|
|
@ -10,6 +10,10 @@ |
|
|
|
* #define SUPPORT_FILEFORMAT_MTL |
|
|
|
* Selected desired fileformats to be supported for loading. |
|
|
|
* |
|
|
|
* #define SUPPORT_MESH_GENERATION |
|
|
|
* Support procedural mesh generation functions, uses external par_shapes.h library |
|
|
|
* NOTE: Some generated meshes DO NOT include generated texture coordinates |
|
|
|
* |
|
|
|
* |
|
|
|
* LICENSE: zlib/libpng |
|
|
|
* |
|
|
@ -36,6 +40,7 @@ |
|
|
|
//------------------------------------------------- |
|
|
|
#define SUPPORT_FILEFORMAT_OBJ |
|
|
|
#define SUPPORT_FILEFORMAT_MTL |
|
|
|
#define SUPPORT_MESH_GENERATION |
|
|
|
//------------------------------------------------- |
|
|
|
|
|
|
|
#include "raylib.h" |
|
|
@ -647,13 +652,142 @@ void UnloadMesh(Mesh *mesh) |
|
|
|
rlUnloadMesh(mesh); |
|
|
|
} |
|
|
|
|
|
|
|
#if defined(SUPPORT_MESH_GENERATION) |
|
|
|
// Generate plane mesh (with subdivisions) |
|
|
|
Mesh GenMeshPlane(float width, float length, int resX, int resZ) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
#define CUSTOM_MESH_GEN_PLANE |
|
|
|
#if defined(CUSTOM_MESH_GEN_PLANE) |
|
|
|
resX++; |
|
|
|
resZ++; |
|
|
|
|
|
|
|
// Vertices definition |
|
|
|
int vertexCount = resX*resZ*6; // 6 vertex by quad |
|
|
|
|
|
|
|
Vector3 vertices[vertexCount]; |
|
|
|
for (int z = 0; z < resZ; z++) |
|
|
|
{ |
|
|
|
// [-length/2, length/2] |
|
|
|
float zPos = ((float)z/(resZ - 1) - 0.5f)*length; |
|
|
|
for (int x = 0; x < resX; x++) |
|
|
|
{ |
|
|
|
// [-width/2, width/2] |
|
|
|
float xPos = ((float)x/(resX - 1) - 0.5f)*width; |
|
|
|
vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos }; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Normals definition |
|
|
|
Vector3 normals[vertexCount]; |
|
|
|
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up; |
|
|
|
|
|
|
|
// TexCoords definition |
|
|
|
Vector2 texcoords[vertexCount]; |
|
|
|
for (int v = 0; v < resZ; v++) |
|
|
|
{ |
|
|
|
for (int u = 0; u < resX; u++) |
|
|
|
{ |
|
|
|
texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) }; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Triangles definition (indices) |
|
|
|
int nbFaces = (resX - 1)*(resZ - 1); |
|
|
|
int triangles[nbFaces*6]; |
|
|
|
int t = 0; |
|
|
|
for (int face = 0; face < nbFaces; face++) |
|
|
|
{ |
|
|
|
// Retrieve lower left corner from face ind |
|
|
|
int i = face % (resX - 1) + (face/(resZ - 1)*resX); |
|
|
|
|
|
|
|
triangles[t++] = i + resX; |
|
|
|
triangles[t++] = i + 1; |
|
|
|
triangles[t++] = i; |
|
|
|
|
|
|
|
triangles[t++] = i + resX; |
|
|
|
triangles[t++] = i + resX + 1; |
|
|
|
triangles[t++] = i + 1; |
|
|
|
} |
|
|
|
|
|
|
|
mesh.vertexCount = vertexCount; |
|
|
|
mesh.triangleCount = nbFaces*2; |
|
|
|
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.indices = (unsigned short *)malloc(mesh.triangleCount*3*sizeof(unsigned short)); |
|
|
|
|
|
|
|
// Mesh vertices position array |
|
|
|
for (int i = 0; i < mesh.vertexCount; i++) |
|
|
|
{ |
|
|
|
mesh.vertices[3*i] = vertices[i].x; |
|
|
|
mesh.vertices[3*i + 1] = vertices[i].y; |
|
|
|
mesh.vertices[3*i + 2] = vertices[i].z; |
|
|
|
} |
|
|
|
|
|
|
|
// Mesh texcoords array |
|
|
|
for (int i = 0; i < mesh.vertexCount; i++) |
|
|
|
{ |
|
|
|
mesh.texcoords[2*i] = texcoords[i].x; |
|
|
|
mesh.texcoords[2*i + 1] = texcoords[i].y; |
|
|
|
} |
|
|
|
|
|
|
|
// Mesh normals array |
|
|
|
for (int i = 0; i < mesh.vertexCount; i++) |
|
|
|
{ |
|
|
|
mesh.normals[3*i] = normals[i].x; |
|
|
|
mesh.normals[3*i + 1] = normals[i].y; |
|
|
|
mesh.normals[3*i + 2] = normals[i].z; |
|
|
|
} |
|
|
|
|
|
|
|
// Mesh indices array initialization |
|
|
|
for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i]; |
|
|
|
|
|
|
|
#else // Use par_shapes library to generate plane mesh |
|
|
|
|
|
|
|
par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!! |
|
|
|
par_shapes_scale(plane, width, length, 1.0f); |
|
|
|
par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 }); |
|
|
|
par_shapes_translate(plane, -width/2, 0.0f, length/2); |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(plane->ntriangles*3*3*sizeof(float)); |
|
|
|
mesh.texcoords = (float *)malloc(plane->ntriangles*3*2*sizeof(float)); |
|
|
|
mesh.normals = (float *)malloc(plane->ntriangles*3*3*sizeof(float)); |
|
|
|
|
|
|
|
mesh.vertexCount = plane->ntriangles*3; |
|
|
|
mesh.triangleCount = plane->ntriangles; |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
|
mesh.vertices[k*3] = plane->points[plane->triangles[k]*3]; |
|
|
|
mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1]; |
|
|
|
mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.normals[k*3] = plane->normals[plane->triangles[k]*3]; |
|
|
|
mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(plane); |
|
|
|
#endif |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generated cuboid mesh |
|
|
|
// NOTE: Vertex data is uploaded to GPU |
|
|
|
Mesh GenMeshCube(float width, float height, float length) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
/* |
|
|
|
#define CUSTOM_MESH_GEN_CUBE |
|
|
|
#if defined(CUSTOM_MESH_GEN_CUBE) |
|
|
|
float vertices[] = { |
|
|
|
-width/2, -height/2, length/2, |
|
|
|
width/2, -height/2, length/2, |
|
|
@ -763,12 +897,23 @@ Mesh GenMeshCube(float width, float height, float length) |
|
|
|
|
|
|
|
mesh.vertexCount = 24; |
|
|
|
mesh.triangleCount = 12; |
|
|
|
*/ |
|
|
|
|
|
|
|
// TODO: Just testing par_shapes mesh generation functions |
|
|
|
//-------------------------------------------------------- |
|
|
|
par_shapes_mesh *cube = par_shapes_create_cube(); // No normals/texcoords generated!!! |
|
|
|
#else // Use par_shapes library to generate cube mesh |
|
|
|
/* |
|
|
|
// Platonic solids: |
|
|
|
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid) |
|
|
|
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube) |
|
|
|
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond) |
|
|
|
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron |
|
|
|
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron |
|
|
|
*/ |
|
|
|
// Platonic solid generation: cube (6 sides) |
|
|
|
// NOTE: No normals/texcoords generated by default |
|
|
|
par_shapes_mesh *cube = par_shapes_create_cube(); |
|
|
|
cube->tcoords = PAR_MALLOC(float, 2*cube->npoints); |
|
|
|
for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f; |
|
|
|
par_shapes_scale(cube, width, height, length); |
|
|
|
par_shapes_translate(cube, -width/2, 0.0f, -length/2); |
|
|
|
par_shapes_compute_normals(cube); |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(cube->ntriangles*3*3*sizeof(float)); |
|
|
@ -777,9 +922,6 @@ Mesh GenMeshCube(float width, float height, float length) |
|
|
|
|
|
|
|
mesh.vertexCount = cube->ntriangles*3; |
|
|
|
mesh.triangleCount = cube->ntriangles; |
|
|
|
|
|
|
|
//for (int i = 0; i < cube->ntriangles*3; i++) printf("%i ", cube->triangles[i]); |
|
|
|
//for (int i = 0; i < cube->npoints*3; i += 3) printf("\nv%.1f %.1f %.1f ", cube->points[i], cube->points[i + 1], cube->points[i + 2]); |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
@ -791,11 +933,50 @@ Mesh GenMeshCube(float width, float height, float length) |
|
|
|
mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = mf">0.0f;//cube->tcoords[cube->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = mf">0.0f;//cube->tcoords[cube->triangles[k]*2 + 1]; |
|
|
|
mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(cube); |
|
|
|
#endif |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate sphere mesh (standard sphere) |
|
|
|
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings); |
|
|
|
par_shapes_scale(sphere, radius, radius, radius); |
|
|
|
// NOTE: Soft normals are computed internally |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float)); |
|
|
|
mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float)); |
|
|
|
mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float)); |
|
|
|
|
|
|
|
mesh.vertexCount = sphere->ntriangles*3; |
|
|
|
mesh.triangleCount = sphere->ntriangles; |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
|
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3]; |
|
|
|
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1]; |
|
|
|
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3]; |
|
|
|
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(sphere); |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
@ -803,10 +984,183 @@ Mesh GenMeshCube(float width, float height, float length) |
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
//RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) |
|
|
|
//RLAPI Mesh GenMeshCylinder(float radiusTop, float radiusBottom, float height, int slices); // Generate cylinder mesh |
|
|
|
//RLAPI Mesh GenMeshTorus(float radius1, float radius2, int radSeg, int sides); // Generate torus mesh |
|
|
|
//RLAPI Mesh GenMeshTube(float radius1, float radius2, float height, int sides); // Generate tube mesh |
|
|
|
// Generate hemi-sphere mesh (half sphere, no bottom cap) |
|
|
|
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings); |
|
|
|
par_shapes_scale(sphere, radius, radius, radius); |
|
|
|
// NOTE: Soft normals are computed internally |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float)); |
|
|
|
mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float)); |
|
|
|
mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float)); |
|
|
|
|
|
|
|
mesh.vertexCount = sphere->ntriangles*3; |
|
|
|
mesh.triangleCount = sphere->ntriangles; |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
|
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3]; |
|
|
|
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1]; |
|
|
|
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3]; |
|
|
|
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(sphere); |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate cylinder mesh |
|
|
|
Mesh GenMeshCylinder(float radius, float height, int slices) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
// Instance a cylinder that sits on the Z=0 plane using the given tessellation |
|
|
|
// levels across the UV domain. Think of "slices" like a number of pizza |
|
|
|
// slices, and "stacks" like a number of stacked rings. |
|
|
|
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale |
|
|
|
par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8); |
|
|
|
par_shapes_scale(cylinder, radius, radius, height); |
|
|
|
par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 }); |
|
|
|
|
|
|
|
// Generate an orientable disk shape (top cap) |
|
|
|
par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 }); |
|
|
|
capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints); |
|
|
|
for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f; |
|
|
|
par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 }); |
|
|
|
par_shapes_translate(capTop, 0, height, 0); |
|
|
|
|
|
|
|
// Generate an orientable disk shape (bottom cap) |
|
|
|
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 }); |
|
|
|
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints); |
|
|
|
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f; |
|
|
|
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 }); |
|
|
|
|
|
|
|
par_shapes_merge_and_free(cylinder, capTop); |
|
|
|
par_shapes_merge_and_free(cylinder, capBottom); |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float)); |
|
|
|
mesh.texcoords = (float *)malloc(cylinder->ntriangles*3*2*sizeof(float)); |
|
|
|
mesh.normals = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float)); |
|
|
|
|
|
|
|
mesh.vertexCount = cylinder->ntriangles*3; |
|
|
|
mesh.triangleCount = cylinder->ntriangles; |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
|
mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3]; |
|
|
|
mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1]; |
|
|
|
mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3]; |
|
|
|
mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(cylinder); |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate torus mesh |
|
|
|
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
if (radius > 1.0f) radius = 1.0f; |
|
|
|
else if (radius < 0.1f) radius = 0.1f; |
|
|
|
|
|
|
|
// Create a donut that sits on the Z=0 plane with the specified inner radius |
|
|
|
// The outer radius can be controlled with par_shapes_scale |
|
|
|
par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius); |
|
|
|
par_shapes_scale(torus, size/2, size/2, size/2); |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(torus->ntriangles*3*3*sizeof(float)); |
|
|
|
mesh.texcoords = (float *)malloc(torus->ntriangles*3*2*sizeof(float)); |
|
|
|
mesh.normals = (float *)malloc(torus->ntriangles*3*3*sizeof(float)); |
|
|
|
|
|
|
|
mesh.vertexCount = torus->ntriangles*3; |
|
|
|
mesh.triangleCount = torus->ntriangles; |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
|
mesh.vertices[k*3] = torus->points[torus->triangles[k]*3]; |
|
|
|
mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1]; |
|
|
|
mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.normals[k*3] = torus->normals[torus->triangles[k]*3]; |
|
|
|
mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(torus); |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate trefoil knot mesh |
|
|
|
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
|
|
|
|
if (radius > 3.0f) radius = 3.0f; |
|
|
|
else if (radius < 0.5f) radius = 0.5f; |
|
|
|
|
|
|
|
par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius); |
|
|
|
par_shapes_scale(knot, size, size, size); |
|
|
|
|
|
|
|
mesh.vertices = (float *)malloc(knot->ntriangles*3*3*sizeof(float)); |
|
|
|
mesh.texcoords = (float *)malloc(knot->ntriangles*3*2*sizeof(float)); |
|
|
|
mesh.normals = (float *)malloc(knot->ntriangles*3*3*sizeof(float)); |
|
|
|
|
|
|
|
mesh.vertexCount = knot->ntriangles*3; |
|
|
|
mesh.triangleCount = knot->ntriangles; |
|
|
|
|
|
|
|
for (int k = 0; k < mesh.vertexCount; k++) |
|
|
|
{ |
|
|
|
mesh.vertices[k*3] = knot->points[knot->triangles[k]*3]; |
|
|
|
mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1]; |
|
|
|
mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.normals[k*3] = knot->normals[knot->triangles[k]*3]; |
|
|
|
mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1]; |
|
|
|
mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2]; |
|
|
|
|
|
|
|
mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2]; |
|
|
|
mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1]; |
|
|
|
} |
|
|
|
|
|
|
|
par_shapes_free_mesh(knot); |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate a mesh from heightmap |
|
|
|
// NOTE: Vertex data is uploaded to GPU |
|
|
@ -1276,6 +1630,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
#endif // SUPPORT_MESH_GENERATION |
|
|
|
|
|
|
|
// Load material data (from file) |
|
|
|
Material LoadMaterial(const char *fileName) |
|
|
|