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authorvictorfisac <victorfisac@gmail.com>2016-01-20 13:48:00 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-20 13:48:00 +0100
commitc04752c0e4b646638ce6adf991750763c2dbf393 (patch)
tree9fdafdbdd04dda343a25ac40768900d2d5016da6 /src/models.c
parent4cc394c376c83926da67afe14855d2a3e2b06cfd (diff)
parent29c618a35e19c1c00be94bf423ad6af7ecf1d3f8 (diff)
downloadraylib-c04752c0e4b646638ce6adf991750763c2dbf393.tar.gz
raylib-c04752c0e4b646638ce6adf991750763c2dbf393.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c360
1 files changed, 198 insertions, 162 deletions
diff --git a/src/models.c b/src/models.c
index dd170e0b..06044820 100644
--- a/src/models.c
+++ b/src/models.c
@@ -56,7 +56,7 @@ extern unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
-static VertexData LoadOBJ(const char *fileName);
+static Mesh LoadOBJ(const char *fileName);
//----------------------------------------------------------------------------------
// Module Functions Definition
@@ -558,23 +558,23 @@ void DrawGizmo(Vector3 position)
Model LoadModel(const char *fileName)
{
Model model;
- VertexData vData = { 0 };
+ Mesh mesh = { 0 };
// NOTE: Initialize default data for model in case loading fails, maybe a cube?
- if (strcmp(GetExtension(fileName),"obj") == 0) vData = LoadOBJ(fileName);
+ if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
+ // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
- if (vData.vertexCount == 0)
+ if (mesh.vertexCount == 0)
{
TraceLog(WARNING, "Model could not be loaded");
}
else
{
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
- model = rlglLoadModel(vData); // Upload vertex data to GPU
+ model = rlglLoadModel(mesh); // Upload vertex data to GPU
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
@@ -583,10 +583,10 @@ Model LoadModel(const char *fileName)
/*
if (rlGetVersion() != OPENGL_11)
{
- free(vData.vertices);
- free(vData.texcoords);
- free(vData.normals);
- free(vData.colors);
+ free(mesh.vertices);
+ free(mesh.texcoords);
+ free(mesh.normals);
+ free(mesh.colors);
}
*/
}
@@ -595,7 +595,7 @@ Model LoadModel(const char *fileName)
}
// Load a 3d model (from vertex data)
-Model LoadModelEx(VertexData data)
+Model LoadModelEx(Mesh data)
{
Model model;
@@ -610,7 +610,7 @@ Model LoadModelEx(VertexData data)
// Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, float maxHeight)
{
- VertexData vData;
+ Mesh mesh;
int mapX = heightmap.width;
int mapZ = heightmap.height;
@@ -621,12 +621,12 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
// TODO: Consider resolution when generating model data?
int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
- vData.vertexCount = numTriangles*3;
+ mesh.vertexCount = numTriangles*3;
- vData.vertices = (float *)malloc(vData.vertexCount*3*sizeof(float));
- vData.normals = (float *)malloc(vData.vertexCount*3*sizeof(float));
- vData.texcoords = (float *)malloc(vData.vertexCount*2*sizeof(float));
- vData.colors = (unsigned char *)malloc(vData.vertexCount*4*sizeof(unsigned char)); // Not used...
+ mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
+ mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
+ mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@@ -644,51 +644,51 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
//----------------------------------------------------------
// one triangle - 3 vertex
- vData.vertices[vCounter] = x;
- vData.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor;
- vData.vertices[vCounter + 2] = z;
+ mesh.vertices[vCounter] = x;
+ mesh.vertices[vCounter + 1] = GetHeightValue(heightmapPixels[x + z*mapX])*scaleFactor;
+ mesh.vertices[vCounter + 2] = z;
- vData.vertices[vCounter + 3] = x;
- vData.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor;
- vData.vertices[vCounter + 5] = z+1;
+ mesh.vertices[vCounter + 3] = x;
+ mesh.vertices[vCounter + 4] = GetHeightValue(heightmapPixels[x + (z+1)*mapX])*scaleFactor;
+ mesh.vertices[vCounter + 5] = z+1;
- vData.vertices[vCounter + 6] = x+1;
- vData.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor;
- vData.vertices[vCounter + 8] = z;
+ mesh.vertices[vCounter + 6] = x+1;
+ mesh.vertices[vCounter + 7] = GetHeightValue(heightmapPixels[(x+1) + z*mapX])*scaleFactor;
+ mesh.vertices[vCounter + 8] = z;
// another triangle - 3 vertex
- vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6];
- vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7];
- vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8];
+ mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
+ mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
+ mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
- vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3];
- vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4];
- vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5];
+ mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3];
+ mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4];
+ mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5];
- vData.vertices[vCounter + 15] = x+1;
- vData.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor;
- vData.vertices[vCounter + 17] = z+1;
+ mesh.vertices[vCounter + 15] = x+1;
+ mesh.vertices[vCounter + 16] = GetHeightValue(heightmapPixels[(x+1) + (z+1)*mapX])*scaleFactor;
+ mesh.vertices[vCounter + 17] = z+1;
vCounter += 18; // 6 vertex, 18 floats
// Fill texcoords array with data
//--------------------------------------------------------------
- vData.texcoords[tcCounter] = (float)x / (mapX-1);
- vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
+ mesh.texcoords[tcCounter] = (float)x / (mapX-1);
+ mesh.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
- vData.texcoords[tcCounter + 2] = (float)x / (mapX-1);
- vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
+ mesh.texcoords[tcCounter + 2] = (float)x / (mapX-1);
+ mesh.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
- vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
- vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
+ mesh.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
+ mesh.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
- vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4];
- vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5];
+ mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4];
+ mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5];
- vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2];
- vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 3];
+ mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2];
+ mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3];
- vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
- vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
+ 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
@@ -696,9 +696,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
// NOTE: Current Model implementation doe not use normals!
for (int i = 0; i < 18; i += 3)
{
- vData.normals[nCounter + i] = 0.0f;
- vData.normals[nCounter + i + 1] = 1.0f;
- vData.normals[nCounter + i + 2] = 0.0f;
+ mesh.normals[nCounter + i] = 0.0f;
+ mesh.normals[nCounter + i + 1] = 1.0f;
+ mesh.normals[nCounter + i + 2] = 0.0f;
}
// TODO: Calculate normals in an efficient way
@@ -713,20 +713,20 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
- for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
+ for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
+ // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
- Model model = rlglLoadModel(vData);
+ Model model = rlglLoadModel(mesh);
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if (rlGetVersion() != OPENGL_11)
{
- free(vData.vertices);
- free(vData.texcoords);
- free(vData.normals);
- free(vData.colors);
+ free(mesh.vertices);
+ free(mesh.texcoords);
+ free(mesh.normals);
+ free(mesh.colors);
}
return model;
@@ -735,14 +735,14 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
{
- VertexData vData;
+ Mesh mesh;
Color *cubicmapPixels = GetImageData(cubicmap);
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
- int mapWidth = cubicmap.width * (int)mapCubeSide;
- int mapHeight = cubicmap.height * (int)mapCubeSide;
+ int mapWidth = cubicmap.width*(int)mapCubeSide;
+ int mapHeight = cubicmap.height*(int)mapCubeSide;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@@ -753,11 +753,11 @@ Model LoadCubicmap(Image cubicmap)
float w = mapCubeSide;
float h = mapCubeSide;
- float h2 = mapCubeSide * 1.5; // TODO: Review walls height...
+ float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
- Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
- Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles * 3 * sizeof(Vector2));
- Vector3 *mapNormals = (Vector3 *)malloc(maxTriangles * 3 * sizeof(Vector3));
+ Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
+ Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
+ Vector3 *mapNormals = (Vector3 *)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 };
@@ -775,12 +775,12 @@ Model LoadCubicmap(Image cubicmap)
float height;
} RectangleF;
- RectangleF rightTexUV = { 0, 0, 0.5, 0.5 };
- RectangleF leftTexUV = { 0.5, 0, 0.5, 0.5 };
- RectangleF frontTexUV = { 0, 0, 0.5, 0.5 };
- RectangleF backTexUV = { 0.5, 0, 0.5, 0.5 };
- RectangleF topTexUV = { 0, 0.5, 0.5, 0.5 };
- RectangleF bottomTexUV = { 0.5, 0.5, 0.5, 0.5 };
+ 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 += mapCubeSide)
{
@@ -1041,25 +1041,25 @@ Model LoadCubicmap(Image cubicmap)
}
// Move data from mapVertices temp arays to vertices float array
- vData.vertexCount = vCounter;
+ mesh.vertexCount = vCounter;
- vData.vertices = (float *)malloc(vData.vertexCount*3*sizeof(float));
- vData.normals = (float *)malloc(vData.vertexCount*3*sizeof(float));
- vData.texcoords = (float *)malloc(vData.vertexCount*2*sizeof(float));
- vData.colors = (unsigned char *)malloc(vData.vertexCount*4*sizeof(unsigned char)); // Not used...
+ mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
+ mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
+ mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
- for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
+ for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
int fCounter = 0;
// Move vertices data
for (int i = 0; i < vCounter; i++)
{
- vData.vertices[fCounter] = mapVertices[i].x;
- vData.vertices[fCounter + 1] = mapVertices[i].y;
- vData.vertices[fCounter + 2] = mapVertices[i].z;
+ mesh.vertices[fCounter] = mapVertices[i].x;
+ mesh.vertices[fCounter + 1] = mapVertices[i].y;
+ mesh.vertices[fCounter + 2] = mapVertices[i].z;
fCounter += 3;
}
@@ -1068,9 +1068,9 @@ Model LoadCubicmap(Image cubicmap)
// Move normals data
for (int i = 0; i < nCounter; i++)
{
- vData.normals[fCounter] = mapNormals[i].x;
- vData.normals[fCounter + 1] = mapNormals[i].y;
- vData.normals[fCounter + 2] = mapNormals[i].z;
+ mesh.normals[fCounter] = mapNormals[i].x;
+ mesh.normals[fCounter + 1] = mapNormals[i].y;
+ mesh.normals[fCounter + 2] = mapNormals[i].z;
fCounter += 3;
}
@@ -1079,8 +1079,8 @@ Model LoadCubicmap(Image cubicmap)
// Move texcoords data
for (int i = 0; i < tcCounter; i++)
{
- vData.texcoords[fCounter] = mapTexcoords[i].x;
- vData.texcoords[fCounter + 1] = mapTexcoords[i].y;
+ mesh.texcoords[fCounter] = mapTexcoords[i].x;
+ mesh.texcoords[fCounter + 1] = mapTexcoords[i].y;
fCounter += 2;
}
@@ -1090,18 +1090,18 @@ Model LoadCubicmap(Image cubicmap)
free(cubicmapPixels);
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
+ // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
- Model model = rlglLoadModel(vData);
+ Model model = rlglLoadModel(mesh);
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if (rlGetVersion() != OPENGL_11)
{
- free(vData.vertices);
- free(vData.texcoords);
- free(vData.normals);
- free(vData.colors);
+ free(mesh.vertices);
+ free(mesh.texcoords);
+ free(mesh.normals);
+ free(mesh.colors);
}
return model;
@@ -1147,7 +1147,7 @@ void SetModelTexture(Model *model, Texture2D texture)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
- Vector3 rotationAxis = { 0, 0, 0 };
+ Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
DrawModelEx(model, position, 0.0f, rotationAxis, vScale, tint);
}
@@ -1163,7 +1163,7 @@ void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rot
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
Vector3 vScale = { scale, scale, scale };
- Vector3 rotationAxis = { 0, 0, 0 };
+ Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
}
@@ -1188,7 +1188,7 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
// NOTE: Billboard locked to axis-Y
- Vector3 up = { 0, 1, 0 };
+ Vector3 up = { 0.0f, 1.0f, 0.0f };
/*
a-------b
| |
@@ -1336,18 +1336,28 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
return collision;
}
-// Detect collision between ray and box
+// Detect collision between ray and sphere
+bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
+{
+ bool collision = false;
+
+ // TODO: implement collision...
+
+ return collision;
+}
+
+// Detect collision between ray and bounding box
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
{
bool collision = false;
float t[8];
- t[0] = (minBBox.x - ray.position.x) / ray.direction.x;
- t[1] = (maxBBox.x - ray.position.x) / ray.direction.x;
- t[2] = (minBBox.y - ray.position.y) / ray.direction.y;
- t[3] = (maxBBox.y - ray.position.y) / ray.direction.y;
- t[4] = (minBBox.z - ray.position.z) / ray.direction.z;
- t[5] = (maxBBox.z - ray.position.z) / ray.direction.z;
+ t[0] = (minBBox.x - ray.position.x)/ray.direction.x;
+ t[1] = (maxBBox.x - ray.position.x)/ray.direction.x;
+ t[2] = (minBBox.y - ray.position.y)/ray.direction.y;
+ t[3] = (maxBBox.y - ray.position.y)/ray.direction.y;
+ t[4] = (minBBox.z - ray.position.z)/ray.direction.z;
+ t[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
@@ -1359,6 +1369,32 @@ bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
// TODO: Useful function to check collision area?
//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
+// Calculate mesh bounding box limits
+BoundingBox CalculateBoundingBox(Mesh mesh)
+{
+ // Get min and max vertex to construct bounds (AABB)
+ Vector3 minVertex = mesh.vertices[0];
+ Vector3 maxVertex = mesh.vertices[0];
+
+ for (int i = 1; i < mesh.vertexCount; i++)
+ {
+ // TODO: Compare min and max with previous vertex
+ //minVertex = Vector3.Min(minVertex, mesh.vertices[i]);
+ //maxVertex = Vector3.Max(maxVertex, mesh.vertices[i]);
+ }
+
+ // NOTE: For OBB, transform mesh by model transform matrix
+ //minVertex = VectorTransform(meshMin, mesh.transform);
+ //maxVertex = VectorTransform(meshMax, mesh.transform);
+
+ // Create the bounding box
+ BoundingBox box;
+ box.min = minVertex;
+ box.max = maxVertex;
+
+ return box;
+}
+
// 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)
@@ -1366,7 +1402,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
Color *cubicmapPixels = GetImageData(cubicmap);
// Detect the cell where the player is located
- Vector3 impactDirection = { 0, 0, 0 };
+ Vector3 impactDirection = { 0.0f, 0.0f, 0.0f };
int locationCellX = 0;
int locationCellY = 0;
@@ -1389,7 +1425,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1405,7 +1441,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1421,7 +1457,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1437,7 +1473,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1452,7 +1488,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 0};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f };
}
}
}
@@ -1464,7 +1500,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 1, 0, 0};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 0.0f };
}
}
}
@@ -1476,7 +1512,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 0, 0, 1};
+ impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f };
}
}
}
@@ -1488,7 +1524,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
- impactDirection = (Vector3) { 0, 0, 1};
+ impactDirection = (Vector3){ 0.0f, 0.0f, 1.0f };
}
}
}
@@ -1512,7 +1548,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1535,7 +1571,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1558,7 +1594,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1581,7 +1617,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
- impactDirection = (Vector3) { 1, 0, 1};
+ impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
}
}
@@ -1591,13 +1627,13 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Floor collision
if (playerPosition->y <= radius)
{
- playerPosition->y = radius + 0.01;
+ playerPosition->y = radius + 0.01f;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
// Roof collision
- else if (playerPosition->y >= 1.5 - radius)
+ else if (playerPosition->y >= (1.5f - radius))
{
- playerPosition->y = (1.5 - radius) - 0.01;
+ playerPosition->y = (1.5f - radius) - 0.01f;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
@@ -1617,9 +1653,9 @@ static float GetHeightValue(Color pixel)
}
// Load OBJ mesh data
-static VertexData LoadOBJ(const char *fileName)
+static Mesh LoadOBJ(const char *fileName)
{
- VertexData vData = { 0 };
+ Mesh mesh = { 0 };
char dataType;
char comments[200];
@@ -1636,7 +1672,7 @@ static VertexData LoadOBJ(const char *fileName)
if (objFile == NULL)
{
TraceLog(WARNING, "[%s] OBJ file could not be opened", fileName);
- return vData;
+ return mesh;
}
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
@@ -1747,15 +1783,15 @@ static VertexData LoadOBJ(const char *fileName)
}
// At this point all vertex data (v, vt, vn) has been gathered on midVertices, midTexCoords, midNormals
- // Now we can organize that data into our VertexData struct
+ // Now we can organize that data into our Mesh struct
- vData.vertexCount = numTriangles*3;
+ mesh.vertexCount = numTriangles*3;
// Additional arrays to store vertex data as floats
- vData.vertices = (float *)malloc(vData.vertexCount*3*sizeof(float));
- vData.texcoords = (float *)malloc(vData.vertexCount*2*sizeof(float));
- vData.normals = (float *)malloc(vData.vertexCount*3*sizeof(float));
- vData.colors = (unsigned char *)malloc(vData.vertexCount*4*sizeof(unsigned char));
+ mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
+ mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
+ mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char));
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@@ -1783,32 +1819,32 @@ static VertexData LoadOBJ(const char *fileName)
else if (numNormals == 0) fscanf(objFile, "%i/%i %i/%i %i/%i", &vNum[0], &vtNum[0], &vNum[1], &vtNum[1], &vNum[2], &vtNum[2]);
else fscanf(objFile, "%i/%i/%i %i/%i/%i %i/%i/%i", &vNum[0], &vtNum[0], &vnNum[0], &vNum[1], &vtNum[1], &vnNum[1], &vNum[2], &vtNum[2], &vnNum[2]);
- vData.vertices[vCounter] = midVertices[vNum[0]-1].x;
- vData.vertices[vCounter + 1] = midVertices[vNum[0]-1].y;
- vData.vertices[vCounter + 2] = midVertices[vNum[0]-1].z;
+ mesh.vertices[vCounter] = midVertices[vNum[0]-1].x;
+ mesh.vertices[vCounter + 1] = midVertices[vNum[0]-1].y;
+ mesh.vertices[vCounter + 2] = midVertices[vNum[0]-1].z;
vCounter += 3;
- vData.vertices[vCounter] = midVertices[vNum[1]-1].x;
- vData.vertices[vCounter + 1] = midVertices[vNum[1]-1].y;
- vData.vertices[vCounter + 2] = midVertices[vNum[1]-1].z;
+ mesh.vertices[vCounter] = midVertices[vNum[1]-1].x;
+ mesh.vertices[vCounter + 1] = midVertices[vNum[1]-1].y;
+ mesh.vertices[vCounter + 2] = midVertices[vNum[1]-1].z;
vCounter += 3;
- vData.vertices[vCounter] = midVertices[vNum[2]-1].x;
- vData.vertices[vCounter + 1] = midVertices[vNum[2]-1].y;
- vData.vertices[vCounter + 2] = midVertices[vNum[2]-1].z;
+ mesh.vertices[vCounter] = midVertices[vNum[2]-1].x;
+ mesh.vertices[vCounter + 1] = midVertices[vNum[2]-1].y;
+ mesh.vertices[vCounter + 2] = midVertices[vNum[2]-1].z;
vCounter += 3;
if (numNormals > 0)
{
- vData.normals[nCounter] = midNormals[vnNum[0]-1].x;
- vData.normals[nCounter + 1] = midNormals[vnNum[0]-1].y;
- vData.normals[nCounter + 2] = midNormals[vnNum[0]-1].z;
+ mesh.normals[nCounter] = midNormals[vnNum[0]-1].x;
+ mesh.normals[nCounter + 1] = midNormals[vnNum[0]-1].y;
+ mesh.normals[nCounter + 2] = midNormals[vnNum[0]-1].z;
nCounter += 3;
- vData.normals[nCounter] = midNormals[vnNum[1]-1].x;
- vData.normals[nCounter + 1] = midNormals[vnNum[1]-1].y;
- vData.normals[nCounter + 2] = midNormals[vnNum[1]-1].z;
+ mesh.normals[nCounter] = midNormals[vnNum[1]-1].x;
+ mesh.normals[nCounter + 1] = midNormals[vnNum[1]-1].y;
+ mesh.normals[nCounter + 2] = midNormals[vnNum[1]-1].z;
nCounter += 3;
- vData.normals[nCounter] = midNormals[vnNum[2]-1].x;
- vData.normals[nCounter + 1] = midNormals[vnNum[2]-1].y;
- vData.normals[nCounter + 2] = midNormals[vnNum[2]-1].z;
+ mesh.normals[nCounter] = midNormals[vnNum[2]-1].x;
+ mesh.normals[nCounter + 1] = midNormals[vnNum[2]-1].y;
+ mesh.normals[nCounter + 2] = midNormals[vnNum[2]-1].z;
nCounter += 3;
}
else
@@ -1817,17 +1853,17 @@ static VertexData LoadOBJ(const char *fileName)
Vector3 norm = VectorCrossProduct(VectorSubtract(midVertices[vNum[1]-1], midVertices[vNum[0]-1]), VectorSubtract(midVertices[vNum[2]-1], midVertices[vNum[0]-1]));
VectorNormalize(&norm);
- vData.normals[nCounter] = norm.x;
- vData.normals[nCounter + 1] = norm.y;
- vData.normals[nCounter + 2] = norm.z;
+ mesh.normals[nCounter] = norm.x;
+ mesh.normals[nCounter + 1] = norm.y;
+ mesh.normals[nCounter + 2] = norm.z;
nCounter += 3;
- vData.normals[nCounter] = norm.x;
- vData.normals[nCounter + 1] = norm.y;
- vData.normals[nCounter + 2] = norm.z;
+ mesh.normals[nCounter] = norm.x;
+ mesh.normals[nCounter + 1] = norm.y;
+ mesh.normals[nCounter + 2] = norm.z;
nCounter += 3;
- vData.normals[nCounter] = norm.x;
- vData.normals[nCounter + 1] = norm.y;
- vData.normals[nCounter + 2] = norm.z;
+ mesh.normals[nCounter] = norm.x;
+ mesh.normals[nCounter + 1] = norm.y;
+ mesh.normals[nCounter + 2] = norm.z;
nCounter += 3;
}
@@ -1835,14 +1871,14 @@ static VertexData LoadOBJ(const char *fileName)
{
// NOTE: If using negative texture coordinates with a texture filter of GL_CLAMP_TO_EDGE doesn't work!
// NOTE: Texture coordinates are Y flipped upside-down
- vData.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
- vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[0]-1].y;
+ mesh.texcoords[tcCounter] = midTexCoords[vtNum[0]-1].x;
+ mesh.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[0]-1].y;
tcCounter += 2;
- vData.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
- vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[1]-1].y;
+ mesh.texcoords[tcCounter] = midTexCoords[vtNum[1]-1].x;
+ mesh.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[1]-1].y;
tcCounter += 2;
- vData.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
- vData.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[2]-1].y;
+ mesh.texcoords[tcCounter] = midTexCoords[vtNum[2]-1].x;
+ mesh.texcoords[tcCounter + 1] = 1.0f - midTexCoords[vtNum[2]-1].y;
tcCounter += 2;
}
} break;
@@ -1853,19 +1889,19 @@ static VertexData LoadOBJ(const char *fileName)
fclose(objFile);
// Security check, just in case no normals or no texcoords defined in OBJ
- if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
+ if (numTexCoords == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
// NOTE: Not used any more... just one plain color defined at DrawModel()
- for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
+ for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
// Now we can free temp mid* arrays
free(midVertices);
free(midNormals);
free(midTexCoords);
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
+ // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
TraceLog(INFO, "[%s] Model loaded successfully in RAM (CPU)", fileName);
- return vData;
+ return mesh;
}