diff options
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 1296 |
1 files changed, 678 insertions, 618 deletions
diff --git a/src/models.c b/src/models.c index 8a36c279..bef19e10 100644 --- a/src/models.c +++ b/src/models.c @@ -1,10 +1,17 @@ /********************************************************************************************** * -* raylib.models +* raylib.models - Basic functions to draw 3d shapes and 3d models * -* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ) +* CONFIGURATION: * -* Copyright (c) 2014 Ramon Santamaria (@raysan5) +* #define SUPPORT_FILEFORMAT_OBJ / SUPPORT_LOAD_OBJ +* +* #define SUPPORT_FILEFORMAT_MTL +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -26,21 +33,20 @@ #include "raylib.h" #if defined(PLATFORM_ANDROID) - #include "utils.h" // Android fopen function map + #include "utils.h" // Android fopen function map #endif -#include <stdio.h> // Standard input/output functions, used to read model files data -#include <stdlib.h> // Declares malloc() and free() for memory management -#include <string.h> // Required for strcmp() -#include <math.h> // Used for sin, cos, tan +#include <stdio.h> // Required for: FILE, fopen(), fclose(), fscanf(), feof(), rewind(), fgets() +#include <stdlib.h> // Required for: malloc(), free() +#include <string.h> // Required for: strcmp() +#include <math.h> // Required for: sin(), cos() -#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 +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define CUBIC_MAP_HALF_BLOCK_SIZE 0.5 +// ... //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -50,17 +56,50 @@ //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -extern unsigned int whiteTexture; +// ... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -static Mesh LoadOBJ(const char *fileName); +static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data +static Material LoadMTL(const char *fileName); // Load MTL material data + +static Mesh GenMeshHeightmap(Image image, Vector3 size); +static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- +// Draw a line in 3D world space +void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) +{ + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex3f(startPos.x, startPos.y, startPos.z); + rlVertex3f(endPos.x, endPos.y, endPos.z); + rlEnd(); +} + +// Draw a circle in 3D world space +void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) +{ + rlPushMatrix(); + rlTranslatef(center.x, center.y, center.z); + rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); + + rlBegin(RL_LINES); + for (int i = 0; i < 360; i += 10) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f); + rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f); + } + rlEnd(); + rlPopMatrix(); +} + // Draw cube // NOTE: Cube position is the center position void DrawCube(Vector3 position, float width, float height, float length, Color color) @@ -237,25 +276,25 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei 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 + rlNormal3f(0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad // Top Face - rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up + rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad // Bottom Face - rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down + rlNormal3f(0.0f,-1.0f, 0.0f); // Normal Pointing Down rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad // Right face - rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right + rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad @@ -288,29 +327,29 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < (rings + 2); i++) + for (int i = 0; i < (rings + 2); i++) { - for(int j = 0; j < slices; j++) + for (int j = 0; j < slices; j++) { - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); - - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * sin(DEG2RAD*((j+1)*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); } } rlEnd(); @@ -327,30 +366,30 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < (rings + 2); i++) + for (int i = 0; i < (rings + 2); i++) { - for(int j = 0; j < slices; j++) + for (int j = 0; j < slices; j++) { - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); - - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))), - cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices))); - rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), - sin(DEG2RAD*(270+(180/(rings + 1))*i)), - cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), + cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); + rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), + sinf(DEG2RAD*(270+(180/(rings + 1))*i)), + cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); } } rlEnd(); @@ -372,42 +411,42 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h if (radiusTop > 0) { // Draw Body ------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); //Bottom Right + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); //Top Right - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left + rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); //Top Right } // Draw Cap -------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); } } else { // Draw Cone ------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); } } // Draw Base ----------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, 0, 0); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); + rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -417,7 +456,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h // NOTE: It could be also used for pyramid and cone void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) { - if(sides < 3) sides = 3; + if (sides < 3) sides = 3; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); @@ -425,19 +464,19 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); - rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); + rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); + rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); - rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); + rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); } rlEnd(); rlPopMatrix(); @@ -446,41 +485,24 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl // Draw a plane void DrawPlane(Vector3 centerPos, Vector2 size, Color color) { - // NOTE: QUADS usage require defining a texture on OpenGL 3.3+ - if (rlGetVersion() != OPENGL_11) rlEnableTexture(whiteTexture); // Default white texture - // NOTE: Plane is always created on XZ ground rlPushMatrix(); rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlScalef(size.x, 1.0f, size.y); - rlBegin(RL_QUADS); + rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); rlNormal3f(0.0f, 1.0f, 0.0f); - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f); - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, 0.5f); - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f); - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(0.5f, 0.0f, -0.5f); - rlEnd(); - rlPopMatrix(); - if (rlGetVersion() != OPENGL_11) rlDisableTexture(); -} + rlVertex3f(0.5f, 0.0f, -0.5f); + rlVertex3f(-0.5f, 0.0f, -0.5f); + rlVertex3f(-0.5f, 0.0f, 0.5f); -// Draw a quad -void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color) -{ - // TODO: Calculate normals from vertex position - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - //rlNormal3f(0.0f, 0.0f, 0.0f); - - rlVertex3f(v1.x, v1.y, v1.z); - rlVertex3f(v2.x, v2.y, v2.z); - rlVertex3f(v3.x, v3.y, v3.z); - rlVertex3f(v4.x, v4.y, v4.z); - rlEnd(); + rlVertex3f(-0.5f, 0.0f, 0.5f); + rlVertex3f(0.5f, 0.0f, 0.5f); + rlVertex3f(0.5f, 0.0f, -0.5f); + rlEnd(); + rlPopMatrix(); } // Draw a ray line @@ -500,10 +522,10 @@ void DrawRay(Ray ray, Color color) // Draw a grid centered at (0, 0, 0) void DrawGrid(int slices, float spacing) { - int halfSlices = slices / 2; + int halfSlices = slices/2; rlBegin(RL_LINES); - for(int i = -halfSlices; i <= halfSlices; i++) + for (int i = -halfSlices; i <= halfSlices; i++) { if (i == 0) { @@ -553,70 +575,164 @@ void DrawGizmo(Vector3 position) rlPopMatrix(); } -// Load a 3d model (from file) -Model LoadModel(const char *fileName) +// Load mesh from file +Mesh LoadMesh(const char *fileName) { - Model model = { 0 }; Mesh mesh = { 0 }; - - // NOTE: Initialize default data for model in case loading fails, maybe a cube? - if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName); - else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName); + if (strcmp(GetExtension(fileName), "obj") == 0) mesh = LoadOBJ(fileName); + else TraceLog(WARNING, "[%s] Mesh extension not recognized, it can't be loaded", fileName); - // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct - - if (mesh.vertexCount == 0) - { - TraceLog(WARNING, "Model could not be loaded"); - } - else - { - // NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel() - 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... - // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh - - /* - if (rlGetVersion() != OPENGL_11) - { - free(mesh.vertices); - free(mesh.texcoords); - free(mesh.normals); - free(mesh.colors); - } - */ - } + if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded"); + else rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) + + // TODO: Initialize default mesh data in case loading fails, maybe a cube? + + return mesh; +} + +// Load mesh from vertex data +// NOTE: All vertex data arrays must be same size: numVertex +Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData) +{ + Mesh mesh = { 0 }; + + mesh.vertexCount = numVertex; + mesh.triangleCount = numVertex/3; + mesh.vertices = vData; + mesh.texcoords = vtData; + mesh.texcoords2 = NULL; + mesh.normals = vnData; + mesh.tangents = NULL; + mesh.colors = (unsigned char *)cData; + mesh.indices = NULL; + + rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) + + return mesh; +} + +// Load model from file +Model LoadModel(const char *fileName) +{ + Model model = { 0 }; + + model.mesh = LoadMesh(fileName); + model.transform = MatrixIdentity(); + model.material = LoadDefaultMaterial(); return model; } -// Load a 3d model (from vertex data) -Model LoadModelEx(Mesh data) +// Load model from mesh data +Model LoadModelFromMesh(Mesh data, bool dynamic) { - Model model; + Model model = { 0 }; + + model.mesh = data; + + rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU + + model.transform = MatrixIdentity(); + model.material = LoadDefaultMaterial(); - // NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel() - model = rlglLoadModel(data); // Upload vertex data to GPU - - // NOTE: Vertex data is managed externally, must be deallocated manually - return model; } -// Load a heightmap image as a 3d model +// Load heightmap model from image data // NOTE: model map size is defined in generic units Model LoadHeightmap(Image heightmap, Vector3 size) { + Model model = { 0 }; + + model.mesh = GenMeshHeightmap(heightmap, size); + + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) + + model.transform = MatrixIdentity(); + model.material = LoadDefaultMaterial(); + + return model; +} + +// Load cubes-based map model from image data +Model LoadCubicmap(Image cubicmap) +{ + Model model = { 0 }; + + model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f }); + + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) + + model.transform = MatrixIdentity(); + model.material = LoadDefaultMaterial(); + + return model; +} + +// Unload mesh from memory (RAM and/or VRAM) +void UnloadMesh(Mesh *mesh) +{ + rlglUnloadMesh(mesh); +} + +// Unload model from memory (RAM and/or VRAM) +void UnloadModel(Model model) +{ + UnloadMesh(&model.mesh); + UnloadMaterial(model.material); + + TraceLog(INFO, "Unloaded model data (mesh and material) from RAM and VRAM"); +} + +// Load material data (from file) +Material LoadMaterial(const char *fileName) +{ + Material material = { 0 }; + + if (strcmp(GetExtension(fileName), "mtl") == 0) material = LoadMTL(fileName); + else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName); + + return material; +} + +// Load default material (uses default models shader) +Material LoadDefaultMaterial(void) +{ + Material material = { 0 }; + + material.shader = GetDefaultShader(); + material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel) + //material.texNormal; // NOTE: By default, not set + //material.texSpecular; // NOTE: By default, not set + + material.colDiffuse = WHITE; // Diffuse color + material.colAmbient = WHITE; // Ambient color + material.colSpecular = WHITE; // Specular color + + material.glossiness = 100.0f; // Glossiness level + + return material; +} + +// Unload material from memory +void UnloadMaterial(Material material) +{ + rlDeleteTextures(material.texDiffuse.id); + rlDeleteTextures(material.texNormal.id); + rlDeleteTextures(material.texSpecular.id); +} + +// Generate a mesh from heightmap +static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) +{ #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) - - Mesh mesh; + + Mesh mesh = { 0 }; int mapX = heightmap.width; int mapZ = heightmap.height; - + Color *pixels = GetImageData(heightmap); // NOTE: One vertex per pixel @@ -627,7 +743,7 @@ Model LoadHeightmap(Image heightmap, Vector3 size) 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... + mesh.colors = NULL; int vCounter = 0; // Used to count vertices float by float int tcCounter = 0; // Used to count texcoords float by float @@ -637,9 +753,9 @@ Model LoadHeightmap(Image heightmap, Vector3 size) Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ }; - for(int z = 0; z < mapZ-1; z++) + for (int z = 0; z < mapZ-1; z++) { - for(int x = 0; x < mapX-1; x++) + for (int x = 0; x < mapX-1; x++) { // Fill vertices array with data //---------------------------------------------------------- @@ -707,41 +823,20 @@ Model LoadHeightmap(Image heightmap, Vector3 size) trisCounter += 2; } } - - free(pixels); - - // Fill color data - // NOTE: Not used any more... just one plain color defined at DrawModel() - 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 mesh struct - - 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(mesh.vertices); - free(mesh.texcoords); - free(mesh.normals); - free(mesh.colors); - } + free(pixels); - return model; + return mesh; } -// Load a map image as a 3d model (cubes based) -Model LoadCubicmap(Image cubicmap) +static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) { - Mesh mesh; + Mesh mesh = { 0 }; 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 mapHeight = cubicmap.height; // NOTE: Max possible number of triangles numCubes * (12 triangles by cube) int maxTriangles = cubicmap.width*cubicmap.height*12; @@ -750,9 +845,9 @@ Model LoadCubicmap(Image cubicmap) int tcCounter = 0; // Used to count texcoords int nCounter = 0; // Used to count normals - float w = mapCubeSide; - float h = mapCubeSide; - float h2 = mapCubeSide*1.5f; // TODO: Review walls height... + float w = cubeSize.x; + float h = cubeSize.z; + float h2 = cubeSize.y; Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3)); Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2)); @@ -781,19 +876,19 @@ Model LoadCubicmap(Image cubicmap) 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) + for (int z = 0; z < mapHeight; ++z) { - for (int x = 0; x < mapWidth; x += mapCubeSide) + for (int x = 0; x < mapWidth; ++x) { // Define the 8 vertex of the cube, we will combine them accordingly later... - Vector3 v1 = { x - w/2, h2, z - h/2 }; - Vector3 v2 = { x - w/2, h2, z + h/2 }; - Vector3 v3 = { x + w/2, h2, z + h/2 }; - Vector3 v4 = { x + w/2, h2, z - h/2 }; - Vector3 v5 = { x + w/2, 0, z - h/2 }; - Vector3 v6 = { x - w/2, 0, z - h/2 }; - Vector3 v7 = { x - w/2, 0, z + h/2 }; - Vector3 v8 = { x + w/2, 0, z + h/2 }; + Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) }; + Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) }; + Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) }; + Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) }; + Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) }; + Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) }; + Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) }; + Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) }; // We check pixel color to be WHITE, we will full cubes if ((cubicmapPixels[z*cubicmap.width + x].r == 255) && @@ -1045,11 +1140,7 @@ Model LoadCubicmap(Image cubicmap) 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*mesh.vertexCount); i++) mesh.colors[i] = 255; + mesh.colors = NULL; int fCounter = 0; @@ -1086,60 +1177,10 @@ Model LoadCubicmap(Image cubicmap) free(mapVertices); free(mapNormals); free(mapTexcoords); - - free(cubicmapPixels); - - // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct - - 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(mesh.vertices); - free(mesh.texcoords); - free(mesh.normals); - free(mesh.colors); - } - - return model; -} -// Unload 3d model from memory -void UnloadModel(Model model) -{ - if (rlGetVersion() == OPENGL_11) - { - free(model.mesh.vertices); - free(model.mesh.texcoords); - free(model.mesh.normals); - } - - rlDeleteBuffers(model.mesh.vboId[0]); - rlDeleteBuffers(model.mesh.vboId[1]); - rlDeleteBuffers(model.mesh.vboId[2]); - - rlDeleteVertexArrays(model.mesh.vaoId); - - if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]); -} + free(cubicmapPixels); // Free image pixel data -// Link a texture to a model -void SetModelTexture(Model *model, Texture2D texture) -{ - if (texture.id <= 0) - { - // Use default white texture (use mesh color) - model->texture.id = whiteTexture; // OpenGL 1.1 - model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0 - } - else - { - model->texture = texture; - model->shader.texDiffuseId = texture.id; - } + return mesh; } // Draw a model (with texture if set) @@ -1154,83 +1195,63 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint) // Draw a model with extended parameters 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, rotationAxis, rotationAngle, scale, tint, false); + // Calculate transformation matrix from function parameters + // Get transform matrix (rotation -> scale -> translation) + Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); + Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); + Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); + + // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform) + //Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates + + model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); + model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color? + + rlglDrawMesh(model.mesh, model.material, model.transform); } // Draw a model wires (with texture if set) -void DrawModelWires(Model model, Vector3 position, float scale, Color color) +void DrawModelWires(Model model, Vector3 position, float scale, Color tint) { - Vector3 vScale = { scale, scale, scale }; - Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f }; + rlEnableWireMode(); + + DrawModel(model, position, scale, tint); - rlglDrawModel(model, position, rotationAxis, 0.0f, vScale, color, true); + rlDisableWireMode(); } // Draw a model wires (with texture if set) with extended parameters void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) { - // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel() - rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true); + rlEnableWireMode(); + + DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint); + + rlDisableWireMode(); } // Draw a billboard void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint) { - // NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width - Vector2 sizeRatio = { size, size * (float)texture.height/texture.width }; - - Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); - MatrixTranspose(&viewMatrix); - - Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; - //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; - - // NOTE: Billboard locked to axis-Y - Vector3 up = { 0.0f, 1.0f, 0.0f }; -/* - a-------b - | | - | * | - | | - d-------c -*/ - VectorScale(&right, sizeRatio.x/2); - VectorScale(&up, sizeRatio.y/2); + Rectangle sourceRec = { 0, 0, texture.width, texture.height }; - Vector3 p1 = VectorAdd(right, up); - Vector3 p2 = VectorSubtract(right, up); - - Vector3 a = VectorSubtract(center, p2); - Vector3 b = VectorAdd(center, p1); - Vector3 c = VectorAdd(center, p2); - Vector3 d = VectorSubtract(center, p1); - - rlEnableTexture(texture.id); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z); - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z); - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z); - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z); - rlEnd(); - - rlDisableTexture(); + DrawBillboardRec(camera, texture, sourceRec, center, size, tint); } // Draw a billboard (part of a texture defined by a rectangle) void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint) { // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width - Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width }; + Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width }; Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); MatrixTranspose(&viewMatrix); Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; - Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; + //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; + + // NOTE: Billboard locked on axis-Y + Vector3 up = { 0.0f, 1.0f, 0.0f }; /* a-------b | | @@ -1255,19 +1276,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec rlColor4ub(tint.r, tint.g, tint.b, tint.a); // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height); rlVertex3f(a.x, a.y, a.z); // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex3f(d.x, d.y, d.z); // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height); rlVertex3f(c.x, c.y, c.z); // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height); rlVertex3f(b.x, b.y, b.z); rlEnd(); @@ -1275,17 +1296,17 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec } // Draw a bounding box with wires -void DrawBoundingBox(BoundingBox box) +void DrawBoundingBox(BoundingBox box, Color color) { Vector3 size; - + size.x = fabsf(box.max.x - box.min.x); size.y = fabsf(box.max.y - box.min.y); size.z = fabsf(box.max.z - box.min.z); - + Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f }; - - DrawCubeWires(center, size.x, size.y, size.z, GREEN); + + DrawCubeWires(center, size.x, size.y, size.z, color); } // Detect collision between two spheres @@ -1297,7 +1318,7 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa float dy = centerA.y - centerB.y; // Y distance between centers float dz = centerA.z - centerB.z; // Y distance between centers - float distance = sqrt(dx*dx + dy*dy + dz*dz); // Distance between centers + float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers if (distance <= (radiusA + radiusB)) collision = true; @@ -1306,14 +1327,14 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa // Detect collision between two boxes // NOTE: Boxes are defined by two points minimum and maximum -bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2) +bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) { bool collision = true; - if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x)) + if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x)) { - if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false; - if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false; + if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false; + if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false; } else collision = false; @@ -1321,30 +1342,22 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V } // Detect collision between box and sphere -bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere) +bool CheckCollisionBoxSphere(BoundingBox box, 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; + float dmin = 0; - if (centerSphere.x - minBBox.x <= radiusSphere) dmin += (centerSphere.x - minBBox.x)*(centerSphere.x - minBBox.x); - else if (maxBBox.x - centerSphere.x <= radiusSphere) dmin += (centerSphere.x - maxBBox.x)*(centerSphere.x - maxBBox.x); + if (centerSphere.x < box.min.x) dmin += powf(centerSphere.x - box.min.x, 2); + else if (centerSphere.x > box.max.x) dmin += powf(centerSphere.x - box.max.x, 2); - if (centerSphere.y - minBBox.y <= radiusSphere) dmin += (centerSphere.y - minBBox.y)*(centerSphere.y - minBBox.y); - else if (maxBBox.y - centerSphere.y <= radiusSphere) dmin += (centerSphere.y - maxBBox.y)*(centerSphere.y - maxBBox.y); + if (centerSphere.y < box.min.y) dmin += powf(centerSphere.y - box.min.y, 2); + else if (centerSphere.y > box.max.y) dmin += powf(centerSphere.y - box.max.y, 2); - if (centerSphere.z - minBBox.z <= radiusSphere) dmin += (centerSphere.z - minBBox.z)*(centerSphere.z - minBBox.z); - else if (maxBBox.z - centerSphere.z <= radiusSphere) dmin += (centerSphere.z - maxBBox.z)*(centerSphere.z - maxBBox.z); + if (centerSphere.z < box.min.z) dmin += powf(centerSphere.z - box.min.z, 2); + else if (centerSphere.z > box.max.z) dmin += powf(centerSphere.z - box.max.z, 2); - if (dmin <= radiusSphere*radiusSphere) collision = true; - } + if (dmin <= (radiusSphere*radiusSphere)) collision = true; return collision; } @@ -1353,14 +1366,14 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph 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; - + + if (d >= 0.0f) collision = true; + return collision; } @@ -1368,319 +1381,207 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius 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; - + + 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); - + if (distance < sphereRadius) collisionDistance = vector + sqrtf(d); + else collisionDistance = vector - sqrtf(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 CheckCollisionRayBox(Ray ray, BoundingBox box) { 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; -} + t[0] = (box.min.x - ray.position.x)/ray.direction.x; + t[1] = (box.max.x - ray.position.x)/ray.direction.x; + t[2] = (box.min.y - ray.position.y)/ray.direction.y; + t[3] = (box.max.y - ray.position.y)/ray.direction.y; + t[4] = (box.min.z - ray.position.z)/ray.direction.z; + t[5] = (box.max.z - ray.position.z)/ray.direction.z; + t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5])); + t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5])); -// 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] }; + collision = !(t[7] < 0 || t[6] > t[7]); - 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; + return collision; } -// 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) +// Get collision info between ray and mesh +RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh) { - Color *cubicmapPixels = GetImageData(cubicmap); - - // Detect the cell where the player is located - Vector3 impactDirection = { 0.0f, 0.0f, 0.0f }; + RayHitInfo result = { 0 }; - int locationCellX = 0; - int locationCellY = 0; + // If mesh doesn't have vertex data on CPU, can't test it. + if (!mesh->vertices) return result; - locationCellX = floor(playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE); - locationCellY = floor(playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE); + // mesh->triangleCount may not be set, vertexCount is more reliable + int triangleCount = mesh->vertexCount/3; - if (locationCellX >= 0 && locationCellY >= 0 && locationCellX < cubicmap.width && locationCellY < cubicmap.height) + // Test against all triangles in mesh + for (int i = 0; i < triangleCount; i++) { - // Multiple Axis -------------------------------------------------------------------------------------------- + Vector3 a, b, c; + Vector3 *vertdata = (Vector3 *)mesh->vertices; - // Axis x-, y- - if (locationCellX > 0 && locationCellY > 0) + if (mesh->indices) { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } + a = vertdata[mesh->indices[i*3 + 0]]; + b = vertdata[mesh->indices[i*3 + 1]]; + c = vertdata[mesh->indices[i*3 + 2]]; } - - // Axis x-, y+ - if (locationCellX > 0 && locationCellY < cubicmap.height - 1) + else { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) && - (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } + a = vertdata[i*3 + 0]; + b = vertdata[i*3 + 1]; + c = vertdata[i*3 + 2]; } - // Axis x+, y- - if (locationCellX < cubicmap.width - 1 && locationCellY > 0) - { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } - } + RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c); - // Axis x+, y+ - if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1) + if (triHitInfo.hit) { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) && - (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f }; - } - } + // Save the closest hit triangle + if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo; } + } - // Single Axis --------------------------------------------------------------------------------------------------- + return result; +} - // Axis x- - if (locationCellX > 0) - { - if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) - { - 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){ 1.0f, 0.0f, 0.0f }; - } - } - } - // Axis x+ - if (locationCellX < cubicmap.width - 1) - { - if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) - { - 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){ 1.0f, 0.0f, 0.0f }; - } - } - } - // Axis y- - if (locationCellY > 0) - { - if (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0) - { - 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){ 0.0f, 0.0f, 1.0f }; - } - } - } - // Axis y+ - if (locationCellY < cubicmap.height - 1) - { - if (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0) - { - 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){ 0.0f, 0.0f, 1.0f }; - } - } - } +// Get collision info between ray and triangle +// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm +RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) +{ + #define EPSILON 0.000001 // A small number - // Diagonals ------------------------------------------------------------------------------------------------------- + Vector3 edge1, edge2; + Vector3 p, q, tv; + float det, invDet, u, v, t; + RayHitInfo result = {0}; - // Axis x-, y- - if (locationCellX > 0 && locationCellY > 0) - { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); + // Find vectors for two edges sharing V1 + edge1 = VectorSubtract(p2, p1); + edge2 = VectorSubtract(p3, p1); - // Return ricochet - 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){ 1.0f, 0.0f, 1.0f }; - } - } - } - } + // Begin calculating determinant - also used to calculate u parameter + p = VectorCrossProduct(ray.direction, edge2); - // Axis x-, y+ - if (locationCellX > 0 && locationCellY < cubicmap.height - 1) - { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) && - (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); + // If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle + det = VectorDotProduct(edge1, p); - // Return ricochet - 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){ 1.0f, 0.0f, 1.0f }; - } - } - } - } + // Avoid culling! + if ((det > -EPSILON) && (det < EPSILON)) return result; - // Axis x+, y- - if (locationCellX < cubicmap.width - 1 && locationCellY > 0) - { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius); + invDet = 1.0f/det; - // Return ricochet - 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){ 1.0f, 0.0f, 1.0f }; - } - } - } - } + // Calculate distance from V1 to ray origin + tv = VectorSubtract(ray.position, p1); - // Axis x+, y+ - if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1) - { - if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) && - (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) && - (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) && - ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)) - { - if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); - else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius); + // Calculate u parameter and test bound + u = VectorDotProduct(tv, p)*invDet; - // Return ricochet - 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){ 1.0f, 0.0f, 1.0f }; - } - } - } - } + // The intersection lies outside of the triangle + if ((u < 0.0f) || (u > 1.0f)) return result; + + // Prepare to test v parameter + q = VectorCrossProduct(tv, edge1); + + // Calculate V parameter and test bound + v = VectorDotProduct(ray.direction, q)*invDet; + + // The intersection lies outside of the triangle + if ((v < 0.0f) || ((u + v) > 1.0f)) return result; + + t = VectorDotProduct(edge2, q)*invDet; + + if (t > EPSILON) + { + // Ray hit, get hit point and normal + result.hit = true; + result.distance = t; + result.hit = true; + result.hitNormal = VectorCrossProduct(edge1, edge2); + VectorNormalize(&result.hitNormal); + Vector3 rayDir = ray.direction; + VectorScale(&rayDir, t); + result.hitPosition = VectorAdd(ray.position, rayDir); } - // Floor collision - if (playerPosition->y <= radius) + return result; +} + +// Get collision info between ray and ground plane (Y-normal plane) +RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight) +{ + #define EPSILON 0.000001 // A small number + + RayHitInfo result = { 0 }; + + if (fabsf(ray.direction.y) > EPSILON) { - playerPosition->y = radius + 0.01f; - impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z}; + float t = (ray.position.y - groundHeight)/-ray.direction.y; + + if (t >= 0.0) + { + Vector3 rayDir = ray.direction; + VectorScale(&rayDir, t); + result.hit = true; + result.distance = t; + result.hitNormal = (Vector3){ 0.0, 1.0, 0.0 }; + result.hitPosition = VectorAdd(ray.position, rayDir); + } } - // Roof collision - else if (playerPosition->y >= (1.5f - radius)) + + return result; +} + +// 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 = { 0 }; + Vector3 maxVertex = { 0 }; + + if (mesh.vertices != NULL) { - playerPosition->y = (1.5f - radius) - 0.01f; - impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z}; + minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; + maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; + + for (int i = 1; i < mesh.vertexCount; i++) + { + minVertex = 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] }); + } } - - free(cubicmapPixels); - return impactDirection; + // Create the bounding box + BoundingBox box; + box.min = minVertex; + box.max = maxVertex; + + return box; } //---------------------------------------------------------------------------------- @@ -1712,12 +1613,12 @@ static Mesh LoadOBJ(const char *fileName) // First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles // NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition) - // NOTE: faces MUST be defined as TRIANGLES, not QUADS - while(!feof(objFile)) + // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': // Comments case 'o': // Object name (One OBJ file can contain multible named meshes) @@ -1778,11 +1679,11 @@ static Mesh LoadOBJ(const char *fileName) // Second reading pass: Get vertex data to fill intermediate arrays // NOTE: This second pass is required in case of multiple meshes defined in same OBJ // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals) - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break; case 'v': @@ -1791,23 +1692,21 @@ static Mesh LoadOBJ(const char *fileName) if (dataType == 't') // Read texCoord { - float useless = 0; - - fscanf(objFile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless); + fscanf(objFile, "%f %f%*[^\n]s\n", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y); countTexCoords++; fscanf(objFile, "%c", &dataType); } else if (dataType == 'n') // Read normals { - fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z ); + fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z); countNormals++; fscanf(objFile, "%c", &dataType); } else // Read vertex { - fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z ); + fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z); countVertex++; fscanf(objFile, "%c", &dataType); @@ -1826,7 +1725,7 @@ static Mesh LoadOBJ(const char *fileName) 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)); + mesh.colors = NULL; int vCounter = 0; // Used to count vertices float by float int tcCounter = 0; // Used to count texcoords float by float @@ -1839,11 +1738,11 @@ static Mesh LoadOBJ(const char *fileName) if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName); // Third reading pass: Get faces (triangles) data and fill VertexArray - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break; case 'f': @@ -1852,6 +1751,7 @@ static Mesh LoadOBJ(const char *fileName) if ((numNormals == 0) && (numTexCoords == 0)) fscanf(objFile, "%i %i %i", &vNum[0], &vNum[1], &vNum[2]); 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 if (numTexCoords == 0) fscanf(objFile, "%i//%i %i//%i %i//%i", &vNum[0], &vnNum[0], &vNum[1], &vnNum[1], &vNum[2], &vnNum[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]); mesh.vertices[vCounter] = midVertices[vNum[0]-1].x; @@ -1925,10 +1825,6 @@ static Mesh LoadOBJ(const char *fileName) // Security check, just in case no normals or no texcoords defined in OBJ 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*mesh.vertexCount); i++) mesh.colors[i] = 255; // Now we can free temp mid* arrays free(midVertices); @@ -1940,3 +1836,167 @@ static Mesh LoadOBJ(const char *fileName) return mesh; } + +// Load MTL material data (specs: http://paulbourke.net/dataformats/mtl/) +// NOTE: Texture map parameters are not supported +static Material LoadMTL(const char *fileName) +{ + #define MAX_BUFFER_SIZE 128 + + Material material = { 0 }; // LoadDefaultMaterial(); + + char buffer[MAX_BUFFER_SIZE]; + Vector3 color = { 1.0f, 1.0f, 1.0f }; + char mapFileName[128]; + int result = 0; + + FILE *mtlFile; + + mtlFile = fopen(fileName, "rt"); + + if (mtlFile == NULL) + { + TraceLog(WARNING, "[%s] MTL file could not be opened", fileName); + return material; + } + + while (!feof(mtlFile)) + { + fgets(buffer, MAX_BUFFER_SIZE, mtlFile); + + switch (buffer[0]) + { + case 'n': // newmtl string Material name. Begins a new material description. + { + // TODO: Support multiple materials in a single .mtl + sscanf(buffer, "newmtl %s", mapFileName); + + TraceLog(INFO, "[%s] Loading material...", mapFileName); + } + case 'i': // illum int Illumination model + { + // illum = 1 if specular disabled + // illum = 2 if specular enabled (lambertian model) + // ... + } + case 'K': // Ka, Kd, Ks, Ke + { + switch (buffer[1]) + { + case 'a': // Ka float float float Ambient color (RGB) + { + sscanf(buffer, "Ka %f %f %f", &color.x, &color.y, &color.z); + material.colAmbient.r = (unsigned char)(color.x*255); + material.colAmbient.g = (unsigned char)(color.y*255); + material.colAmbient.b = (unsigned char)(color.z*255); + } break; + case 'd': // Kd float float float Diffuse color (RGB) + { + sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z); + material.colDiffuse.r = (unsigned char)(color.x*255); + material.colDiffuse.g = (unsigned char)(color.y*255); + material.colDiffuse.b = (unsigned char)(color.z*255); + } break; + case 's': // Ks float float float Specular color (RGB) + { + sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z); + material.colSpecular.r = (unsigned char)(color.x*255); + material.colSpecular.g = (unsigned char)(color.y*255); + material.colSpecular.b = (unsigned char)(color.z*255); + } break; + case 'e': // Ke float float float Emmisive color (RGB) + { + // TODO: Support Ke ? + } break; + default: break; + } + } break; + case 'N': // Ns, Ni + { + if (buffer[1] == 's') // Ns int Shininess (specular exponent). Ranges from 0 to 1000. + { + int shininess = 0; + sscanf(buffer, "Ns %i", &shininess); + + material.glossiness = (float)shininess; + } + else if (buffer[1] == 'i') // Ni int Refraction index. + { + // Not supported... + } + } break; + case 'm': // map_Kd, map_Ks, map_Ka, map_Bump, map_d + { + switch (buffer[4]) + { + case 'K': // Color texture maps + { + if (buffer[5] == 'd') // map_Kd string Diffuse color texture map. + { + result = sscanf(buffer, "map_Kd %s", mapFileName); + if (result != EOF) material.texDiffuse = LoadTexture(mapFileName); + } + else if (buffer[5] == 's') // map_Ks string Specular color texture map. + { + result = sscanf(buffer, "map_Ks %s", mapFileName); + if (result != EOF) material.texSpecular = LoadTexture(mapFileName); + } + else if (buffer[5] == 'a') // map_Ka string Ambient color texture map. + { + // Not supported... + } + } break; + case 'B': // map_Bump string Bump texture map. + { + result = sscanf(buffer, "map_Bump %s", mapFileName); + if (result != EOF) material.texNormal = LoadTexture(mapFileName); + } break; + case 'b': // map_bump string Bump texture map. + { + result = sscanf(buffer, "map_bump %s", mapFileName); + if (result != EOF) material.texNormal = LoadTexture(mapFileName); + } break; + case 'd': // map_d string Opacity texture map. + { + // Not supported... + } break; + default: break; + } + } break; + case 'd': // d, disp + { + if (buffer[1] == ' ') // d float Dissolve factor. d is inverse of Tr + { + float alpha = 1.0f; + sscanf(buffer, "d %f", &alpha); + material.colDiffuse.a = (unsigned char)(alpha*255); + } + else if (buffer[1] == 'i') // disp string Displacement map + { + // Not supported... + } + } break; + case 'b': // bump string Bump texture map + { + result = sscanf(buffer, "bump %s", mapFileName); + if (result != EOF) material.texNormal = LoadTexture(mapFileName); + } break; + case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d + { + float ialpha = 0.0f; + sscanf(buffer, "Tr %f", &ialpha); + material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255); + + } break; + case 'r': // refl string Reflection texture map + default: break; + } + } + + fclose(mtlFile); + + // NOTE: At this point we have all material data + TraceLog(INFO, "[%s] Material loaded successfully", fileName); + + return material; +} |
