REVIEWED: ExportMesh()
#2220
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2 changed files with 90 additions and 69 deletions
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@ -5,64 +5,15 @@
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017 Ramon Santamaria (Ray San)
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* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_MODELS 9 // Parametric 3d shapes to generate
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#define NUM_MODELS 9 // Parametric 3d shapes to generate
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void AllocateMeshData(Mesh* mesh, int triangleCount)
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{
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mesh->vertexCount = triangleCount * 3;
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mesh->triangleCount = triangleCount;
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mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
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mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
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mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
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}
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// generate a simple triangle mesh from code
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Mesh MakeMesh()
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{
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Mesh mesh = { 0 };
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AllocateMeshData(&mesh, 1);
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// vertex at the origin
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mesh.vertices[0] = 0;
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mesh.vertices[1] = 0;
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mesh.vertices[2] = 0;
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mesh.normals[0] = 0;
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mesh.normals[1] = 1;
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mesh.normals[2] = 0;
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mesh.texcoords[0] = 0;
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mesh.texcoords[1] = 0;
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// vertex at 1,0,2
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mesh.vertices[3] = 1;
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mesh.vertices[4] = 0;
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mesh.vertices[5] = 2;
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mesh.normals[3] = 0;
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mesh.normals[4] = 1;
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mesh.normals[5] = 0;
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mesh.texcoords[2] = 0.5f;
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mesh.texcoords[3] = 1.0f;
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// vertex at 2,0,0
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mesh.vertices[6] = 2;
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mesh.vertices[7] = 0;
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mesh.vertices[8] = 0;
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mesh.normals[6] = 0;
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mesh.normals[7] = 1;
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mesh.normals[8] = 0;
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mesh.texcoords[4] = 1;
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mesh.texcoords[5] =0;
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UploadMesh(&mesh, false);
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return mesh;
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}
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static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
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int main(void)
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{
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@ -88,7 +39,18 @@ int main(void)
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models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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models[8] = LoadModelFromMesh(MakeMesh());
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models[8] = LoadModelFromMesh(GenMeshCustom());
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// Generated meshes could be exported as .obj files
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//ExportMesh(models[0].meshes[0], "plane.obj");
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//ExportMesh(models[1].meshes[0], "cube.obj");
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//ExportMesh(models[2].meshes[0], "sphere.obj");
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//ExportMesh(models[3].meshes[0], "hemisphere.obj");
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//ExportMesh(models[4].meshes[0], "cylinder.obj");
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//ExportMesh(models[5].meshes[0], "torus.obj");
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//ExportMesh(models[6].meshes[0], "knot.obj");
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//ExportMesh(models[7].meshes[0], "poly.obj");
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//ExportMesh(models[8].meshes[0], "custom.obj");
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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@ -157,7 +119,7 @@ int main(void)
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case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
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case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
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case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
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case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break;
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case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
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default: break;
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}
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@ -176,4 +138,50 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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// Generate a simple triangle mesh from code
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static Mesh GenMeshCustom(void)
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{
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Mesh mesh = { 0 };
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mesh.triangleCount = 1;
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mesh.vertexCount = mesh.triangleCount*3;
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mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
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mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y)
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mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
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// Vertex at (0, 0, 0)
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mesh.vertices[0] = 0;
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mesh.vertices[1] = 0;
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mesh.vertices[2] = 0;
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mesh.normals[0] = 0;
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mesh.normals[1] = 1;
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mesh.normals[2] = 0;
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mesh.texcoords[0] = 0;
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mesh.texcoords[1] = 0;
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// Vertex at (1, 0, 2)
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mesh.vertices[3] = 1;
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mesh.vertices[4] = 0;
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mesh.vertices[5] = 2;
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mesh.normals[3] = 0;
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mesh.normals[4] = 1;
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mesh.normals[5] = 0;
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mesh.texcoords[2] = 0.5f;
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mesh.texcoords[3] = 1.0f;
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// Vertex at (2, 0, 0)
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mesh.vertices[6] = 2;
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mesh.vertices[7] = 0;
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mesh.vertices[8] = 0;
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mesh.normals[6] = 0;
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mesh.normals[7] = 1;
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mesh.normals[8] = 0;
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mesh.texcoords[4] = 1;
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mesh.texcoords[5] =0;
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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UploadMesh(&mesh, false);
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return mesh;
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}
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@ -1649,13 +1649,13 @@ bool ExportMesh(Mesh mesh, const char *fileName)
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if (IsFileExtension(fileName, ".obj"))
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{
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// Estimated data size, it should be enough...
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int dataSize = mesh.vertexCount/3*(int)strlen("v 0000.00f 0000.00f 0000.00f") +
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mesh.vertexCount/2*(int)strlen("vt 0.000f 0.00f") +
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mesh.vertexCount/3*(int)strlen("vn 0.000f 0.00f 0.00f") +
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mesh.triangleCount/3*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
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int dataSize = mesh.vertexCount*(int)strlen("v 0000.00f 0000.00f 0000.00f") +
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mesh.vertexCount*(int)strlen("vt 0.000f 0.00f") +
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mesh.vertexCount*(int)strlen("vn 0.000f 0.00f 0.00f") +
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mesh.triangleCount*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
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// NOTE: Text data buffer size is estimated considering mesh data size
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char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char));
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char *txtData = (char *)RL_CALLOC(dataSize*2 + 2000, sizeof(char));
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int byteCount = 0;
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byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
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@ -1665,7 +1665,7 @@ bool ExportMesh(Mesh mesh, const char *fileName)
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byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n");
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byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n");
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byteCount += sprintf(txtData + byteCount, "# // //\n");
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byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n");
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byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2021 Ramon Santamaria (@raysan5) //\n");
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byteCount += sprintf(txtData + byteCount, "# // //\n");
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byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
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byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount);
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@ -1688,9 +1688,22 @@ bool ExportMesh(Mesh mesh, const char *fileName)
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byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
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}
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for (int i = 0; i < mesh.triangleCount; i++)
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if (mesh.indices != NULL)
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{
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byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
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for (int i = 0, v = 0; i < mesh.triangleCount; i++, v += 3)
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{
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byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n",
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mesh.indices[v] + 1, mesh.indices[v] + 1, mesh.indices[v] + 1,
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mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1, mesh.indices[v + 1] + 1,
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mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1, mesh.indices[v + 2] + 1);
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}
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}
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else
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{
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for (int i = 0, v = 1; i < mesh.triangleCount; i++, v += 3)
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{
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byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", v, v, v, v + 1, v + 1, v + 1, v + 2, v + 2, v + 2);
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}
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}
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byteCount += sprintf(txtData + byteCount, "\n");
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@ -2252,14 +2265,14 @@ Mesh GenMeshCube(float width, float height, float length)
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int k = 0;
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// Indices can be initialized right now
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for (int i = 0; i < 36; i+=6)
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for (int i = 0; i < 36; i += 6)
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{
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mesh.indices[i] = 4*k;
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mesh.indices[i+1] = 4*k+1;
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mesh.indices[i+2] = 4*k+2;
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mesh.indices[i+3] = 4*k;
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mesh.indices[i+4] = 4*k+2;
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mesh.indices[i+5] = 4*k+3;
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mesh.indices[i + 1] = 4*k + 1;
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mesh.indices[i + 2] = 4*k + 2;
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mesh.indices[i + 3] = 4*k;
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mesh.indices[i + 4] = 4*k + 2;
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mesh.indices[i + 5] = 4*k + 3;
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k++;
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}
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