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author | LucaSas <sas.luca.alex@gmail.com> | 2021-11-04 16:14:58 +0200 |
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committer | LucaSas <sas.luca.alex@gmail.com> | 2021-11-04 16:14:58 +0200 |
commit | d96b4ebce5ee6245fa80d27d41b67aa56555c912 (patch) | |
tree | f28cb388a14c4bd9da8f4b57b213eb1539fc5367 /libs/raylib/src/models.c | |
parent | 6bcb1207addb4afe041c94e68e23c77175164956 (diff) | |
download | gamejam-slgj-2024-d96b4ebce5ee6245fa80d27d41b67aa56555c912.tar.gz gamejam-slgj-2024-d96b4ebce5ee6245fa80d27d41b67aa56555c912.tar.bz2 gamejam-slgj-2024-d96b4ebce5ee6245fa80d27d41b67aa56555c912.zip |
Changed the template to now download raylib instead of having it in the repo.
Diffstat (limited to 'libs/raylib/src/models.c')
-rw-r--r-- | libs/raylib/src/models.c | 3715 |
1 files changed, 0 insertions, 3715 deletions
diff --git a/libs/raylib/src/models.c b/libs/raylib/src/models.c deleted file mode 100644 index 69d7856..0000000 --- a/libs/raylib/src/models.c +++ /dev/null @@ -1,3715 +0,0 @@ -/********************************************************************************************** -* -* raylib.models - Basic functions to deal with 3d shapes and 3d models -* -* CONFIGURATION: -* -* #define SUPPORT_FILEFORMAT_OBJ -* #define SUPPORT_FILEFORMAT_MTL -* #define SUPPORT_FILEFORMAT_IQM -* #define SUPPORT_FILEFORMAT_GLTF -* Selected desired fileformats to be supported for model data loading. -* -* #define SUPPORT_MESH_GENERATION -* Support procedural mesh generation functions, uses external par_shapes.h library -* NOTE: Some generated meshes DO NOT include generated texture coordinates -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#include "raylib.h" // Declares module functions - -// Check if config flags have been externally provided on compilation line -#if !defined(EXTERNAL_CONFIG_FLAGS) - #include "config.h" // Defines module configuration flags -#endif - -#include "utils.h" // Required for: fopen() Android mapping - -#include <stdlib.h> // Required for: malloc(), free() -#include <stdio.h> // Required for: FILE, fopen(), fclose() -#include <string.h> // Required for: strncmp() [Used in LoadModelAnimations()], strlen() [Used in LoadTextureFromCgltfImage()] -#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf() - -#if defined(_WIN32) - #include <direct.h> // Required for: _chdir() [Used in LoadOBJ()] - #define CHDIR _chdir -#else - #include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()] - #define CHDIR chdir -#endif - -#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 - -#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) - #define TINYOBJ_MALLOC RL_MALLOC - #define TINYOBJ_CALLOC RL_CALLOC - #define TINYOBJ_REALLOC RL_REALLOC - #define TINYOBJ_FREE RL_FREE - - #define TINYOBJ_LOADER_C_IMPLEMENTATION - #include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading -#endif - -#if defined(SUPPORT_FILEFORMAT_GLTF) - #define CGLTF_MALLOC RL_MALLOC - #define CGLTF_FREE RL_FREE - - #define CGLTF_IMPLEMENTATION - #include "external/cgltf.h" // glTF file format loading - #include "external/stb_image.h" // glTF texture images loading -#endif - -#if defined(SUPPORT_MESH_GENERATION) - #define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T))) - #define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1)) - #define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N))) - #define PAR_FREE RL_FREE - - #define PAR_SHAPES_IMPLEMENTATION - #include "external/par_shapes.h" // Shapes 3d parametric generation -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(SUPPORT_FILEFORMAT_OBJ) -static Model LoadOBJ(const char *fileName); // Load OBJ mesh data -#endif -#if defined(SUPPORT_FILEFORMAT_IQM) -static Model LoadIQM(const char *fileName); // Load IQM mesh data -#endif -#if defined(SUPPORT_FILEFORMAT_GLTF) -static Model LoadGLTF(const char *fileName); // Load GLTF mesh data -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Draw a line in 3D world space -void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) -{ - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(startPos.x, startPos.y, startPos.z); - rlVertex3f(endPos.x, endPos.y, endPos.z); - rlEnd(); -} - -// Draw a point in 3D space, actually a small line -void DrawPoint3D(Vector3 position, Color color) -{ - if (rlCheckBufferLimit(8)) rlglDraw(); - - rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(0.0,0.0,0.0); - rlVertex3f(0.0,0.0,0.1); - rlEnd(); - rlPopMatrix(); -} - -// Draw a circle in 3D world space -void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) -{ - if (rlCheckBufferLimit(2*36)) rlglDraw(); - - rlPushMatrix(); - rlTranslatef(center.x, center.y, center.z); - rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); - - rlBegin(RL_LINES); - for (int i = 0; i < 360; i += 10) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f); - rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f); - } - rlEnd(); - rlPopMatrix(); -} - -// Draw cube -// NOTE: Cube position is the center position -void DrawCube(Vector3 position, float width, float height, float length, Color color) -{ - float x = 0.0f; - float y = 0.0f; - float z = 0.0f; - - if (rlCheckBufferLimit(36)) rlglDraw(); - - rlPushMatrix(); - // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) - rlTranslatef(position.x, position.y, position.z); - //rlRotatef(45, 0, 1, 0); - //rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition - - rlBegin(RL_TRIANGLES); - rlColor4ub(color.r, color.g, color.b, color.a); - - // Front face - rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left - rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right - rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left - - rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right - rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left - rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right - - // Back face - rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left - rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left - rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right - - rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right - rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right - rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left - - // Top face - rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left - rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left - rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right - - rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right - rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left - rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right - - // Bottom face - rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left - rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right - rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left - - rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right - rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right - rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left - - // Right face - rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right - rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right - rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left - - rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left - rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right - rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left - - // Left face - rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right - rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left - rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right - - rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left - rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left - rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right - rlEnd(); - rlPopMatrix(); -} - -// Draw cube (Vector version) -void DrawCubeV(Vector3 position, Vector3 size, Color color) -{ - DrawCube(position, size.x, size.y, size.z, color); -} - -// Draw cube wires -void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) -{ - float x = 0.0f; - float y = 0.0f; - float z = 0.0f; - - if (rlCheckBufferLimit(36)) rlglDraw(); - - rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); - - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - - // Front Face ----------------------------------------------------- - // Bottom Line - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - - // Left Line - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right - - // Top Line - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - - // Right Line - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - - // Back Face ------------------------------------------------------ - // Bottom Line - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - - // Left Line - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - - // Top Line - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - - // Right Line - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left - - // Top Face ------------------------------------------------------- - // Left Line - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back - - // Right Line - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back - - // Bottom Face --------------------------------------------------- - // Left Line - rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front - rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back - - // Right Line - rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front - rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back - rlEnd(); - rlPopMatrix(); -} - -// Draw cube wires (vector version) -void DrawCubeWiresV(Vector3 position, Vector3 size, Color color) -{ - DrawCubeWires(position, size.x, size.y, size.z, color); -} - -// Draw cube -// NOTE: Cube position is the center position -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) -{ - float x = position.x; - float y = position.y; - float z = position.z; - - if (rlCheckBufferLimit(36)) rlglDraw(); - - rlEnableTexture(texture.id); - - //rlPushMatrix(); - // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) - //rlTranslatef(2.0f, 0.0f, 0.0f); - //rlRotatef(45, 0, 1, 0); - //rlScalef(2.0f, 2.0f, 2.0f); - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - // Front Face - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer - 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 - // Back Face - rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer - 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 - // 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*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") || IsFileExtension(fileName, ".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 from memory (RAM and/or VRAM) -void UnloadModel(Model model) -{ - for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]); - - // As the user could be sharing shaders and textures between models, - // we don't unload the material but just free it's maps, 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.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 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; -} - -// Unload mesh from memory (RAM and/or VRAM) -void UnloadMesh(Mesh mesh) -{ - rlUnloadMesh(mesh); - RL_FREE(mesh.vboId); -} - -// Export mesh data to file -void ExportMesh(Mesh mesh, const char *fileName) -{ - bool success = false; - - if (IsFileExtension(fileName, ".obj")) - { - FILE *objFile = fopen(fileName, "wt"); - - fprintf(objFile, "# //////////////////////////////////////////////////////////////////////////////////\n"); - fprintf(objFile, "# // //\n"); - fprintf(objFile, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n"); - fprintf(objFile, "# // //\n"); - fprintf(objFile, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); - fprintf(objFile, "# // feedback and support: ray[at]raylib.com //\n"); - fprintf(objFile, "# // //\n"); - fprintf(objFile, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n"); - fprintf(objFile, "# // //\n"); - fprintf(objFile, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); - fprintf(objFile, "# Vertex Count: %i\n", mesh.vertexCount); - fprintf(objFile, "# Triangle Count: %i\n\n", mesh.triangleCount); - - fprintf(objFile, "g mesh\n"); - - for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) - { - fprintf(objFile, "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) - { - fprintf(objFile, "vt %.2f %.2f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); - } - - for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) - { - fprintf(objFile, "vn %.2f %.2f %.2f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); - } - - for (int i = 0; i < mesh.triangleCount; i += 3) - { - fprintf(objFile, "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); - } - - fprintf(objFile, "\n"); - - fclose(objFile); - - success = true; - } - else if (IsFileExtension(fileName, ".raw")) { } // TODO: Support additional file formats to export mesh vertex data - - if (success) TRACELOG(LOG_INFO, "FILEIO: [%s] Mesh exported successfully", fileName); - else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to export mesh data", fileName); -} - -// 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; - - 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) - for (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) rlDeleteTextures(material.maps[i].texture.id); - } - - RL_FREE(material.maps); -} - -// 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) -{ - #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number - #define IQM_VERSION 2 // only IQM version 2 supported - - 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; - - FILE *iqmFile = NULL; - IQMHeader iqm; - - iqmFile = fopen(filename,"rb"); - - if (!iqmFile) - { - TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open file", filename); - return NULL; - } - - // Read IQM header - fread(&iqm, sizeof(IQMHeader), 1, iqmFile); - - if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC))) - { - TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", filename); - fclose(iqmFile); - return NULL; - } - - if (iqm.version != IQM_VERSION) - { - TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version incorrect", filename); - fclose(iqmFile); - return NULL; - } - - // Get bones data - IQMPose *poses = RL_MALLOC(iqm.num_poses*sizeof(IQMPose)); - fseek(iqmFile, iqm.ofs_poses, SEEK_SET); - fread(poses, iqm.num_poses*sizeof(IQMPose), 1, iqmFile); - - // Get animations data - *animCount = iqm.num_anims; - IQMAnim *anim = RL_MALLOC(iqm.num_anims*sizeof(IQMAnim)); - fseek(iqmFile, iqm.ofs_anims, SEEK_SET); - fread(anim, iqm.num_anims*sizeof(IQMAnim), 1, iqmFile); - ModelAnimation *animations = RL_MALLOC(iqm.num_anims*sizeof(ModelAnimation)); - - // frameposes - unsigned short *framedata = RL_MALLOC(iqm.num_frames*iqm.num_framechannels*sizeof(unsigned short)); - fseek(iqmFile, iqm.ofs_frames, SEEK_SET); - fread(framedata, iqm.num_frames*iqm.num_framechannels*sizeof(unsigned short), 1, iqmFile); - - for (int a = 0; a < iqm.num_anims; a++) - { - animations[a].frameCount = anim[a].num_frames; - animations[a].boneCount = iqm.num_poses; - animations[a].bones = RL_MALLOC(iqm.num_poses*sizeof(BoneInfo)); - animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *)); - //animations[a].framerate = anim.framerate; // TODO: Use framerate? - - for (int j = 0; j < iqm.num_poses; j++) - { - strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); - animations[a].bones[j].parent = poses[j].parent; - } - - for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqm.num_poses*sizeof(Transform)); - - int dcounter = anim[a].first_frame*iqm.num_framechannels; - - for (int frame = 0; frame < anim[a].num_frames; frame++) - { - for (int i = 0; i < iqm.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 (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(framedata); - RL_FREE(poses); - RL_FREE(anim); - - fclose(iqmFile); - - 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 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - int vertexCount = sides*3; - - // Vertices definition - Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3)); - for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3) - { - vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; - vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius }; - vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius }; - } - - // 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) - rlLoadMesh(&mesh, false); - - return mesh; -} - -// Generate plane mesh (with subdivisions) -Mesh GenMeshPlane(float width, float length, int resX, int resZ) -{ - Mesh mesh = { 0 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - -#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.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - 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 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - -#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 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - 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); - - return mesh; -} - -// Generate hemi-sphere mesh (half sphere, no bottom cap) -RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices) -{ - Mesh mesh = { 0 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - 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); - - return mesh; -} - -// Generate cylinder mesh -Mesh GenMeshCylinder(float radius, float height, int slices) -{ - Mesh mesh = { 0 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - // 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); - - return mesh; -} - -// Generate torus mesh -Mesh GenMeshTorus(float radius, float size, int radSeg, int sides) -{ - Mesh mesh = { 0 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - 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); - - return mesh; -} - -// Generate trefoil knot mesh -Mesh GenMeshKnot(float radius, float size, int radSeg, int sides) -{ - Mesh mesh = { 0 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - 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); - - 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 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - int mapX = heightmap.width; - int mapZ = heightmap.height; - - Color *pixels = GetImageData(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; - } - } - - RL_FREE(pixels); - - // 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) -{ - Mesh mesh = { 0 }; - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - Color *cubicmapPixels = GetImageData(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, we will full cubes - if ((cubicmapPixels[z*cubicmap.width + x].r == 255) && - (cubicmapPixels[z*cubicmap.width + x].g == 255) && - (cubicmapPixels[z*cubicmap.width + x].b == 255)) - { - // Define triangles (Checking Collateral Cubes!) - //---------------------------------------------- - - // Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4) - 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; - - if (((z < cubicmap.height - 1) && - (cubicmapPixels[(z + 1)*cubicmap.width + x].r == 0) && - (cubicmapPixels[(z + 1)*cubicmap.width + x].g == 0) && - (cubicmapPixels[(z + 1)*cubicmap.width + x].b == 0)) || (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; - } - - if (((z > 0) && - (cubicmapPixels[(z - 1)*cubicmap.width + x].r == 0) && - (cubicmapPixels[(z - 1)*cubicmap.width + x].g == 0) && - (cubicmapPixels[(z - 1)*cubicmap.width + x].b == 0)) || (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; - } - - if (((x < cubicmap.width - 1) && - (cubicmapPixels[z*cubicmap.width + (x + 1)].r == 0) && - (cubicmapPixels[z*cubicmap.width + (x + 1)].g == 0) && - (cubicmapPixels[z*cubicmap.width + (x + 1)].b == 0)) || (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; - } - - if (((x > 0) && - (cubicmapPixels[z*cubicmap.width + (x - 1)].r == 0) && - (cubicmapPixels[z*cubicmap.width + (x - 1)].g == 0) && - (cubicmapPixels[z*cubicmap.width + (x - 1)].b == 0)) || (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 ((cubicmapPixels[z*cubicmap.width + x].r == 0) && - (cubicmapPixels[z*cubicmap.width + x].g == 0) && - (cubicmapPixels[z*cubicmap.width + x].b == 0)) - { - // 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); - - RL_FREE(cubicmapPixels); // Free image pixel 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++) - { - // TODO: Review color + tint premultiplication mechanism - Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color; - - Color colorTint = WHITE; - colorTint.r = (((float)color.r/255.0)*((float)tint.r/255.0))*255; - colorTint.g = (((float)color.g/255.0)*((float)tint.g/255.0))*255; - colorTint.b = (((float)color.b/255.0)*((float)tint.b/255.0))*255; - colorTint.a = (((float)color.a/255.0)*((float)tint.a/255.0))*255; - - 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 sourceRec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; - - DrawBillboardRec(camera, texture, sourceRec, center, size, tint); -} - -// Draw a billboard (part of a texture defined by a rectangle) -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint) -{ - // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width - Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.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)sourceRec.x/texture.width, (float)sourceRec.y/texture.height); - rlVertex3f(a.x, a.y, a.z); - - // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); - rlVertex3f(d.x, d.y, d.z); - - // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); - rlVertex3f(c.x, c.y, c.z); - - // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.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 centerA, float radiusA, Vector3 centerB, float radiusB) -{ - 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 = centerA.x - centerB.x; // X distance between centers - float dy = centerA.y - centerB.y; // Y distance between centers - float dz = centerA.z - centerB.z; // Z distance between centers - - float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers - - if (distance <= (radiusA + radiusB)) collision = true; - */ - - // Check for distances squared to avoid sqrtf() - if (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) 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 model -RayHitInfo GetCollisionRayModel(Ray ray, Model model) -{ - RayHitInfo result = { 0 }; - - for (int m = 0; m < model.meshCount; m++) - { - // Check if meshhas vertex data on CPU for testing - if (model.meshes[m].vertices != NULL) - { - // model->mesh.triangleCount may not be set, vertexCount is more reliable - int triangleCount = model.meshes[m].vertexCount/3; - - // Test against all triangles in mesh - for (int i = 0; i < triangleCount; i++) - { - Vector3 a, b, c; - Vector3 *vertdata = (Vector3 *)model.meshes[m].vertices; - - if (model.meshes[m].indices) - { - a = vertdata[model.meshes[m].indices[i*3 + 0]]; - b = vertdata[model.meshes[m].indices[i*3 + 1]]; - c = vertdata[model.meshes[m].indices[i*3 + 2]]; - } - else - { - a = vertdata[i*3 + 0]; - b = vertdata[i*3 + 1]; - c = vertdata[i*3 + 2]; - } - - a = Vector3Transform(a, model.transform); - b = Vector3Transform(b, model.transform); - c = Vector3Transform(c, model.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 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)); - } - } - - 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; - 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) - { - int dataSize = 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); - - // Init model meshes array - // TODO: Support multiple meshes... in the meantime, only one mesh is returned - //model.meshCount = meshCount; - model.meshCount = 1; - model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); - - // Init model materials array - if (materialCount > 0) - { - model.materialCount = materialCount; - model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); - } - - model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); - - /* - // Multiple meshes data reference - // NOTE: They are provided as a faces offset - typedef struct { - char *name; // group name or object name - unsigned int face_offset; - unsigned int length; - } tinyobj_shape_t; - */ - - // Init model meshes - for (int m = 0; m < 1; m++) - { - Mesh mesh = { 0 }; - memset(&mesh, 0, sizeof(Mesh)); - mesh.vertexCount = attrib.num_faces*3; - mesh.triangleCount = attrib.num_faces; - mesh.vertices = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float)); - mesh.texcoords = (float *)RL_CALLOC(mesh.vertexCount*2, sizeof(float)); - mesh.normals = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float)); - mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - int vCount = 0; - int vtCount = 0; - int vnCount = 0; - - for (int f = 0; f < attrib.num_faces; f++) - { - // Get indices for the face - tinyobj_vertex_index_t idx0 = attrib.faces[3*f + 0]; - tinyobj_vertex_index_t idx1 = attrib.faces[3*f + 1]; - tinyobj_vertex_index_t idx2 = attrib.faces[3*f + 2]; - - // Fill vertices buffer (float) using vertex index of the face - for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount +=3; - for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3; - for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3; - - // Fill texcoords buffer (float) using vertex index of the face - // NOTE: Y-coordinate must be flipped upside-down - mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0]; - mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount += 2; - mesh.texcoords[vtCount + 0] = attrib.texcoords[idx1.vt_idx*2 + 0]; - mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2; - mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0]; - mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2; - - // Fill normals buffer (float) using vertex index of the face - for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3; - for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3; - for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount +=3; - } - - model.meshes[m] = mesh; // Assign mesh data to model - - // Assign mesh material for current mesh - model.meshMaterial[m] = attrib.material_ids[m]; - - // Set unfound materials to default - if (model.meshMaterial[m] == -1) model.meshMaterial[m] = 0; - } - - // Init model materials - for (int m = 0; m < materialCount; m++) - { - // Init material to default - // NOTE: Uses default shader, only MAP_DIFFUSE supported - model.materials[m] = LoadMaterialDefault(); - - /* - typedef struct { - char *name; - - float ambient[3]; - float diffuse[3]; - float specular[3]; - float transmittance[3]; - float emission[3]; - float shininess; - float ior; // index of refraction - float dissolve; // 1 == opaque; 0 == fully transparent - // illumination model (Ref: http://www.fileformat.info/format/material/) - int illum; - - int pad0; - - char *ambient_texname; // map_Ka - char *diffuse_texname; // map_Kd - char *specular_texname; // map_Ks - char *specular_highlight_texname; // map_Ns - char *bump_texname; // map_bump, bump - char *displacement_texname; // disp - char *alpha_texname; // map_d - } tinyobj_material_t; - */ - - 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 - model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (float)(materials[m].diffuse[0]*255.0f), (float)(materials[m].diffuse[1]*255.0f), (float)(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){ (float)(materials[m].specular[0]*255.0f), (float)(materials[m].specular[1]*255.0f), (float)(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){ (float)(materials[m].emission[0]*255.0f), (float)(materials[m].emission[1]*255.0f), (float)(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); - - 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 - - // 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 }; - - FILE *iqmFile = NULL; - IQMHeader iqm; - - IQMMesh *imesh; - IQMTriangle *tri; - IQMVertexArray *va; - IQMJoint *ijoint; - - float *vertex = NULL; - float *normal = NULL; - float *text = NULL; - char *blendi = NULL; - unsigned char *blendw = NULL; - - iqmFile = fopen(fileName, "rb"); - - if (iqmFile == NULL) - { - TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open IQM file", fileName); - return model; - } - - fread(&iqm, sizeof(IQMHeader), 1, iqmFile); // Read IQM header - - if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC))) - { - TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); - fclose(iqmFile); - return model; - } - - if (iqm.version != IQM_VERSION) - { - TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqm.version); - fclose(iqmFile); - return model; - } - - // Meshes data processing - imesh = RL_MALLOC(sizeof(IQMMesh)*iqm.num_meshes); - fseek(iqmFile, iqm.ofs_meshes, SEEK_SET); - fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile); - - model.meshCount = iqm.num_meshes; - model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); - - char name[MESH_NAME_LENGTH] = { 0 }; - - for (int i = 0; i < model.meshCount; i++) - { - fseek(iqmFile, iqm.ofs_text + imesh[i].name, SEEK_SET); - fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used... - 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)); - - model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - } - - // Triangles data processing - tri = RL_MALLOC(iqm.num_triangles*sizeof(IQMTriangle)); - fseek(iqmFile, iqm.ofs_triangles, SEEK_SET); - fread(tri, iqm.num_triangles*sizeof(IQMTriangle), 1, iqmFile); - - for (int m = 0; m < model.meshCount; m++) - { - int tcounter = 0; - - for (int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++) - { - // IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around - 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(iqm.num_vertexarrays*sizeof(IQMVertexArray)); - fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET); - fread(va, iqm.num_vertexarrays*sizeof(IQMVertexArray), 1, iqmFile); - - for (int i = 0; i < iqm.num_vertexarrays; i++) - { - switch (va[i].type) - { - case IQM_POSITION: - { - vertex = RL_MALLOC(iqm.num_vertexes*3*sizeof(float)); - fseek(iqmFile, va[i].offset, SEEK_SET); - fread(vertex, iqm.num_vertexes*3*sizeof(float), 1, iqmFile); - - for (int m = 0; m < iqm.num_meshes; m++) - { - int vCounter = 0; - for (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(iqm.num_vertexes*3*sizeof(float)); - fseek(iqmFile, va[i].offset, SEEK_SET); - fread(normal, iqm.num_vertexes*3*sizeof(float), 1, iqmFile); - - for (int m = 0; m < iqm.num_meshes; m++) - { - int vCounter = 0; - for (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(iqm.num_vertexes*2*sizeof(float)); - fseek(iqmFile, va[i].offset, SEEK_SET); - fread(text, iqm.num_vertexes*2*sizeof(float), 1, iqmFile); - - for (int m = 0; m < iqm.num_meshes; m++) - { - int vCounter = 0; - for (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(iqm.num_vertexes*4*sizeof(char)); - fseek(iqmFile, va[i].offset, SEEK_SET); - fread(blendi, iqm.num_vertexes*4*sizeof(char), 1, iqmFile); - - for (int m = 0; m < iqm.num_meshes; m++) - { - int boneCounter = 0; - for (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(iqm.num_vertexes*4*sizeof(unsigned char)); - fseek(iqmFile, va[i].offset, SEEK_SET); - fread(blendw, iqm.num_vertexes*4*sizeof(unsigned char), 1, iqmFile); - - for (int m = 0; m < iqm.num_meshes; m++) - { - int boneCounter = 0; - for (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(iqm.num_joints*sizeof(IQMJoint)); - fseek(iqmFile, iqm.ofs_joints, SEEK_SET); - fread(ijoint, iqm.num_joints*sizeof(IQMJoint), 1, iqmFile); - - model.boneCount = iqm.num_joints; - model.bones = RL_MALLOC(iqm.num_joints*sizeof(BoneInfo)); - model.bindPose = RL_MALLOC(iqm.num_joints*sizeof(Transform)); - - for (int i = 0; i < iqm.num_joints; i++) - { - // Bones - model.bones[i].parent = ijoint[i].parent; - fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET); - fread(model.bones[i].name, BONE_NAME_LENGTH*sizeof(char), 1, iqmFile); - - // 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); - } - } - - fclose(iqmFile); - 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; -} -#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; - unsigned char *data = DecodeBase64(image->uri + i + 1, &size); - - int w, h; - unsigned char *raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4); - - rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8); - - // 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 = image->buffer_view->offset; - int stride = image->buffer_view->stride ? image->buffer_view->stride : 1; - - for (int i = 0; i < image->buffer_view->size; i++) - { - data[i] = ((unsigned char *)image->buffer_view->buffer->data)[n]; - n += stride; - } - - int w, h; - unsigned char *raw = stbi_load_from_memory(data, image->buffer_view->size, &w, &h, NULL, 4); - free(data); - - rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8); - free(raw); - - // TODO: Tint shouldn't be applied here! - ImageColorTint(&rimage, tint); - } - else - { - rimage = LoadImageEx(&tint, 1, 1); - } - - 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 (int k = 0; k < acc->count; k++) {\ - for (int l = 0; l < nbcomp; l++) {\ - dst[nbcomp*k+l] = buf[n+l];\ - }\ - n += acc->stride/sizeof(type);\ - }\ - } - - Model model = { 0 }; - - // glTF file loading - FILE *gltfFile = fopen(fileName, "rb"); - - if (gltfFile == NULL) - { - TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open glTF file", fileName); - return model; - } - - fseek(gltfFile, 0, SEEK_END); - int size = ftell(gltfFile); - fseek(gltfFile, 0, SEEK_SET); - - void *buffer = RL_MALLOC(size); - fread(buffer, size, 1, gltfFile); - - fclose(gltfFile); - - // glTF data loading - cgltf_options options = { 0 }; - cgltf_data *data = NULL; - cgltf_result result = cgltf_parse(&options, buffer, size, &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, data->materials_count); - TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count, 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 (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 = data->materials_count + 1; - model.materials = RL_MALLOC(model.materialCount*sizeof(Material)); - model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int)); - - for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); - - 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 (int i = 0; i < data->meshes_count; i++) - { - for (int p = 0; p < data->meshes[i].primitives_count; p++) - { - for (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 = acc->count; - model.meshes[primitiveIndex].vertices = RL_MALLOC(sizeof(float)*model.meshes[primitiveIndex].vertexCount*3); - - LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices) - } - 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; - model.meshes[primitiveIndex].normals = RL_MALLOC(sizeof(float)*acc->count*3); - - LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals) - } - 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(sizeof(float)*acc->count*2); - 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); - } - } - } - - cgltf_accessor *acc = data->meshes[i].primitives[p].indices; - - if (acc) - { - if (acc->component_type == cgltf_component_type_r_16u) - { - model.meshes[primitiveIndex].triangleCount = acc->count/3; - model.meshes[primitiveIndex].indices = RL_MALLOC(sizeof(unsigned short)*model.meshes[primitiveIndex].triangleCount*3); - 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] = data->meshes[i].primitives[p].material - data->materials; - } - else - { - model.meshMaterial[primitiveIndex] = model.materialCount - 1;; - } - - primitiveIndex++; - } - } - - cgltf_free(data); - } - else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); - - RL_FREE(buffer); - - return model; -} -#endif |