diff options
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 639 |
1 files changed, 370 insertions, 269 deletions
diff --git a/src/models.c b/src/models.c index 4943aa5e..8a36c279 100644 --- a/src/models.c +++ b/src/models.c @@ -34,8 +34,8 @@ #include <string.h> // Required for strcmp() #include <math.h> // Used for sin, cos, tan -#include "raymath.h" // Required for data type Matrix and Matrix functions #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 +#include "raymath.h" // Required for data type Matrix and Matrix functions //---------------------------------------------------------------------------------- // Defines and Macros @@ -55,8 +55,7 @@ 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 @@ -64,7 +63,7 @@ static VertexData LoadOBJ(const char *fileName); // Draw cube // NOTE: Cube position is the center position -void DrawCube(Vector3 position, float width, float height, float lenght, Color color) +void DrawCube(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; @@ -81,58 +80,58 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c rlColor4ub(color.r, color.g, color.b, color.a); // Front Face ----------------------------------------------------- - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z+lenght/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 - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+lenght/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 // Back Face ------------------------------------------------------ - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z-lenght/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 Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z-lenght/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 Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Top Face ------------------------------------------------------- - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y+height/2, z+lenght/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); // Bottom Left + rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x+width/2, y+height/2, z+lenght/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-lenght/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x-width/2, y-height/2, z+lenght/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); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x-width/2, y-height/2, z-lenght/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 Right + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left // Right face ----------------------------------------------------- - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x+width/2, y+height/2, z+lenght/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); // Top Left - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+lenght/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-lenght/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x-width/2, y+height/2, z-lenght/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 + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-lenght/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 Left + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right rlEnd(); rlPopMatrix(); } @@ -144,7 +143,7 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color) } // Draw cube wires -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color) +void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; @@ -160,62 +159,62 @@ void DrawCubeWires(Vector3 position, float width, float height, float lenght, Co // Front Face ----------------------------------------------------- // Bottom Line - rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+lenght/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); // Bottom Right // Left Line - rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+lenght/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 Right // Top Line - rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+lenght/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 // Right Line - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z+lenght/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 Left // Back Face ------------------------------------------------------ // Bottom Line - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-lenght/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); // Bottom Right // Left Line - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-lenght/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 Right // Top Line - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-lenght/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 // Right Line - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-lenght/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 Left // Top Face ------------------------------------------------------- // Left Line - rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front - rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back + 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+lenght/2); // Top Right Front - rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back + 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+lenght/2); // Top Left Front - rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back + 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+lenght/2); // Top Right Front - rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back + 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 // NOTE: Cube position is the center position -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color) +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) { float x = position.x; float y = position.y; @@ -233,40 +232,40 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei 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+lenght/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/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 + 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-lenght/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/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 + 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-lenght/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/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 + 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-lenght/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/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 + 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-lenght/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/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 + 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-lenght/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/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 + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad rlEnd(); //rlPopMatrix(); @@ -534,12 +533,12 @@ void DrawGrid(int slices, float spacing) void DrawGizmo(Vector3 position) { // NOTE: RGB = XYZ - float lenght = 1.0f; + float length = 1.0f; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); //rlRotatef(rotation, 0, 1, 0); - rlScalef(lenght, lenght, lenght); + rlScalef(length, length, length); rlBegin(RL_LINES); rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f); @@ -557,42 +556,45 @@ void DrawGizmo(Vector3 position) // Load a 3d model (from file) Model LoadModel(const char *fileName) { - VertexData vData; - - Model model; + Model model = { 0 }; + Mesh mesh = { 0 }; - // TODO: Initialize default data for model in case loading fails, maybe a cube? + // 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: We don't need CPU vertex data on OpenGL 3.3 or ES2 + // NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes... + // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh + + /* 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; } // Load a 3d model (from vertex data) -Model LoadModelEx(VertexData data) +Model LoadModelEx(Mesh data) { Model model; @@ -605,25 +607,27 @@ Model LoadModelEx(VertexData data) } // Load a heightmap image as a 3d model -Model LoadHeightmap(Image heightmap, float maxHeight) +// NOTE: model map size is defined in generic units +Model LoadHeightmap(Image heightmap, Vector3 size) { - VertexData vData; + #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) + + Mesh mesh; int mapX = heightmap.width; int mapZ = heightmap.height; - Color *heightmapPixels = GetImageData(heightmap); + Color *pixels = GetImageData(heightmap); // NOTE: One vertex per pixel - // 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 @@ -631,7 +635,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight) int trisCounter = 0; - float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation + Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ }; for(int z = 0; z < mapZ-1; z++) { @@ -641,89 +645,87 @@ 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] = (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; - 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] = (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; - 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] = (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 - 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] = (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 //-------------------------------------------------------------- - 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 //-------------------------------------------------------------- - // 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 nCounter += 18; // 6 vertex, 18 floats - trisCounter += 2; } } - free(heightmapPixels); + free(pixels); // 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; @@ -732,14 +734,14 @@ 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; @@ -750,11 +752,11 @@ 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 }; @@ -772,12 +774,12 @@ 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) { @@ -1038,25 +1040,25 @@ 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; } @@ -1065,9 +1067,9 @@ 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; } @@ -1076,8 +1078,8 @@ 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; } @@ -1087,18 +1089,18 @@ 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; @@ -1144,25 +1146,32 @@ 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); + DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint); } // Draw a model with extended parameters -void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint) +void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) { // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel() - rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, false); + rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, false); } // Draw a model wires (with texture if set) 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, rotationAxis, 0.0f, vScale, color, true); +} - rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true); +// 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) +{ + // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel() + rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true); } // Draw a billboard @@ -1178,7 +1187,7 @@ 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 | | @@ -1265,6 +1274,20 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec rlDisableTexture(); } +// Draw a bounding box with wires +void DrawBoundingBox(BoundingBox box) +{ + 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, GREEN); +} + // Detect collision between two spheres bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB) { @@ -1326,8 +1349,92 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph return collision; } -// TODO: Useful function to check collision area? -//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2) +// Detect collision between ray and sphere +bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius) +{ + bool collision = false; + + Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position); + float distance = VectorLength(raySpherePos); + float vector = VectorDotProduct(raySpherePos, ray.direction); + float d = sphereRadius*sphereRadius - (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 spherePosition, float sphereRadius, Vector3 *collisionPoint) +{ + bool collision = false; + + Vector3 raySpherePos = VectorSubtract(spherePosition, ray.position); + float distance = VectorLength(raySpherePos); + float vector = VectorDotProduct(raySpherePos, ray.direction); + float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); + + if(d >= 0.0f) collision = true; + + // Calculate collision point + Vector3 offset = ray.direction; + float collisionDistance = 0; + + // Check if ray origin is inside the sphere to calculate the correct collision point + if(distance < sphereRadius) collisionDistance = vector + sqrt(d); + else collisionDistance = vector - sqrt(d); + + VectorScale(&offset, collisionDistance); + Vector3 cPoint = VectorAdd(ray.position, offset); + + 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, 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[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])); + + collision = !(t[7] < 0 || t[6] > t[7]); + + return collision; +} + +// Calculate mesh bounding box limits +// NOTE: minVertex and maxVertex should be transformed by model transform matrix (position, scale, rotate) +BoundingBox CalculateBoundingBox(Mesh mesh) +{ + // Get min and max vertex to construct bounds (AABB) + Vector3 minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; + Vector3 maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; + + for (int i = 1; i < mesh.vertexCount; i++) + { + minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); + maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); + } + + // 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 @@ -1336,7 +1443,7 @@ 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; @@ -1359,7 +1466,7 @@ 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 }; } } } @@ -1375,7 +1482,7 @@ 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 }; } } } @@ -1391,7 +1498,7 @@ 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 }; } } } @@ -1407,7 +1514,7 @@ 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 }; } } } @@ -1422,7 +1529,7 @@ 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 }; } } } @@ -1434,7 +1541,7 @@ 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 }; } } } @@ -1446,7 +1553,7 @@ 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 }; } } } @@ -1458,7 +1565,7 @@ 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 }; } } } @@ -1482,7 +1589,7 @@ 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 }; } } } @@ -1505,7 +1612,7 @@ 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 }; } } } @@ -1528,7 +1635,7 @@ 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 }; } } } @@ -1551,7 +1658,7 @@ 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 }; } } } @@ -1561,13 +1668,13 @@ 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}; } @@ -1580,16 +1687,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p // Module specific Functions Definition //---------------------------------------------------------------------------------- -// Get current vertex y altitude (proportional to pixel colors in grayscale) -static float GetHeightValue(Color pixel) -{ - return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3); -} - // Load OBJ mesh data -static VertexData LoadOBJ(const char *fileName) +static Mesh LoadOBJ(const char *fileName) { - VertexData vData; + Mesh mesh = { 0 }; char dataType; char comments[200]; @@ -1606,7 +1707,7 @@ 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 @@ -1717,15 +1818,15 @@ 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 @@ -1753,32 +1854,32 @@ 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 @@ -1787,17 +1888,17 @@ 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; } @@ -1805,14 +1906,14 @@ 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; @@ -1823,19 +1924,19 @@ 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; } |
