Table[] = {
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 62, 0, 0, 0, 63, 52, 53,
|
|
54, 55, 56, 57, 58, 59, 60, 61, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 1, 2, 3, 4,
|
|
5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
|
|
15, 16, 17, 18, 19, 20, 21, 22, 23, 24,
|
|
25, 0, 0, 0, 0, 0, 0, 26, 27, 28,
|
|
29, 30, 31, 32, 33, 34, 35, 36, 37, 38,
|
|
39, 40, 41, 42, 43, 44, 45, 46, 47, 48,
|
|
49, 50, 51
|
|
};
|
|
|
|
static int GetSizeBase64(char *input)
|
|
{
|
|
int size = 0;
|
|
|
|
for (int i = 0; input[4*i] != 0; i++)
|
|
{
|
|
if (input[4*i + 3] == '=')
|
|
{
|
|
if (input[4*i + 2] == '=') size += 1;
|
|
else size += 2;
|
|
}
|
|
else size += 3;
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
static unsigned char *DecodeBase64(char *input, int *size)
|
|
{
|
|
*size = GetSizeBase64(input);
|
|
|
|
unsigned char *buf = (unsigned char *)RL_MALLOC(*size);
|
|
for (int i = 0; i < *size/3; i++)
|
|
{
|
|
unsigned char a = base64Table[(int)input[4*i]];
|
|
unsigned char b = base64Table[(int)input[4*i + 1]];
|
|
unsigned char c = base64Table[(int)input[4*i + 2]];
|
|
unsigned char d = base64Table[(int)input[4*i + 3]];
|
|
|
|
buf[3*i] = (a << 2) | (b >> 4);
|
|
buf[3*i + 1] = (b << 4) | (c >> 2);
|
|
buf[3*i + 2] = (c << 6) | d;
|
|
}
|
|
|
|
if (*size%3 == 1)
|
|
{
|
|
int n = *size/3;
|
|
unsigned char a = base64Table[(int)input[4*n]];
|
|
unsigned char b = base64Table[(int)input[4*n + 1]];
|
|
buf[*size - 1] = (a << 2) | (b >> 4);
|
|
}
|
|
else if (*size%3 == 2)
|
|
{
|
|
int n = *size/3;
|
|
unsigned char a = base64Table[(int)input[4*n]];
|
|
unsigned char b = base64Table[(int)input[4*n + 1]];
|
|
unsigned char c = base64Table[(int)input[4*n + 2]];
|
|
buf[*size - 2] = (a << 2) | (b >> 4);
|
|
buf[*size - 1] = (b << 4) | (c >> 2);
|
|
}
|
|
return buf;
|
|
}
|
|
|
|
// Load texture from cgltf_image
|
|
static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Color tint)
|
|
{
|
|
Image rimage = { 0 };
|
|
|
|
if (image->uri)
|
|
{
|
|
if ((strlen(image->uri) > 5) &&
|
|
(image->uri[0] == 'd') &&
|
|
(image->uri[1] == 'a') &&
|
|
(image->uri[2] == 't') &&
|
|
(image->uri[3] == 'a') &&
|
|
(image->uri[4] == ':'))
|
|
{
|
|
// Data URI
|
|
// Format: data:<mediatype>;base64,<data>
|
|
|
|
// Find the comma
|
|
int i = 0;
|
|
while ((image->uri[i] != ',') && (image->uri[i] != 0)) i++;
|
|
|
|
if (image->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image");
|
|
else
|
|
{
|
|
int size = 0;
|
|
unsigned char *data = DecodeBase64(image->uri + i + 1, &size);
|
|
|
|
int width, height;
|
|
unsigned char *raw = stbi_load_from_memory(data, size, &width, &height, NULL, 4);
|
|
RL_FREE(data);
|
|
|
|
rimage.data = raw;
|
|
rimage.width = width;
|
|
rimage.height = height;
|
|
rimage.format = UNCOMPRESSED_R8G8B8A8;
|
|
rimage.mipmaps = 1;
|
|
|
|
// TODO: Tint shouldn't be applied here!
|
|
ImageColorTint(&rimage, tint);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri));
|
|
|
|
// TODO: Tint shouldn't be applied here!
|
|
ImageColorTint(&rimage, tint);
|
|
}
|
|
}
|
|
else if (image->buffer_view)
|
|
{
|
|
unsigned char *data = RL_MALLOC(image->buffer_view->size);
|
|
int n = (int)image->buffer_view->offset;
|
|
int stride = (int)image->buffer_view->stride ? (int)image->buffer_view->stride : 1;
|
|
|
|
for (unsigned int i = 0; i < image->buffer_view->size; i++)
|
|
{
|
|
data[i] = ((unsigned char *)image->buffer_view->buffer->data)[n];
|
|
n += stride;
|
|
}
|
|
|
|
int width, height;
|
|
unsigned char *raw = stbi_load_from_memory(data, (int)image->buffer_view->size, &width, &height, NULL, 4);
|
|
RL_FREE(data);
|
|
|
|
rimage.data = raw;
|
|
rimage.width = width;
|
|
rimage.height = height;
|
|
rimage.format = UNCOMPRESSED_R8G8B8A8;
|
|
rimage.mipmaps = 1;
|
|
|
|
// TODO: Tint shouldn't be applied here!
|
|
ImageColorTint(&rimage, tint);
|
|
}
|
|
else rimage = GenImageColor(1, 1, tint);
|
|
|
|
return rimage;
|
|
}
|
|
|
|
// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb
|
|
static Model LoadGLTF(const char *fileName)
|
|
{
|
|
/***********************************************************************************
|
|
|
|
Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend)
|
|
|
|
Features:
|
|
- Supports .gltf and .glb files
|
|
- Supports embedded (base64) or external textures
|
|
- Loads all raylib supported material textures, values and colors
|
|
- Supports multiple mesh per model and multiple primitives per model
|
|
|
|
Some restrictions (not exhaustive):
|
|
- Triangle-only meshes
|
|
- Not supported node hierarchies or transforms
|
|
- Only supports unsigned short indices (no byte/unsigned int)
|
|
- Only supports float for texture coordinates (no byte/unsigned short)
|
|
|
|
*************************************************************************************/
|
|
|
|
#define LOAD_ACCESSOR(type, nbcomp, acc, dst) \
|
|
{ \
|
|
int n = 0; \
|
|
type* buf = (type*)acc->buffer_view->buffer->data + acc->buffer_view->offset/sizeof(type) + acc->offset/sizeof(type); \
|
|
for (unsigned int k = 0; k < acc->count; k++) {\
|
|
for (int l = 0; l < nbcomp; l++) {\
|
|
dst[nbcomp*k + l] = buf[n + l];\
|
|
}\
|
|
n += (int)(acc->stride/sizeof(type));\
|
|
}\
|
|
}
|
|
|
|
Model model = { 0 };
|
|
|
|
// glTF file loading
|
|
unsigned int dataSize = 0;
|
|
unsigned char *fileData = LoadFileData(fileName, &dataSize);
|
|
|
|
if (fileData == NULL) return model;
|
|
|
|
// glTF data loading
|
|
cgltf_options options = { 0 };
|
|
cgltf_data *data = NULL;
|
|
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
|
|
|
|
if (result == cgltf_result_success)
|
|
{
|
|
TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count);
|
|
TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->materials_count);
|
|
|
|
// Read data buffers
|
|
result = cgltf_load_buffers(&options, data, fileName);
|
|
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
|
|
|
|
int primitivesCount = 0;
|
|
|
|
for (unsigned int i = 0; i < data->meshes_count; i++)
|
|
primitivesCount += (int)data->meshes[i].primitives_count;
|
|
|
|
// Process glTF data and map to model
|
|
model.meshCount = primitivesCount;
|
|
model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
|
|
model.materialCount = (int)data->materials_count + 1;
|
|
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
|
|
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
|
|
model.boneCount = (int)data->nodes_count;
|
|
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
|
|
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
|
|
|
|
for (unsigned int j = 0; j < data->nodes_count; j++)
|
|
{
|
|
strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
|
|
model.bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < data->nodes_count; i++)
|
|
{
|
|
if (data->nodes[i].has_translation) memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
|
|
else model.bindPose[i].translation = Vector3Zero();
|
|
|
|
if (data->nodes[i].has_rotation) memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
|
|
else model.bindPose[i].rotation = QuaternionIdentity();
|
|
|
|
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
|
|
|
|
if (data->nodes[i].has_scale) memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
|
|
else model.bindPose[i].scale = Vector3One();
|
|
}
|
|
|
|
{
|
|
bool* completedBones = RL_CALLOC(model.boneCount, sizeof(bool));
|
|
int numberCompletedBones = 0;
|
|
|
|
while (numberCompletedBones < model.boneCount) {
|
|
for (int i = 0; i < model.boneCount; i++)
|
|
{
|
|
if (completedBones[i]) continue;
|
|
|
|
if (model.bones[i].parent < 0) {
|
|
completedBones[i] = true;
|
|
numberCompletedBones++;
|
|
continue;
|
|
}
|
|
|
|
if (!completedBones[model.bones[i].parent]) continue;
|
|
|
|
Transform* currentTransform = &model.bindPose[i];
|
|
BoneInfo* currentBone = &model.bones[i];
|
|
int root = currentBone->parent;
|
|
if (root >= model.boneCount)
|
|
root = 0;
|
|
Transform* parentTransform = &model.bindPose[root];
|
|
|
|
currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
|
|
currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
|
|
currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
|
|
currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
|
|
completedBones[i] = true;
|
|
numberCompletedBones++;
|
|
}
|
|
}
|
|
|
|
RL_FREE(completedBones);
|
|
}
|
|
|
|
for (int i = 0; i < model.materialCount - 1; i++)
|
|
{
|
|
model.materials[i] = LoadMaterialDefault();
|
|
Color tint = (Color){ 255, 255, 255, 255 };
|
|
const char *texPath = GetDirectoryPath(fileName);
|
|
|
|
// Ensure material follows raylib support for PBR (metallic/roughness flow)
|
|
if (data->materials[i].has_pbr_metallic_roughness)
|
|
{
|
|
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255);
|
|
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255);
|
|
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255);
|
|
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255);
|
|
|
|
model.materials[i].maps[MAP_ALBEDO].color = tint;
|
|
|
|
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
|
|
{
|
|
Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
|
|
model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
|
|
UnloadImage(albedo);
|
|
}
|
|
|
|
tint = WHITE; // Set tint to white after it's been used by Albedo
|
|
|
|
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
|
|
{
|
|
Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
|
|
model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
|
|
|
|
float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
|
|
model.materials[i].maps[MAP_ROUGHNESS].value = roughness;
|
|
|
|
float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
|
|
model.materials[i].maps[MAP_METALNESS].value = metallic;
|
|
|
|
UnloadImage(metallicRoughness);
|
|
}
|
|
|
|
if (data->materials[i].normal_texture.texture)
|
|
{
|
|
Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
|
|
model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
|
|
UnloadImage(normalImage);
|
|
}
|
|
|
|
if (data->materials[i].occlusion_texture.texture)
|
|
{
|
|
Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
|
|
model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
|
|
UnloadImage(occulsionImage);
|
|
}
|
|
|
|
if (data->materials[i].emissive_texture.texture)
|
|
{
|
|
Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
|
|
model.materials[i].maps[MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
|
|
tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
|
|
tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
|
|
tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
|
|
model.materials[i].maps[MAP_EMISSION].color = tint;
|
|
UnloadImage(emissiveImage);
|
|
}
|
|
}
|
|
}
|
|
|
|
model.materials[model.materialCount - 1] = LoadMaterialDefault();
|
|
|
|
int primitiveIndex = 0;
|
|
|
|
for (unsigned int i = 0; i < data->meshes_count; i++)
|
|
{
|
|
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
|
|
{
|
|
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
|
|
{
|
|
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position)
|
|
{
|
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
|
model.meshes[primitiveIndex].vertexCount = (int)acc->count;
|
|
int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float);
|
|
model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
|
|
model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
|
|
|
|
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices);
|
|
memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
|
|
}
|
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
|
|
{
|
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
|
int bufferSize = (int)(acc->count*3*sizeof(float));
|
|
model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
|
|
model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
|
|
|
|
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals);
|
|
memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
|
|
}
|
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
|
|
{
|
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
|
|
|
if (acc->component_type == cgltf_component_type_r_32f)
|
|
{
|
|
model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float));
|
|
LOAD_ACCESSOR(float, 2, acc, model.meshes[primitiveIndex].texcoords)
|
|
}
|
|
else
|
|
{
|
|
// TODO: Support normalized unsigned byte/unsigned short texture coordinates
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF texture coordinates must be float", fileName);
|
|
}
|
|
}
|
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints)
|
|
{
|
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
|
|
|
if (acc->component_type == cgltf_component_type_r_16u)
|
|
{
|
|
model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
|
|
short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
|
|
|
|
LOAD_ACCESSOR(short, 4, acc, bones);
|
|
for (unsigned int a = 0; a < acc->count * 4; a++)
|
|
{
|
|
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
|
|
|
for (unsigned int k = 0; k < data->nodes_count; k++)
|
|
{
|
|
if (&(data->nodes[k]) == skinJoint)
|
|
{
|
|
model.meshes[primitiveIndex].boneIds[a] = k;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
RL_FREE(bones);
|
|
}
|
|
else if (acc->component_type == cgltf_component_type_r_8u)
|
|
{
|
|
model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
|
|
unsigned char* bones = RL_MALLOC(sizeof(unsigned char) * acc->count * 4);
|
|
|
|
LOAD_ACCESSOR(unsigned char, 4, acc, bones);
|
|
for (unsigned int a = 0; a < acc->count * 4; a++)
|
|
{
|
|
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
|
|
|
for (unsigned int k = 0; k < data->nodes_count; k++)
|
|
{
|
|
if (&(data->nodes[k]) == skinJoint)
|
|
{
|
|
model.meshes[primitiveIndex].boneIds[a] = k;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
RL_FREE(bones);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Support other size of bone index?
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF bones in unexpected format", fileName);
|
|
}
|
|
|
|
}
|
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
|
|
{
|
|
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
|
|
|
model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
|
|
LOAD_ACCESSOR(float, 4, acc, model.meshes[primitiveIndex].boneWeights)
|
|
}
|
|
}
|
|
|
|
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
|
|
|
|
if (acc)
|
|
{
|
|
if (acc->component_type == cgltf_component_type_r_16u)
|
|
{
|
|
model.meshes[primitiveIndex].triangleCount = (int)acc->count/3;
|
|
model.meshes[primitiveIndex].indices = RL_MALLOC(model.meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
|
|
LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[primitiveIndex].indices)
|
|
}
|
|
else
|
|
{
|
|
// TODO: Support unsigned byte/unsigned int
|
|
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF index data must be unsigned short", fileName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Unindexed mesh
|
|
model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3;
|
|
}
|
|
|
|
if (data->meshes[i].primitives[p].material)
|
|
{
|
|
// Compute the offset
|
|
model.meshMaterial[primitiveIndex] = (int)(data->meshes[i].primitives[p].material - data->materials);
|
|
}
|
|
else
|
|
{
|
|
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
|
|
}
|
|
|
|
// if (data->meshes[i].)
|
|
|
|
primitiveIndex++;
|
|
}
|
|
|
|
}
|
|
|
|
cgltf_free(data);
|
|
}
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
|
|
|
|
RL_FREE(fileData);
|
|
|
|
return model;
|
|
}
|
|
|
|
static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
|
|
{
|
|
if (acc->count == 2)
|
|
{
|
|
if (index > 1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
memcpy(variable, index == 0 ? acc->min : acc->max, elements * sizeof(float));
|
|
return true;
|
|
}
|
|
else if (cgltf_accessor_read_float(acc, index, variable, elements))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// LoadGLTF loads in animation data from given filename
|
|
static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCount)
|
|
{
|
|
/***********************************************************************************
|
|
|
|
Function implemented by Hristo Stamenov (@object71)
|
|
|
|
Features:
|
|
- Supports .gltf and .glb files
|
|
|
|
Some restrictions (not exhaustive):
|
|
- ...
|
|
|
|
*************************************************************************************/
|
|
// glTF file loading
|
|
unsigned int dataSize = 0;
|
|
unsigned char *fileData = LoadFileData(fileName, &dataSize);
|
|
|
|
ModelAnimation *animations = NULL;
|
|
|
|
if (fileData == NULL) return animations;
|
|
|
|
// glTF data loading
|
|
cgltf_options options = { 0 };
|
|
cgltf_data *data = NULL;
|
|
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
|
|
|
|
if (result == cgltf_result_success)
|
|
{
|
|
TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
|
|
"gltf", data->animations_count);
|
|
|
|
result = cgltf_load_buffers(&options, data, fileName);
|
|
if (result != cgltf_result_success) TRACELOG(LOG_WARNING, "MODEL: [%s] unable to load glTF animations data", fileName);
|
|
|
|
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
|
|
|
|
for (unsigned int a = 0; a < data->animations_count; a++)
|
|
{
|
|
// gltf animation consists of the following structures:
|
|
// - nodes - bones
|
|
// - channels - single transformation type on a single bone
|
|
// - node - bone
|
|
// - transformation type (path) - translation, rotation, scale
|
|
// - sampler - animation samples
|
|
// - input - points in time this transformation happens
|
|
// - output - the transformation amount at the given input points in time
|
|
// - interpolation - the type of interpolation to use between the frames
|
|
|
|
cgltf_animation *animation = data->animations + a;
|
|
|
|
ModelAnimation *output = animations + a;
|
|
|
|
// 30 frames sampled per second
|
|
const float TIMESTEP = (1.0f / 30.0f);
|
|
float animationDuration = 0.0f;
|
|
|
|
// Getting the max animation time to consider for animation duration
|
|
for (unsigned int i = 0; i < animation->channels_count; i++)
|
|
{
|
|
cgltf_animation_channel* channel = animation->channels + i;
|
|
int frameCounts = (int)channel->sampler->input->count;
|
|
float lastFrameTime = 0.0f;
|
|
if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
|
|
{
|
|
animationDuration = fmaxf(lastFrameTime, animationDuration);
|
|
}
|
|
}
|
|
|
|
output->frameCount = (int)(animationDuration / TIMESTEP);
|
|
output->boneCount = (int)data->nodes_count;
|
|
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
|
|
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
|
|
// output->framerate = // TODO: Use framerate instead of const timestep
|
|
|
|
// Name and parent bones
|
|
for (unsigned int j = 0; j < data->nodes_count; j++)
|
|
{
|
|
strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
|
|
output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
|
|
}
|
|
|
|
// Allocate data for frames
|
|
// Initiate with zero bone translations
|
|
for (int frame = 0; frame < output->frameCount; frame++)
|
|
{
|
|
output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
|
|
|
|
for (unsigned int i = 0; i < data->nodes_count; i++)
|
|
{
|
|
output->framePoses[frame][i].translation = Vector3Zero();
|
|
output->framePoses[frame][i].rotation = QuaternionIdentity();
|
|
output->framePoses[frame][i].rotation = QuaternionNormalize(output->framePoses[frame][i].rotation);
|
|
output->framePoses[frame][i].scale = Vector3One();
|
|
}
|
|
}
|
|
|
|
// for each single transformation type on single bone
|
|
for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
|
|
{
|
|
cgltf_animation_channel* channel = animation->channels + channelId;
|
|
cgltf_animation_sampler* sampler = channel->sampler;
|
|
|
|
int boneId = (int)(channel->target_node - data->nodes);
|
|
|
|
for (int frame = 0; frame < output->frameCount; frame++)
|
|
{
|
|
bool shouldSkipFurtherTransformation = true;
|
|
int outputMin = 0;
|
|
int outputMax = 0;
|
|
float frameTime = frame * TIMESTEP;
|
|
float lerpPercent = 0.0f;
|
|
|
|
// For this transformation:
|
|
// getting between which input values the current frame time position
|
|
// and also what is the percent to use in the linear interpolation later
|
|
for (unsigned int j = 0; j < sampler->input->count; j++)
|
|
{
|
|
float inputFrameTime;
|
|
if (GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
|
|
{
|
|
if (frameTime < inputFrameTime)
|
|
{
|
|
shouldSkipFurtherTransformation = false;
|
|
outputMin = (j == 0) ? 0 : j - 1;
|
|
outputMax = j;
|
|
|
|
float previousInputTime = 0.0f;
|
|
if (GltfReadFloat(sampler->input, outputMin, (float*)&previousInputTime, 1))
|
|
{
|
|
lerpPercent = (frameTime - previousInputTime) / (inputFrameTime - previousInputTime);
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If the current transformation has no information for the current frame time point
|
|
if (shouldSkipFurtherTransformation) {
|
|
continue;
|
|
}
|
|
|
|
if (channel->target_path == cgltf_animation_path_type_translation) {
|
|
Vector3 translationStart;
|
|
Vector3 translationEnd;
|
|
|
|
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&translationStart, 3);
|
|
success = GltfReadFloat(sampler->output, outputMax, (float*)&translationEnd, 3) || success;
|
|
|
|
if (success)
|
|
{
|
|
output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
|
|
}
|
|
}
|
|
if (channel->target_path == cgltf_animation_path_type_rotation) {
|
|
Quaternion rotationStart;
|
|
Quaternion rotationEnd;
|
|
|
|
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&rotationStart, 4);
|
|
success = GltfReadFloat(sampler->output, outputMax, (float*)&rotationEnd, 4) || success;
|
|
|
|
if (success)
|
|
{
|
|
output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
|
|
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
|
|
|
|
}
|
|
}
|
|
if (channel->target_path == cgltf_animation_path_type_scale) {
|
|
Vector3 scaleStart;
|
|
Vector3 scaleEnd;
|
|
|
|
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&scaleStart, 3);
|
|
success = GltfReadFloat(sampler->output, outputMax, (float*)&scaleEnd, 3) || success;
|
|
|
|
if (success)
|
|
{
|
|
output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build frameposes
|
|
for (int frame = 0; frame < output->frameCount; frame++)
|
|
{
|
|
bool* completedBones = RL_CALLOC(output->boneCount, sizeof(bool));
|
|
int numberCompletedBones = 0;
|
|
|
|
while (numberCompletedBones < output->boneCount) {
|
|
for (int i = 0; i < output->boneCount; i++)
|
|
{
|
|
if (completedBones[i]) continue;
|
|
|
|
if (output->bones[i].parent < 0) {
|
|
completedBones[i] = true;
|
|
numberCompletedBones++;
|
|
continue;
|
|
}
|
|
|
|
if (!completedBones[output->bones[i].parent]) continue;
|
|
|
|
output->framePoses[frame][i].rotation = QuaternionMultiply(output->framePoses[frame][output->bones[i].parent].rotation, output->framePoses[frame][i].rotation);
|
|
output->framePoses[frame][i].translation = Vector3RotateByQuaternion(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].rotation);
|
|
output->framePoses[frame][i].translation = Vector3Add(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].translation);
|
|
output->framePoses[frame][i].scale = Vector3Multiply(output->framePoses[frame][i].scale, output->framePoses[frame][output->bones[i].parent].scale);
|
|
completedBones[i] = true;
|
|
numberCompletedBones++;
|
|
}
|
|
}
|
|
|
|
RL_FREE(completedBones);
|
|
}
|
|
|
|
}
|
|
|
|
cgltf_free(data);
|
|
}
|
|
else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
|
|
|
|
RL_FREE(fileData);
|
|
|
|
return animations;
|
|
}
|
|
|
|
#endif
|