WARNING: Redesigned structs
- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed. - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function - UnloadMesh() reviewed, pointer not required - CheckCollisionRay*() parameters name reviewed
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2a913b6587
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5 changed files with 105 additions and 81 deletions
101
src/models.c
101
src/models.c
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@ -71,7 +71,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -702,7 +702,7 @@ Model LoadModelFromMesh(Mesh mesh)
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// Unload model from memory (RAM and/or VRAM)
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void UnloadModel(Model model)
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{
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
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for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
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RL_FREE(model.meshes);
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@ -729,9 +729,10 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount)
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}
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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void UnloadMesh(Mesh mesh)
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{
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rlUnloadMesh(mesh);
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RL_FREE(mesh.vboId);
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}
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// Export mesh data to file
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@ -824,6 +825,7 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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Material LoadMaterialDefault(void)
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{
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Material material = { 0 };
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material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS*sizeof(MaterialMap), 1);
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material.shader = GetShaderDefault();
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material.maps[MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
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@ -847,6 +849,8 @@ void UnloadMaterial(Material material)
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{
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if (material.maps[i].texture.id != GetTextureDefault().id) rlDeleteTextures(material.maps[i].texture.id);
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}
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RL_FREE(material.maps);
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}
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// Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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@ -1173,6 +1177,7 @@ bool IsModelAnimationValid(Model model, ModelAnimation anim)
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Mesh GenMeshPoly(int sides, float radius)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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int vertexCount = sides*3;
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// Vertices definition
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@ -1235,6 +1240,7 @@ Mesh GenMeshPoly(int sides, float radius)
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Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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#define CUSTOM_MESH_GEN_PLANE
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#if defined(CUSTOM_MESH_GEN_PLANE)
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@ -1337,6 +1343,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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mesh.vertices = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int));
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mesh.vertexCount = plane->ntriangles*3;
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mesh.triangleCount = plane->ntriangles;
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@ -1368,6 +1375,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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Mesh GenMeshCube(float width, float height, float length)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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#define CUSTOM_MESH_GEN_CUBE
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#if defined(CUSTOM_MESH_GEN_CUBE)
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@ -1533,6 +1541,7 @@ par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
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par_shapes_scale(sphere, radius, radius, radius);
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@ -1571,6 +1580,7 @@ RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
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par_shapes_scale(sphere, radius, radius, radius);
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@ -1609,6 +1619,7 @@ RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
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Mesh GenMeshCylinder(float radius, float height, int slices)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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// Instance a cylinder that sits on the Z=0 plane using the given tessellation
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// levels across the UV domain. Think of "slices" like a number of pizza
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@ -1667,6 +1678,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices)
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Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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if (radius > 1.0f) radius = 1.0f;
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else if (radius < 0.1f) radius = 0.1f;
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@ -1709,6 +1721,7 @@ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
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Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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if (radius > 3.0f) radius = 3.0f;
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else if (radius < 0.5f) radius = 0.5f;
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@ -1860,13 +1873,14 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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{
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Mesh mesh = { 0 };
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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Color *cubicmapPixels = GetImageData(cubicmap);
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int mapWidth = cubicmap.width;
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int mapHeight = cubicmap.height;
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// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
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// NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
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int maxTriangles = cubicmap.width*cubicmap.height*12;
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int vCounter = 0; // Used to count vertices
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@ -2478,11 +2492,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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// Simple way to check for collision, just checking distance between two points
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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/*
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Z distance between centers
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Z distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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*/
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@ -2510,35 +2524,35 @@ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
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}
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// Detect collision between box and sphere
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
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{
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bool collision = false;
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float dmin = 0;
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if (centerSphere.x < box.min.x) dmin += powf(centerSphere.x - box.min.x, 2);
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else if (centerSphere.x > box.max.x) dmin += powf(centerSphere.x - box.max.x, 2);
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if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2);
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else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2);
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if (centerSphere.y < box.min.y) dmin += powf(centerSphere.y - box.min.y, 2);
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else if (centerSphere.y > box.max.y) dmin += powf(centerSphere.y - box.max.y, 2);
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if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2);
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else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2);
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if (centerSphere.z < box.min.z) dmin += powf(centerSphere.z - box.min.z, 2);
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else if (centerSphere.z > box.max.z) dmin += powf(centerSphere.z - box.max.z, 2);
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if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2);
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else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2);
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if (dmin <= (radiusSphere*radiusSphere)) collision = true;
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if (dmin <= (radius*radius)) collision = true;
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return collision;
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}
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// Detect collision between ray and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
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bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
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{
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bool collision = false;
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Vector3 raySpherePos = Vector3Subtract(spherePosition, ray.position);
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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@ -2546,21 +2560,21 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
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}
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// Detect collision between ray and sphere with extended parameters and collision point detection
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint)
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
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{
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bool collision = false;
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Vector3 raySpherePos = Vector3Subtract(spherePosition, ray.position);
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float distance = Vector3Length(raySpherePos);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
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float d = radius*radius - (distance*distance - vector*vector);
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if (d >= 0.0f) collision = true;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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float collisionDistance = 0;
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if (distance < sphereRadius) collisionDistance = vector + sqrtf(d);
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if (distance < radius) collisionDistance = vector + sqrtf(d);
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else collisionDistance = vector - sqrtf(d);
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// Calculate collision point
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@ -2594,29 +2608,29 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
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}
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// Get collision info between ray and model
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RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
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RayHitInfo GetCollisionRayModel(Ray ray, Model model)
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{
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RayHitInfo result = { 0 };
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for (int m = 0; m < model->meshCount; m++)
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for (int m = 0; m < model.meshCount; m++)
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{
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// Check if meshhas vertex data on CPU for testing
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if (model->meshes[m].vertices != NULL)
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if (model.meshes[m].vertices != NULL)
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{
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// model->mesh.triangleCount may not be set, vertexCount is more reliable
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int triangleCount = model->meshes[m].vertexCount/3;
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int triangleCount = model.meshes[m].vertexCount/3;
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// Test against all triangles in mesh
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for (int i = 0; i < triangleCount; i++)
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{
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Vector3 a, b, c;
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Vector3 *vertdata = (Vector3 *)model->meshes[m].vertices;
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Vector3 *vertdata = (Vector3 *)model.meshes[m].vertices;
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if (model->meshes[m].indices)
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if (model.meshes[m].indices)
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{
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a = vertdata[model->meshes[m].indices[i*3 + 0]];
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b = vertdata[model->meshes[m].indices[i*3 + 1]];
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c = vertdata[model->meshes[m].indices[i*3 + 2]];
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a = vertdata[model.meshes[m].indices[i*3 + 0]];
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b = vertdata[model.meshes[m].indices[i*3 + 1]];
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c = vertdata[model.meshes[m].indices[i*3 + 2]];
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}
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else
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{
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@ -2625,9 +2639,9 @@ RayHitInfo GetCollisionRayModel(Ray ray, Model *model)
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c = vertdata[i*3 + 2];
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}
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a = Vector3Transform(a, model->transform);
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b = Vector3Transform(b, model->transform);
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c = Vector3Transform(c, model->transform);
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a = Vector3Transform(a, model.transform);
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b = Vector3Transform(b, model.transform);
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c = Vector3Transform(c, model.transform);
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RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
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mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
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mesh.vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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int vCount = 0;
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int vtCount = 0;
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@ -3068,6 +3083,8 @@ static Model LoadIQM(const char *fileName)
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
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model.meshes[i].animVertices = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
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model.meshes[i].animNormals = RL_MALLOC(sizeof(float)*model.meshes[i].vertexCount*3);
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model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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}
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// Triangles data processing
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model.meshCount = primitivesCount;
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.materialCount = data->materials_count + 1;
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model.materials = RL_MALLOC(model.materialCount * sizeof(Material));
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model.meshMaterial = RL_MALLOC(model.meshCount * sizeof(int));
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model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
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model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO*sizeof(unsigned int), 1);
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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if (data->materials[i].pbr_metallic_roughness.base_color_factor)
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{
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255.99f);
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255.99f);
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255.99f);
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255.99f);
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255.99f);
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255.99f);
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255.99f);
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255.99f);
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}
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else
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{
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