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| author | Marc Palau <sucdepressec@gmail.com> | 2015-02-02 20:05:18 +0100 |
|---|---|---|
| committer | Marc Palau <sucdepressec@gmail.com> | 2015-02-02 20:05:18 +0100 |
| commit | b926765ce009e102cad7c597a3cbae9a9bc15b47 (patch) | |
| tree | 9c2876831a3f0181c282912b884e380ed6f21b95 /src/models.c | |
| parent | 9ab67182349aa7fd3e85c090bfe1afd8c5f61339 (diff) | |
| download | raylib-b926765ce009e102cad7c597a3cbae9a9bc15b47.tar.gz raylib-b926765ce009e102cad7c597a3cbae9a9bc15b47.zip | |
Added functions and improvements
LoadCubicmap() supports custom texture rectangle (from texture atlas)
for every cubic-face.
CheckCollision*() for spheres and bounding-boxes.
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 229 |
1 files changed, 168 insertions, 61 deletions
diff --git a/src/models.c b/src/models.c index dfe521d6..a53cf5c8 100644 --- a/src/models.c +++ b/src/models.c @@ -836,12 +836,43 @@ Model LoadCubicmap(Image cubesmap) float w = mapCubeSide; float h = mapCubeSide; - float h2 = mapCubeSide; + float h2 = mapCubeSide * 1.5; 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 }; + 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 }; + + // Define the 4 texture coordinates of the cube, we will combine them accordingly later... + // TODO: Use texture rectangles to define different textures for top-bottom-front-back-right-left (6) + /* + Vector2 vt2 = { 0.0f, 0.0f }; + Vector2 vt1 = { 0.0f, 1.0f }; + Vector2 vt4 = { 1.0f, 0.0f }; + Vector2 vt3 = { 1.0f, 1.0f }; + */ + + typedef struct RectangleF { + float x; + float y; + float width; + float height; + } RectangleF; + + RectangleF rightTexUV = { 0, 0, 0.5, 0.5 }; + RectangleF leftTexUV = { 0.5, 0, 0.25, 0.25 }; + RectangleF frontTexUV = { 0.75, 0, 0.25, 0.25 }; + RectangleF backTexUV = { 0.5, 0.25, 0.25, 0.25 }; + RectangleF topTexUV = { 0, 0.5, 0.5, 0.5 }; + RectangleF bottomTexUV = { 0.5, 0.5, 0.5, 0.5 }; + for (int z = 0; z < mapHeight; z += mapCubeSide) { for (int x = 0; x < mapWidth; x += mapCubeSide) @@ -856,21 +887,6 @@ Model LoadCubicmap(Image cubesmap) Vector3 v7 = { x - w/2, 0, z + h/2 }; Vector3 v8 = { x + w/2, 0, z + h/2 }; - // 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 }; - - // Define the 4 texture coordinates of the cube, we will combine them accordingly later... - // TODO: Use texture rectangles to define different textures for top-bottom-front-back-right-left (6) - Vector2 vt2 = { 0.0f, 0.0f }; - Vector2 vt1 = { 0.0f, 1.0f }; - Vector2 vt4 = { 1.0f, 0.0f }; - Vector2 vt3 = { 1.0f, 1.0f }; - // We check pixel color to be WHITE, we will full cubes if ((cubesmap.pixels[z*cubesmap.width + x].r == 255) && (cubesmap.pixels[z*cubesmap.width + x].g == 255) && @@ -896,12 +912,12 @@ Model LoadCubicmap(Image cubesmap) mapNormals[nCounter + 5] = n3; nCounter += 6; - mapTexcoords[tcCounter] = vt2; - mapTexcoords[tcCounter + 1] = vt1; - mapTexcoords[tcCounter + 2] = vt3; - mapTexcoords[tcCounter + 3] = vt2; - mapTexcoords[tcCounter + 4] = vt3; - mapTexcoords[tcCounter + 5] = vt4; + 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) @@ -921,12 +937,12 @@ Model LoadCubicmap(Image cubesmap) mapNormals[nCounter + 5] = n4; nCounter += 6; - mapTexcoords[tcCounter] = vt4; - mapTexcoords[tcCounter + 1] = vt1; - mapTexcoords[tcCounter + 2] = vt3; - mapTexcoords[tcCounter + 3] = vt4; - mapTexcoords[tcCounter + 4] = vt2; - mapTexcoords[tcCounter + 5] = vt1; + 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 < cubesmap.height - 1) && @@ -952,12 +968,12 @@ Model LoadCubicmap(Image cubesmap) mapNormals[nCounter + 5] = n6; nCounter += 6; - mapTexcoords[tcCounter] = vt2; - mapTexcoords[tcCounter + 1] = vt1; - mapTexcoords[tcCounter + 2] = vt4; - mapTexcoords[tcCounter + 3] = vt4; - mapTexcoords[tcCounter + 4] = vt1; - mapTexcoords[tcCounter + 5] = vt3; + 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; } @@ -984,12 +1000,12 @@ Model LoadCubicmap(Image cubesmap) mapNormals[nCounter + 5] = n5; nCounter += 6; - mapTexcoords[tcCounter] = vt4; - mapTexcoords[tcCounter + 1] = vt1; - mapTexcoords[tcCounter + 2] = vt3; - mapTexcoords[tcCounter + 3] = vt4; - mapTexcoords[tcCounter + 4] = vt2; - mapTexcoords[tcCounter + 5] = vt1; + 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; } @@ -1016,12 +1032,12 @@ Model LoadCubicmap(Image cubesmap) mapNormals[nCounter + 5] = n1; nCounter += 6; - mapTexcoords[tcCounter] = vt2; - mapTexcoords[tcCounter + 1] = vt1; - mapTexcoords[tcCounter + 2] = vt4; - mapTexcoords[tcCounter + 3] = vt4; - mapTexcoords[tcCounter + 4] = vt1; - mapTexcoords[tcCounter + 5] = vt3; + 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; } @@ -1048,12 +1064,12 @@ Model LoadCubicmap(Image cubesmap) mapNormals[nCounter + 5] = n2; nCounter += 6; - mapTexcoords[tcCounter] = vt2; - mapTexcoords[tcCounter + 1] = vt3; - mapTexcoords[tcCounter + 2] = vt4; - mapTexcoords[tcCounter + 3] = vt2; - mapTexcoords[tcCounter + 4] = vt1; - mapTexcoords[tcCounter + 5] = vt3; + 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; } } @@ -1062,11 +1078,55 @@ Model LoadCubicmap(Image cubesmap) (cubesmap.pixels[z*cubesmap.width + x].g == 0) && (cubesmap.pixels[z*cubesmap.width + x].b == 0)) { - // Define top triangles (2 tris, 6 vertex --> v1-v3-v2, v1-v4-v3) - // TODO: ... + // 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; - // Define bottom triangles (2 tris, 6 vertex --> v6-v7-v8, v6-v8-v5) - // TODO: ... + 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; } } } @@ -1543,8 +1603,17 @@ static VertexData LoadOBJ(const char *fileName) bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB) { + bool collision = false; + + 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; // Y distance between centers - return false; + float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers + + if (distance <= (radiusA + radiusB)) collision = true; + + return collision; } bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2) @@ -1562,13 +1631,51 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V bounds = new BoundingBox(minVertex, maxVertex); */ - return false; + + bool collision = true; + + if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x)) + { + if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false; + if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false; + } + else collision = false; + + return collision; } -bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, Vector3 radiusSphere) +bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere) { + bool collision = false; + + if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) && + (maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere)) + { + collision = true; + } + else + { + 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.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 (dmin <= radiusSphere * radiusSphere) collision = true; + } - return false; + return collision; } //BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
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