Updated to version 1.0.2
Some functions added (collision detection) Check CHANGELOG for details
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7 changed files with 179 additions and 9 deletions
40
src/models.c
40
src/models.c
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@ -662,6 +662,38 @@ Model LoadModel(const char *fileName)
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return model;
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}
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// Load a heightmap image as a 3d model
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// TODO: Just do it...
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Model LoadHeightmap(Image heightmap, Vector3 resolution)
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{
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Model model;
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int mapX = heightmap.width;
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int mapZ = heightmap.height;
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// NOTE: One vertex per pixel
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// TODO: Consider resolution when generating model data?
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int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
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model.numVertices = numTriangles*3;
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model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
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model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
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model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2));
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for(int z = 0; z < mapZ; z++)
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{
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for(int x = 0; x < mapX; x++)
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{
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// TODO: Fill vertices array with data
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}
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}
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//SmoothHeightmap(&model); // TODO: Smooth vertex interpolation
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return model;
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}
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// Unload 3d model from memory
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void UnloadModel(Model model)
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{
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@ -743,9 +775,9 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
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{
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// NOTE: Billboard size will represent the width, height maintains aspect ratio
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Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
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Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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Vector3 rotation = { 90, 0, 0 };
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//Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
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//Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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//Vector3 rotation = { 90, 0, 0 };
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// TODO: Calculate Y rotation to face always camera (use matrix)
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// OPTION: Lock Y-axis
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@ -766,7 +798,7 @@ void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color colo
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// NOTE: Heightmap resolution will depend on image size (one quad per pixel)
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// TODO: Review how this function works... probably we need:
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// Model LoadHeightmap(Image image, Vector3 resolution);
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// Model LoadHeightmap(Image heightmap, Vector3 resolution);
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// NOTE: We are allocating and de-allocating vertex data every frame! --> framerate drops 80%! CRAZY!
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Vector3 *terrainVertex = (Vector3 *)malloc(heightmap.width * heightmap.height * sizeof(Vector3));
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