|
|
@ -715,6 +715,68 @@ void ExportMesh(Mesh mesh, const char *fileName) |
|
|
|
} |
|
|
|
|
|
|
|
#if defined(SUPPORT_MESH_GENERATION) |
|
|
|
// Generate polygonal mesh |
|
|
|
Mesh GenMeshPoly(int sides, float radius) |
|
|
|
{ |
|
|
|
Mesh mesh = { 0 }; |
|
|
|
int vertexCount = sides*3; |
|
|
|
|
|
|
|
// Vertices definition |
|
|
|
Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3)); |
|
|
|
for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3) |
|
|
|
{ |
|
|
|
vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius }; |
|
|
|
vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius }; |
|
|
|
} |
|
|
|
|
|
|
|
// Normals definition |
|
|
|
Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3)); |
|
|
|
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up; |
|
|
|
|
|
|
|
// TexCoords definition |
|
|
|
Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2)); |
|
|
|
for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f }; |
|
|
|
|
|
|
|
mesh.vertexCount = vertexCount; |
|
|
|
mesh.triangleCount = sides; |
|
|
|
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 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; |
|
|
|
} |
|
|
|
|
|
|
|
free(vertices); |
|
|
|
free(normals); |
|
|
|
free(texcoords); |
|
|
|
|
|
|
|
// Upload vertex data to GPU (static mesh) |
|
|
|
rlLoadMesh(&mesh, false); |
|
|
|
|
|
|
|
return mesh; |
|
|
|
} |
|
|
|
|
|
|
|
// Generate plane mesh (with subdivisions) |
|
|
|
Mesh GenMeshPlane(float width, float length, int resX, int resZ) |
|
|
|
{ |
|
|
|