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authorraysan5 <raysan5@gmail.com>2015-07-13 18:19:29 +0200
committerraysan5 <raysan5@gmail.com>2015-07-13 18:19:29 +0200
commit66556b8b479e998dc022fa9c884eb39fae1479f7 (patch)
tree7ec1afe07547905ea58fadb7dc195043aa7e21b8 /src/models.c
parent3434255ce6ef1ca0df1dc5ffd4e875cb4697e8f8 (diff)
downloadraylib-66556b8b479e998dc022fa9c884eb39fae1479f7.tar.gz
raylib-66556b8b479e998dc022fa9c884eb39fae1479f7.zip
Added some functions and renamed some others
Added: - LoadImageRaw() - ImageCopy() Renamed: - GetPixelData() -> GetImageData()
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c76
1 files changed, 19 insertions, 57 deletions
diff --git a/src/models.c b/src/models.c
index 8d772f02..c45e18c8 100644
--- a/src/models.c
+++ b/src/models.c
@@ -600,7 +600,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
int mapX = heightmap.width;
int mapZ = heightmap.height;
- Color *heightmapPixels = GetPixelData(heightmap);
+ Color *heightmapPixels = GetImageData(heightmap);
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
@@ -721,7 +721,7 @@ Model LoadCubicmap(Image cubicmap)
{
VertexData vData;
- Color *cubicmapPixels = GetPixelData(cubicmap);
+ Color *cubicmapPixels = GetImageData(cubicmap);
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
@@ -1105,8 +1105,6 @@ void UnloadModel(Model model)
rlDeleteBuffers(model.mesh.vboId[2]);
rlDeleteVertexArrays(model.mesh.vaoId);
- //rlDeleteTextures(model.texture.id);
- //rlDeleteShader(model.shader.id);
}
// Link a texture to a model
@@ -1114,8 +1112,9 @@ void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0)
{
- model->texture.id = whiteTexture; // Default white texture (use mesh color)
- model->shader.texDiffuseId = whiteTexture;
+ // Use default white texture (use mesh color)
+ model->texture.id = whiteTexture; // OpenGL 1.1
+ model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
}
else
{
@@ -1124,26 +1123,6 @@ void SetModelTexture(Model *model, Texture2D texture)
}
}
-// Load a custom shader (vertex shader + fragment shader)
-Shader LoadShader(char *vsFileName, char *fsFileName)
-{
- Shader shader = rlglLoadShader(vsFileName, fsFileName);
-
- return shader;
-}
-
-// Unload a custom shader from memory
-void UnloadShader(Shader shader)
-{
- rlDeleteShader(shader.id);
-}
-
-// Set shader for a model
-void SetModelShader(Model *model, Shader shader)
-{
- rlglSetModelShader(model, shader);
-}
-
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
@@ -1269,7 +1248,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
rlDisableTexture();
}
-
+// Detect collision between two spheres
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
{
bool collision = false;
@@ -1285,22 +1264,10 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
return collision;
}
+// Detect collision between two boxes
+// NOTE: Boxes are defined by two points minimum and maximum
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
{
- /*
- // Get min and max vertex to construct bounds (AABB)
- Vector3 minVertex = tempVertices[0];
- Vector3 maxVertex = tempVertices[0];
-
- for (int i = 1; i < tempVertices.Count; i++)
- {
- minVertex = Vector3.Min(minVertex, tempVertices[i]);
- maxVertex = Vector3.Max(maxVertex, tempVertices[i]);
- }
-
- bounds = new BoundingBox(minVertex, maxVertex);
- */
-
bool collision = true;
if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
@@ -1313,6 +1280,7 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V
return collision;
}
+// Detect collision between box and sphere
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
{
bool collision = false;
@@ -1326,35 +1294,29 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
{
float dmin = 0;
- if (centerSphere.x - minBBox.x <= radiusSphere)
- dmin += (centerSphere.x - minBBox.x) * (centerSphere.x - minBBox.x);
- else if (maxBBox.x - centerSphere.x <= radiusSphere)
- dmin += (centerSphere.x - maxBBox.x) * (centerSphere.x - maxBBox.x);
+ if (centerSphere.x - minBBox.x <= radiusSphere) dmin += (centerSphere.x - minBBox.x)*(centerSphere.x - minBBox.x);
+ else if (maxBBox.x - centerSphere.x <= radiusSphere) dmin += (centerSphere.x - maxBBox.x)*(centerSphere.x - maxBBox.x);
- if (centerSphere.y - minBBox.y <= radiusSphere)
- dmin += (centerSphere.y - minBBox.y) * (centerSphere.y - minBBox.y);
- else if (maxBBox.y - centerSphere.y <= radiusSphere)
- dmin += (centerSphere.y - maxBBox.y) * (centerSphere.y - maxBBox.y);
+ if (centerSphere.y - minBBox.y <= radiusSphere) dmin += (centerSphere.y - minBBox.y)*(centerSphere.y - minBBox.y);
+ else if (maxBBox.y - centerSphere.y <= radiusSphere) dmin += (centerSphere.y - maxBBox.y)*(centerSphere.y - maxBBox.y);
- if (centerSphere.z - minBBox.z <= radiusSphere)
- dmin += (centerSphere.z - minBBox.z) * (centerSphere.z - minBBox.z);
- else if (maxBBox.z - centerSphere.z <= radiusSphere)
- dmin += (centerSphere.z - maxBBox.z) * (centerSphere.z - maxBBox.z);
+ if (centerSphere.z - minBBox.z <= radiusSphere) dmin += (centerSphere.z - minBBox.z)*(centerSphere.z - minBBox.z);
+ else if (maxBBox.z - centerSphere.z <= radiusSphere) dmin += (centerSphere.z - maxBBox.z)*(centerSphere.z - maxBBox.z);
- if (dmin <= radiusSphere * radiusSphere) collision = true;
+ if (dmin <= radiusSphere*radiusSphere) collision = true;
}
return collision;
}
-// TODO
+// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
{
- Color *cubicmapPixels = GetPixelData(cubicmap);
+ Color *cubicmapPixels = GetImageData(cubicmap);
// Detect the cell where the player is located
Vector3 impactDirection = { 0, 0, 0 };
@@ -1697,7 +1659,7 @@ static VertexData LoadOBJ(const char *fileName)
// Second reading pass: Get vertex data to fill intermediate arrays
// NOTE: This second pass is required in case of multiple meshes defined in same OBJ
- // TODO: Consider that diferent meshes can have different vertex data available (position, texcoords, normals)
+ // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);