BIG UPDATE: New models functions for animations!
Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
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8 changed files with 547 additions and 936 deletions
33
src/raylib.h
33
src/raylib.h
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@ -752,7 +752,7 @@ typedef enum {
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_BRDF
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} TexmapIndex;
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} MaterialMapType;
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#define MAP_DIFFUSE MAP_ALBEDO
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#define MAP_SPECULAR MAP_METALNESS
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@ -1256,16 +1256,25 @@ RLAPI void DrawGizmo(Vector3 position);
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// Model loading/unloading functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
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//RLAPI void LoadModelAnimations(const char fileName, ModelAnimation *anims, int *animsCount); // Load model animations from file
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//RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Mesh manipulation functions
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RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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// Mesh loading/unloading functions
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RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
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RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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// Material loading/unloading functions
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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// Model animations loading/unloading functions
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Mesh generation functions
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RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
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@ -1279,10 +1288,10 @@ RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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// Material loading/unloading functions
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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// Mesh manipulation functions
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RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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