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/**********************************************************************************************
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*
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* raylib . models
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*
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* Basic functions to draw 3 d shapes and load / draw 3 d models ( . OBJ )
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*
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* Copyright ( c ) 2014 Ramon Santamaria ( @ raysan5 )
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*
* This software is provided " as-is " , without any express or implied warranty . In no event
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* will the authors be held liable for any damages arising from the use of this software .
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*
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* Permission is granted to anyone to use this software for any purpose , including commercial
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* applications , and to alter it and redistribute it freely , subject to the following restrictions :
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*
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* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
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* in the product documentation would be appreciated but is not required .
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*
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* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
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*
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* 3. This notice may not be removed or altered from any source distribution .
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*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# include "raylib.h"
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# if defined(PLATFORM_ANDROID)
# include "utils.h" // Android fopen function map
# endif
# include <stdio.h> // Standard input/output functions, used to read model files data
# include <stdlib.h> // Declares malloc() and free() for memory management
# include <string.h> // Required for strcmp()
# include <math.h> // Used for sin, cos, tan
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# include "raymath.h" // Required for data type Matrix and Matrix functions
# include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
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# define CUBIC_MAP_HALF_BLOCK_SIZE 0.5
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//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
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extern unsigned int whiteTexture ;
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//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
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static float GetHeightValue ( Color pixel ) ;
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static VertexData LoadOBJ ( const char * fileName ) ;
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//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw cube
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// NOTE: Cube position is the center position
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void DrawCube ( Vector3 position , float width , float height , float lenght , Color color )
{
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float x = 0.0f ;
float y = 0.0f ;
float z = 0.0f ;
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rlPushMatrix ( ) ;
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// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
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rlTranslatef ( position . x , position . y , position . z ) ;
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//rlScalef(2.0f, 2.0f, 2.0f);
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//rlRotatef(45, 0, 1, 0);
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rlBegin ( RL_TRIANGLES ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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// Front Face -----------------------------------------------------
rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
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rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Right
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right
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// Back Face ------------------------------------------------------
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Left
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
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rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left
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// Top Face -------------------------------------------------------
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Bottom Left
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Bottom Right
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rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Bottom Right
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// Bottom Face ----------------------------------------------------
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Left
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right
rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left
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rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Right
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Left
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// Right face -----------------------------------------------------
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
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rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
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// Left Face ------------------------------------------------------
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right
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rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
rlEnd ( ) ;
rlPopMatrix ( ) ;
}
// Draw cube (Vector version)
void DrawCubeV ( Vector3 position , Vector3 size , Color color )
{
DrawCube ( position , size . x , size . y , size . z , color ) ;
}
// Draw cube wires
void DrawCubeWires ( Vector3 position , float width , float height , float lenght , Color color )
{
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float x = 0.0f ;
float y = 0.0f ;
float z = 0.0f ;
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rlPushMatrix ( ) ;
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rlTranslatef ( position . x , position . y , position . z ) ;
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//rlRotatef(45, 0, 1, 0);
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rlBegin ( RL_LINES ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right
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// Left Line
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Right
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// Top Line
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Right
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
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// Right Line
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left
rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left
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// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Left
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
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// Left Line
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right
rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right
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// Top Line
rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left
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// Right Line
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Left
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// Top Face -------------------------------------------------------
// Left Line
rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left Front
rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left Back
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// Right Line
rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Right Front
rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Top Left Front
rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Left Back
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// Right Line
rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Top Right Front
rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Right Back
rlEnd ( ) ;
rlPopMatrix ( ) ;
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCubeTexture ( Texture2D texture , Vector3 position , float width , float height , float lenght , Color color )
{
float x = position . x ;
float y = position . y ;
float z = position . z ;
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rlEnableTexture ( texture . id ) ;
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//rlPushMatrix();
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// NOTE: Be careful! Function order matters (scale, translate, rotate)
//rlScalef(2.0f, 2.0f, 2.0f);
//rlTranslatef(2.0f, 0.0f, 0.0f);
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//rlRotatef(45, 0, 1, 0);
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rlBegin ( RL_QUADS ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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// Front Face
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rlNormal3f ( 0.0f , 0.0f , 1.0f ) ; // Normal Pointing Towards Viewer
rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left Of The Texture and Quad
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right Of The Texture and Quad
rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Right Of The Texture and Quad
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left Of The Texture and Quad
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// Back Face
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rlNormal3f ( 0.0f , 0.0f , - 1.0f ) ; // Normal Pointing Away From Viewer
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right Of The Texture and Quad
rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right Of The Texture and Quad
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left Of The Texture and Quad
rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Left Of The Texture and Quad
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// Top Face
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rlNormal3f ( 0.0f , 1.0f , 0.0f ) ; // Normal Pointing Up
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left Of The Texture and Quad
rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Bottom Left Of The Texture and Quad
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Bottom Right Of The Texture and Quad
rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right Of The Texture and Quad
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// Bottom Face
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rlNormal3f ( 0.0f , - 1.0f , 0.0f ) ; // Normal Pointing Down
rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Right Of The Texture and Quad
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Top Left Of The Texture and Quad
rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left Of The Texture and Quad
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right Of The Texture and Quad
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// Right face
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rlNormal3f ( 1.0f , 0.0f , 0.0f ) ; // Normal Pointing Right
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( x + width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Right Of The Texture and Quad
rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( x + width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Right Of The Texture and Quad
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( x + width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Left Of The Texture and Quad
rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( x + width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Left Of The Texture and Quad
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// Left Face
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rlNormal3f ( - 1.0f , 0.0f , 0.0f ) ; // Normal Pointing Left
rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( x - width / 2 , y - height / 2 , z - lenght / 2 ) ; // Bottom Left Of The Texture and Quad
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( x - width / 2 , y - height / 2 , z + lenght / 2 ) ; // Bottom Right Of The Texture and Quad
rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( x - width / 2 , y + height / 2 , z + lenght / 2 ) ; // Top Right Of The Texture and Quad
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( x - width / 2 , y + height / 2 , z - lenght / 2 ) ; // Top Left Of The Texture and Quad
rlEnd ( ) ;
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//rlPopMatrix();
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rlDisableTexture ( ) ;
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}
// Draw sphere
void DrawSphere ( Vector3 centerPos , float radius , Color color )
{
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DrawSphereEx ( centerPos , radius , 16 , 16 , color ) ;
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}
// Draw sphere with extended parameters
void DrawSphereEx ( Vector3 centerPos , float radius , int rings , int slices , Color color )
{
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rlPushMatrix ( ) ;
rlTranslatef ( centerPos . x , centerPos . y , centerPos . z ) ;
rlScalef ( radius , radius , radius ) ;
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rlBegin ( RL_TRIANGLES ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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for ( int i = 0 ; i < ( rings + 2 ) ; i + + )
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{
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for ( int j = 0 ; j < slices ; j + + )
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{
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i ) ) ) * sin ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i ) ) ) * cos ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ) ;
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}
}
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rlEnd ( ) ;
rlPopMatrix ( ) ;
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}
// Draw sphere wires
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void DrawSphereWires ( Vector3 centerPos , float radius , int rings , int slices , Color color )
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{
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rlPushMatrix ( ) ;
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rlTranslatef ( centerPos . x , centerPos . y , centerPos . z ) ;
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rlScalef ( radius , radius , radius ) ;
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rlBegin ( RL_LINES ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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for ( int i = 0 ; i < ( rings + 2 ) ; i + + )
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{
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for ( int j = 0 ; j < slices ; j + + )
{
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( ( j + 1 ) * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * ( i + 1 ) ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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rlVertex3f ( cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * sin ( DEG2RAD * ( j * 360 / slices ) ) ,
sin ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) ,
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cos ( DEG2RAD * ( 270 + ( 180 / ( rings + 1 ) ) * i ) ) * cos ( DEG2RAD * ( j * 360 / slices ) ) ) ;
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}
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}
rlEnd ( ) ;
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rlPopMatrix ( ) ;
}
// Draw a cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinder ( Vector3 position , float radiusTop , float radiusBottom , float height , int sides , Color color )
{
if ( sides < 3 ) sides = 3 ;
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rlPushMatrix ( ) ;
rlTranslatef ( position . x , position . y , position . z ) ;
rlBegin ( RL_TRIANGLES ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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if ( radiusTop > 0 )
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{
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// Draw Body -------------------------------------------------------------------------------------
for ( int i = 0 ; i < 360 ; i + = 360 / sides )
{
rlVertex3f ( sin ( DEG2RAD * i ) * radiusBottom , 0 , cos ( DEG2RAD * i ) * radiusBottom ) ; //Bottom Left
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom , 0 , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom ) ; //Bottom Right
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop , height , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop ) ; //Top Right
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rlVertex3f ( sin ( DEG2RAD * i ) * radiusTop , height , cos ( DEG2RAD * i ) * radiusTop ) ; //Top Left
rlVertex3f ( sin ( DEG2RAD * i ) * radiusBottom , 0 , cos ( DEG2RAD * i ) * radiusBottom ) ; //Bottom Left
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop , height , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop ) ; //Top Right
}
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// Draw Cap --------------------------------------------------------------------------------------
for ( int i = 0 ; i < 360 ; i + = 360 / sides )
{
rlVertex3f ( 0 , height , 0 ) ;
rlVertex3f ( sin ( DEG2RAD * i ) * radiusTop , height , cos ( DEG2RAD * i ) * radiusTop ) ;
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop , height , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop ) ;
}
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}
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else
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{
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// Draw Cone -------------------------------------------------------------------------------------
for ( int i = 0 ; i < 360 ; i + = 360 / sides )
{
rlVertex3f ( 0 , height , 0 ) ;
rlVertex3f ( sin ( DEG2RAD * i ) * radiusBottom , 0 , cos ( DEG2RAD * i ) * radiusBottom ) ;
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom , 0 , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom ) ;
}
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}
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// Draw Base -----------------------------------------------------------------------------------------
for ( int i = 0 ; i < 360 ; i + = 360 / sides )
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{
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rlVertex3f ( 0 , 0 , 0 ) ;
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom , 0 , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom ) ;
rlVertex3f ( sin ( DEG2RAD * i ) * radiusBottom , 0 , cos ( DEG2RAD * i ) * radiusBottom ) ;
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}
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rlEnd ( ) ;
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rlPopMatrix ( ) ;
}
// Draw a wired cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinderWires ( Vector3 position , float radiusTop , float radiusBottom , float height , int sides , Color color )
{
if ( sides < 3 ) sides = 3 ;
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rlPushMatrix ( ) ;
rlTranslatef ( position . x , position . y , position . z ) ;
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rlBegin ( RL_LINES ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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for ( int i = 0 ; i < 360 ; i + = 360 / sides )
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{
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rlVertex3f ( sin ( DEG2RAD * i ) * radiusBottom , 0 , cos ( DEG2RAD * i ) * radiusBottom ) ;
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom , 0 , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom ) ;
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rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom , 0 , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusBottom ) ;
rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop , height , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop ) ;
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rlVertex3f ( sin ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop , height , cos ( DEG2RAD * ( i + 360 / sides ) ) * radiusTop ) ;
rlVertex3f ( sin ( DEG2RAD * i ) * radiusTop , height , cos ( DEG2RAD * i ) * radiusTop ) ;
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rlVertex3f ( sin ( DEG2RAD * i ) * radiusTop , height , cos ( DEG2RAD * i ) * radiusTop ) ;
rlVertex3f ( sin ( DEG2RAD * i ) * radiusBottom , 0 , cos ( DEG2RAD * i ) * radiusBottom ) ;
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}
rlEnd ( ) ;
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rlPopMatrix ( ) ;
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}
// Draw a plane
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void DrawPlane ( Vector3 centerPos , Vector2 size , Color color )
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{
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// NOTE: QUADS usage require defining a texture on OpenGL 3.3+
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if ( rlGetVersion ( ) ! = OPENGL_11 ) rlEnableTexture ( whiteTexture ) ; // Default white texture
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// NOTE: Plane is always created on XZ ground
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rlPushMatrix ( ) ;
rlTranslatef ( centerPos . x , centerPos . y , centerPos . z ) ;
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rlScalef ( size . x , 1.0f , size . y ) ;
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rlBegin ( RL_QUADS ) ;
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rlColor4ub ( color . r , color . g , color . b , color . a ) ;
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rlNormal3f ( 0.0f , 1.0f , 0.0f ) ;
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rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( - 0.5f , 0.0f , - 0.5f ) ;
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rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( - 0.5f , 0.0f , 0.5f ) ;
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rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( 0.5f , 0.0f , 0.5f ) ;
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rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( 0.5f , 0.0f , - 0.5f ) ;
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rlEnd ( ) ;
rlPopMatrix ( ) ;
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if ( rlGetVersion ( ) ! = OPENGL_11 ) rlDisableTexture ( ) ;
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}
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// Draw a quad
void DrawQuad ( Vector3 v1 , Vector3 v2 , Vector3 v3 , Vector3 v4 , Color color )
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{
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// TODO: Calculate normals from vertex position
rlBegin ( RL_QUADS ) ;
rlColor4ub ( color . r , color . g , color . b , color . a ) ;
//rlNormal3f(0.0f, 0.0f, 0.0f);
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rlVertex3f ( v1 . x , v1 . y , v1 . z ) ;
rlVertex3f ( v2 . x , v2 . y , v2 . z ) ;
rlVertex3f ( v3 . x , v3 . y , v3 . z ) ;
rlVertex3f ( v4 . x , v4 . y , v4 . z ) ;
rlEnd ( ) ;
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}
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// Draw a ray line
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void DrawRay ( Ray ray , Color color )
{
float scale = 10000 ;
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rlBegin ( RL_LINES ) ;
rlColor4ub ( color . r , color . g , color . b , color . a ) ;
rlColor4ub ( color . r , color . g , color . b , color . a ) ;
rlVertex3f ( ray . position . x , ray . position . y , ray . position . z ) ;
rlVertex3f ( ray . position . x + ray . direction . x * scale , ray . position . y + ray . direction . y * scale , ray . position . z + ray . direction . z * scale ) ;
rlEnd ( ) ;
}
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// Draw a grid centered at (0, 0, 0)
void DrawGrid ( int slices , float spacing )
{
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int halfSlices = slices / 2 ;
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rlBegin ( RL_LINES ) ;
for ( int i = - halfSlices ; i < = halfSlices ; i + + )
{
if ( i = = 0 )
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{
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rlColor3f ( 0.5f , 0.5f , 0.5f ) ;
rlColor3f ( 0.5f , 0.5f , 0.5f ) ;
rlColor3f ( 0.5f , 0.5f , 0.5f ) ;
rlColor3f ( 0.5f , 0.5f , 0.5f ) ;
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}
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else
{
rlColor3f ( 0.75f , 0.75f , 0.75f ) ;
rlColor3f ( 0.75f , 0.75f , 0.75f ) ;
rlColor3f ( 0.75f , 0.75f , 0.75f ) ;
rlColor3f ( 0.75f , 0.75f , 0.75f ) ;
}
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rlVertex3f ( ( float ) i * spacing , 0.0f , ( float ) - halfSlices * spacing ) ;
rlVertex3f ( ( float ) i * spacing , 0.0f , ( float ) halfSlices * spacing ) ;
rlVertex3f ( ( float ) - halfSlices * spacing , 0.0f , ( float ) i * spacing ) ;
rlVertex3f ( ( float ) halfSlices * spacing , 0.0f , ( float ) i * spacing ) ;
}
rlEnd ( ) ;
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}
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// Draw gizmo
void DrawGizmo ( Vector3 position )
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{
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// NOTE: RGB = XYZ
float lenght = 1.0f ;
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rlPushMatrix ( ) ;
rlTranslatef ( position . x , position . y , position . z ) ;
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//rlRotatef(rotation, 0, 1, 0);
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rlScalef ( lenght , lenght , lenght ) ;
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rlBegin ( RL_LINES ) ;
rlColor3f ( 1.0f , 0.0f , 0.0f ) ; rlVertex3f ( 0.0f , 0.0f , 0.0f ) ;
rlColor3f ( 1.0f , 0.0f , 0.0f ) ; rlVertex3f ( 1.0f , 0.0f , 0.0f ) ;
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rlColor3f ( 0.0f , 1.0f , 0.0f ) ; rlVertex3f ( 0.0f , 0.0f , 0.0f ) ;
rlColor3f ( 0.0f , 1.0f , 0.0f ) ; rlVertex3f ( 0.0f , 1.0f , 0.0f ) ;
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rlColor3f ( 0.0f , 0.0f , 1.0f ) ; rlVertex3f ( 0.0f , 0.0f , 0.0f ) ;
rlColor3f ( 0.0f , 0.0f , 1.0f ) ; rlVertex3f ( 0.0f , 0.0f , 1.0f ) ;
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rlEnd ( ) ;
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rlPopMatrix ( ) ;
}
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// Load a 3d model (from file)
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Model LoadModel ( const char * fileName )
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{
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VertexData vData ;
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Model model ;
// TODO: Initialize default data for model in case loading fails, maybe a cube?
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if ( strcmp ( GetExtension ( fileName ) , " obj " ) = = 0 ) vData = LoadOBJ ( fileName ) ;
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else TraceLog ( WARNING , " [%s] Model extension not recognized, it can't be loaded " , fileName ) ;
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
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if ( vData . vertexCount = = 0 )
{
TraceLog ( WARNING , " Model could not be loaded " ) ;
}
else
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{
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel ( vData ) ; // Upload vertex data to GPU
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if ( rlGetVersion ( ) ! = OPENGL_11 )
{
free ( vData . vertices ) ;
free ( vData . texcoords ) ;
free ( vData . normals ) ;
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free ( vData . colors ) ;
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}
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}
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return model ;
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}
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// Load a 3d model (from vertex data)
Model LoadModelEx ( VertexData data )
{
Model model ;
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel ( data ) ; // Upload vertex data to GPU
// NOTE: Vertex data is managed externally, must be deallocated manually
return model ;
}
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// Load a heightmap image as a 3d model
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Model LoadHeightmap ( Image heightmap , float maxHeight )
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{
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VertexData vData ;
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int mapX = heightmap . width ;
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int mapZ = heightmap . height ;
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Color * heightmapPixels = GetImageData ( heightmap ) ;
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// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
int numTriangles = ( mapX - 1 ) * ( mapZ - 1 ) * 2 ; // One quad every four pixels
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vData . vertexCount = numTriangles * 3 ;
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vData . vertices = ( float * ) malloc ( vData . vertexCount * 3 * sizeof ( float ) ) ;
vData . normals = ( float * ) malloc ( vData . vertexCount * 3 * sizeof ( float ) ) ;
vData . texcoords = ( float * ) malloc ( vData . vertexCount * 2 * sizeof ( float ) ) ;
vData . colors = ( unsigned char * ) malloc ( vData . vertexCount * 4 * sizeof ( unsigned char ) ) ; // Not used...
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int vCounter = 0 ; // Used to count vertices float by float
int tcCounter = 0 ; // Used to count texcoords float by float
int nCounter = 0 ; // Used to count normals float by float
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int trisCounter = 0 ;
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float scaleFactor = maxHeight / 255 ; // TODO: Review scaleFactor calculation
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for ( int z = 0 ; z < mapZ - 1 ; z + + )
{
for ( int x = 0 ; x < mapX - 1 ; x + + )
{
// Fill vertices array with data
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//----------------------------------------------------------
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// one triangle - 3 vertex
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vData . vertices [ vCounter ] = x ;
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vData . vertices [ vCounter + 1 ] = GetHeightValue ( heightmapPixels [ x + z * mapX ] ) * scaleFactor ;
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vData . vertices [ vCounter + 2 ] = z ;
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vData . vertices [ vCounter + 3 ] = x ;
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vData . vertices [ vCounter + 4 ] = GetHeightValue ( heightmapPixels [ x + ( z + 1 ) * mapX ] ) * scaleFactor ;
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vData . vertices [ vCounter + 5 ] = z + 1 ;
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vData . vertices [ vCounter + 6 ] = x + 1 ;
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vData . vertices [ vCounter + 7 ] = GetHeightValue ( heightmapPixels [ ( x + 1 ) + z * mapX ] ) * scaleFactor ;
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vData . vertices [ vCounter + 8 ] = z ;
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// another triangle - 3 vertex
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vData . vertices [ vCounter + 9 ] = vData . vertices [ vCounter + 6 ] ;
vData . vertices [ vCounter + 10 ] = vData . vertices [ vCounter + 7 ] ;
vData . vertices [ vCounter + 11 ] = vData . vertices [ vCounter + 8 ] ;
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vData . vertices [ vCounter + 12 ] = vData . vertices [ vCounter + 3 ] ;
vData . vertices [ vCounter + 13 ] = vData . vertices [ vCounter + 4 ] ;
vData . vertices [ vCounter + 14 ] = vData . vertices [ vCounter + 5 ] ;
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vData . vertices [ vCounter + 15 ] = x + 1 ;
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vData . vertices [ vCounter + 16 ] = GetHeightValue ( heightmapPixels [ ( x + 1 ) + ( z + 1 ) * mapX ] ) * scaleFactor ;
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vData . vertices [ vCounter + 17 ] = z + 1 ;
vCounter + = 18 ; // 6 vertex, 18 floats
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// Fill texcoords array with data
//--------------------------------------------------------------
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vData . texcoords [ tcCounter ] = ( float ) x / ( mapX - 1 ) ;
vData . texcoords [ tcCounter + 1 ] = ( float ) z / ( mapZ - 1 ) ;
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vData . texcoords [ tcCounter + 2 ] = ( float ) x / ( mapX - 1 ) ;
vData . texcoords [ tcCounter + 3 ] = ( float ) ( z + 1 ) / ( mapZ - 1 ) ;
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vData . texcoords [ tcCounter + 4 ] = ( float ) ( x + 1 ) / ( mapX - 1 ) ;
vData . texcoords [ tcCounter + 5 ] = ( float ) z / ( mapZ - 1 ) ;
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vData . texcoords [ tcCounter + 6 ] = vData . texcoords [ tcCounter + 4 ] ;
vData . texcoords [ tcCounter + 7 ] = vData . texcoords [ tcCounter + 5 ] ;
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vData . texcoords [ tcCounter + 8 ] = vData . texcoords [ tcCounter + 2 ] ;
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vData . texcoords [ tcCounter + 9 ] = vData . texcoords [ tcCounter + 3 ] ;
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vData . texcoords [ tcCounter + 10 ] = ( float ) ( x + 1 ) / ( mapX - 1 ) ;
vData . texcoords [ tcCounter + 11 ] = ( float ) ( z + 1 ) / ( mapZ - 1 ) ;
tcCounter + = 12 ; // 6 texcoords, 12 floats
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// Fill normals array with data
//--------------------------------------------------------------
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// NOTE: Current Model implementation doe not use normals!
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for ( int i = 0 ; i < 18 ; i + = 3 )
{
vData . normals [ nCounter + i ] = 0.0f ;
vData . normals [ nCounter + i + 1 ] = 1.0f ;
vData . normals [ nCounter + i + 2 ] = 0.0f ;
}
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// TODO: Calculate normals in an efficient way
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nCounter + = 18 ; // 6 vertex, 18 floats
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trisCounter + = 2 ;
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}
}
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free ( heightmapPixels ) ;
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for ( int i = 0 ; i < ( 4 * vData . vertexCount ) ; i + + ) vData . colors [ i ] = 255 ;
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
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Model model = rlglLoadModel ( vData ) ;
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// Now that vertex data is uploaded to GPU, we can free arrays
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if ( rlGetVersion ( ) ! = OPENGL_11 )
{
free ( vData . vertices ) ;
free ( vData . texcoords ) ;
free ( vData . normals ) ;
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free ( vData . colors ) ;
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}
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return model ;
}
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// Load a map image as a 3d model (cubes based)
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Model LoadCubicmap ( Image cubicmap )
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{
VertexData vData ;
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Color * cubicmapPixels = GetImageData ( cubicmap ) ;
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// Map cube size will be 1.0
float mapCubeSide = 1.0f ;
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int mapWidth = cubicmap . width * ( int ) mapCubeSide ;
int mapHeight = cubicmap . height * ( int ) mapCubeSide ;
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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
int tcCounter = 0 ; // Used to count texcoords
int nCounter = 0 ; // Used to count normals
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float w = mapCubeSide ;
float h = mapCubeSide ;
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float h2 = mapCubeSide * 1.5 ; // TODO: Review walls height...
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Vector3 * mapVertices = ( Vector3 * ) malloc ( maxTriangles * 3 * sizeof ( Vector3 ) ) ;
Vector2 * mapTexcoords = ( Vector2 * ) malloc ( maxTriangles * 3 * sizeof ( Vector2 ) ) ;
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Vector3 * mapNormals = ( Vector3 * ) malloc ( maxTriangles * 3 * sizeof ( Vector3 ) ) ;
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// Define the 6 normals of the cube, we will combine them accordingly later...
Vector3 n1 = { 1.0f , 0.0f , 0.0f } ;
Vector3 n2 = { - 1.0f , 0.0f , 0.0f } ;
Vector3 n3 = { 0.0f , 1.0f , 0.0f } ;
Vector3 n4 = { 0.0f , - 1.0f , 0.0f } ;
Vector3 n5 = { 0.0f , 0.0f , 1.0f } ;
Vector3 n6 = { 0.0f , 0.0f , - 1.0f } ;
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// NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
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typedef struct RectangleF {
float x ;
float y ;
float width ;
float height ;
} RectangleF ;
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RectangleF rightTexUV = { 0 , 0 , 0.5 , 0.5 } ;
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RectangleF leftTexUV = { 0.5 , 0 , 0.5 , 0.5 } ;
RectangleF frontTexUV = { 0 , 0 , 0.5 , 0.5 } ;
RectangleF backTexUV = { 0.5 , 0 , 0.5 , 0.5 } ;
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RectangleF topTexUV = { 0 , 0.5 , 0.5 , 0.5 } ;
RectangleF bottomTexUV = { 0.5 , 0.5 , 0.5 , 0.5 } ;
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for ( int z = 0 ; z < mapHeight ; z + = mapCubeSide )
{
for ( int x = 0 ; x < mapWidth ; x + = mapCubeSide )
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{
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// Define the 8 vertex of the cube, we will combine them accordingly later...
Vector3 v1 = { x - w / 2 , h2 , z - h / 2 } ;
Vector3 v2 = { x - w / 2 , h2 , z + h / 2 } ;
Vector3 v3 = { x + w / 2 , h2 , z + h / 2 } ;
Vector3 v4 = { x + w / 2 , h2 , z - h / 2 } ;
Vector3 v5 = { x + w / 2 , 0 , z - h / 2 } ;
Vector3 v6 = { x - w / 2 , 0 , z - h / 2 } ;
Vector3 v7 = { x - w / 2 , 0 , z + h / 2 } ;
Vector3 v8 = { x + w / 2 , 0 , z + h / 2 } ;
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// We check pixel color to be WHITE, we will full cubes
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if ( ( cubicmapPixels [ z * cubicmap . width + x ] . r = = 255 ) & &
( cubicmapPixels [ z * cubicmap . width + x ] . g = = 255 ) & &
( cubicmapPixels [ z * cubicmap . width + x ] . b = = 255 ) )
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{
// Define triangles (Checking Collateral Cubes!)
//----------------------------------------------
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// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
mapVertices [ vCounter ] = v1 ;
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mapVertices [ vCounter + 1 ] = v2 ;
mapVertices [ vCounter + 2 ] = v3 ;
mapVertices [ vCounter + 3 ] = v1 ;
mapVertices [ vCounter + 4 ] = v3 ;
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mapVertices [ vCounter + 5 ] = v4 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n3 ;
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mapNormals [ nCounter + 1 ] = n3 ;
mapNormals [ nCounter + 2 ] = n3 ;
mapNormals [ nCounter + 3 ] = n3 ;
mapNormals [ nCounter + 4 ] = n3 ;
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mapNormals [ nCounter + 5 ] = n3 ;
nCounter + = 6 ;
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mapTexcoords [ tcCounter ] = ( Vector2 ) { topTexUV . x , topTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { topTexUV . x , topTexUV . y + topTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { topTexUV . x + topTexUV . width , topTexUV . y + topTexUV . height } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { topTexUV . x , topTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { topTexUV . x + topTexUV . width , topTexUV . y + topTexUV . height } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { topTexUV . x + topTexUV . width , topTexUV . y } ;
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tcCounter + = 6 ;
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// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
mapVertices [ vCounter ] = v6 ;
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mapVertices [ vCounter + 1 ] = v8 ;
mapVertices [ vCounter + 2 ] = v7 ;
mapVertices [ vCounter + 3 ] = v6 ;
mapVertices [ vCounter + 4 ] = v5 ;
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mapVertices [ vCounter + 5 ] = v8 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n4 ;
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mapNormals [ nCounter + 1 ] = n4 ;
mapNormals [ nCounter + 2 ] = n4 ;
mapNormals [ nCounter + 3 ] = n4 ;
mapNormals [ nCounter + 4 ] = n4 ;
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mapNormals [ nCounter + 5 ] = n4 ;
nCounter + = 6 ;
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mapTexcoords [ tcCounter ] = ( Vector2 ) { bottomTexUV . x + bottomTexUV . width , bottomTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { bottomTexUV . x , bottomTexUV . y + bottomTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { bottomTexUV . x + bottomTexUV . width , bottomTexUV . y + bottomTexUV . height } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { bottomTexUV . x + bottomTexUV . width , bottomTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { bottomTexUV . x , bottomTexUV . y } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { bottomTexUV . x , bottomTexUV . y + bottomTexUV . height } ;
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tcCounter + = 6 ;
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if ( ( ( z < cubicmap . height - 1 ) & &
( cubicmapPixels [ ( z + 1 ) * cubicmap . width + x ] . r = = 0 ) & &
( cubicmapPixels [ ( z + 1 ) * cubicmap . width + x ] . g = = 0 ) & &
( cubicmapPixels [ ( z + 1 ) * cubicmap . width + x ] . b = = 0 ) ) | | ( z = = cubicmap . height - 1 ) )
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{
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
// NOTE: Collateral occluded faces are not generated
mapVertices [ vCounter ] = v2 ;
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mapVertices [ vCounter + 1 ] = v7 ;
mapVertices [ vCounter + 2 ] = v3 ;
mapVertices [ vCounter + 3 ] = v3 ;
mapVertices [ vCounter + 4 ] = v7 ;
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mapVertices [ vCounter + 5 ] = v8 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n6 ;
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mapNormals [ nCounter + 1 ] = n6 ;
mapNormals [ nCounter + 2 ] = n6 ;
mapNormals [ nCounter + 3 ] = n6 ;
mapNormals [ nCounter + 4 ] = n6 ;
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mapNormals [ nCounter + 5 ] = n6 ;
nCounter + = 6 ;
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mapTexcoords [ tcCounter ] = ( Vector2 ) { frontTexUV . x , frontTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { frontTexUV . x , frontTexUV . y + frontTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { frontTexUV . x + frontTexUV . width , frontTexUV . y } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { frontTexUV . x + frontTexUV . width , frontTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { frontTexUV . x , frontTexUV . y + frontTexUV . height } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { frontTexUV . x + frontTexUV . width , frontTexUV . y + frontTexUV . height } ;
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tcCounter + = 6 ;
}
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if ( ( ( z > 0 ) & &
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( cubicmapPixels [ ( z - 1 ) * cubicmap . width + x ] . r = = 0 ) & &
( cubicmapPixels [ ( z - 1 ) * cubicmap . width + x ] . g = = 0 ) & &
( cubicmapPixels [ ( z - 1 ) * cubicmap . width + x ] . b = = 0 ) ) | | ( z = = 0 ) )
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{
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
// NOTE: Collateral occluded faces are not generated
mapVertices [ vCounter ] = v1 ;
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mapVertices [ vCounter + 1 ] = v5 ;
mapVertices [ vCounter + 2 ] = v6 ;
mapVertices [ vCounter + 3 ] = v1 ;
mapVertices [ vCounter + 4 ] = v4 ;
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mapVertices [ vCounter + 5 ] = v5 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n5 ;
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mapNormals [ nCounter + 1 ] = n5 ;
mapNormals [ nCounter + 2 ] = n5 ;
mapNormals [ nCounter + 3 ] = n5 ;
mapNormals [ nCounter + 4 ] = n5 ;
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mapNormals [ nCounter + 5 ] = n5 ;
nCounter + = 6 ;
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mapTexcoords [ tcCounter ] = ( Vector2 ) { backTexUV . x + backTexUV . width , backTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { backTexUV . x , backTexUV . y + backTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { backTexUV . x + backTexUV . width , backTexUV . y + backTexUV . height } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { backTexUV . x + backTexUV . width , backTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { backTexUV . x , backTexUV . y } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { backTexUV . x , backTexUV . y + backTexUV . height } ;
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tcCounter + = 6 ;
}
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if ( ( ( x < cubicmap . width - 1 ) & &
( cubicmapPixels [ z * cubicmap . width + ( x + 1 ) ] . r = = 0 ) & &
( cubicmapPixels [ z * cubicmap . width + ( x + 1 ) ] . g = = 0 ) & &
( cubicmapPixels [ z * cubicmap . width + ( x + 1 ) ] . b = = 0 ) ) | | ( x = = cubicmap . width - 1 ) )
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{
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
// NOTE: Collateral occluded faces are not generated
mapVertices [ vCounter ] = v3 ;
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mapVertices [ vCounter + 1 ] = v8 ;
mapVertices [ vCounter + 2 ] = v4 ;
mapVertices [ vCounter + 3 ] = v4 ;
mapVertices [ vCounter + 4 ] = v8 ;
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mapVertices [ vCounter + 5 ] = v5 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n1 ;
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mapNormals [ nCounter + 1 ] = n1 ;
mapNormals [ nCounter + 2 ] = n1 ;
mapNormals [ nCounter + 3 ] = n1 ;
mapNormals [ nCounter + 4 ] = n1 ;
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mapNormals [ nCounter + 5 ] = n1 ;
nCounter + = 6 ;
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mapTexcoords [ tcCounter ] = ( Vector2 ) { rightTexUV . x , rightTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { rightTexUV . x , rightTexUV . y + rightTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { rightTexUV . x + rightTexUV . width , rightTexUV . y } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { rightTexUV . x + rightTexUV . width , rightTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { rightTexUV . x , rightTexUV . y + rightTexUV . height } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { rightTexUV . x + rightTexUV . width , rightTexUV . y + rightTexUV . height } ;
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tcCounter + = 6 ;
}
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if ( ( ( x > 0 ) & &
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( cubicmapPixels [ z * cubicmap . width + ( x - 1 ) ] . r = = 0 ) & &
( cubicmapPixels [ z * cubicmap . width + ( x - 1 ) ] . g = = 0 ) & &
( cubicmapPixels [ z * cubicmap . width + ( x - 1 ) ] . b = = 0 ) ) | | ( x = = 0 ) )
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{
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
// NOTE: Collateral occluded faces are not generated
mapVertices [ vCounter ] = v1 ;
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mapVertices [ vCounter + 1 ] = v7 ;
mapVertices [ vCounter + 2 ] = v2 ;
mapVertices [ vCounter + 3 ] = v1 ;
mapVertices [ vCounter + 4 ] = v6 ;
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mapVertices [ vCounter + 5 ] = v7 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n2 ;
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mapNormals [ nCounter + 1 ] = n2 ;
mapNormals [ nCounter + 2 ] = n2 ;
mapNormals [ nCounter + 3 ] = n2 ;
mapNormals [ nCounter + 4 ] = n2 ;
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mapNormals [ nCounter + 5 ] = n2 ;
nCounter + = 6 ;
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mapTexcoords [ tcCounter ] = ( Vector2 ) { leftTexUV . x , leftTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { leftTexUV . x + leftTexUV . width , leftTexUV . y + leftTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { leftTexUV . x + leftTexUV . width , leftTexUV . y } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { leftTexUV . x , leftTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { leftTexUV . x , leftTexUV . y + leftTexUV . height } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { leftTexUV . x + leftTexUV . width , leftTexUV . y + leftTexUV . height } ;
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tcCounter + = 6 ;
}
}
// We check pixel color to be BLACK, we will only draw floor and roof
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else if ( ( cubicmapPixels [ z * cubicmap . width + x ] . r = = 0 ) & &
( cubicmapPixels [ z * cubicmap . width + x ] . g = = 0 ) & &
( cubicmapPixels [ z * cubicmap . width + x ] . b = = 0 ) )
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{
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// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
mapVertices [ vCounter ] = v1 ;
mapVertices [ vCounter + 1 ] = v3 ;
mapVertices [ vCounter + 2 ] = v2 ;
mapVertices [ vCounter + 3 ] = v1 ;
mapVertices [ vCounter + 4 ] = v4 ;
mapVertices [ vCounter + 5 ] = v3 ;
vCounter + = 6 ;
mapNormals [ nCounter ] = n4 ;
mapNormals [ nCounter + 1 ] = n4 ;
mapNormals [ nCounter + 2 ] = n4 ;
mapNormals [ nCounter + 3 ] = n4 ;
mapNormals [ nCounter + 4 ] = n4 ;
mapNormals [ nCounter + 5 ] = n4 ;
nCounter + = 6 ;
mapTexcoords [ tcCounter ] = ( Vector2 ) { topTexUV . x , topTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { topTexUV . x + topTexUV . width , topTexUV . y + topTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { topTexUV . x , topTexUV . y + topTexUV . height } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { topTexUV . x , topTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { topTexUV . x + topTexUV . width , topTexUV . y } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { topTexUV . x + topTexUV . width , topTexUV . y + topTexUV . height } ;
tcCounter + = 6 ;
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// Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
mapVertices [ vCounter ] = v6 ;
mapVertices [ vCounter + 1 ] = v7 ;
mapVertices [ vCounter + 2 ] = v8 ;
mapVertices [ vCounter + 3 ] = v6 ;
mapVertices [ vCounter + 4 ] = v8 ;
mapVertices [ vCounter + 5 ] = v5 ;
vCounter + = 6 ;
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mapNormals [ nCounter ] = n3 ;
mapNormals [ nCounter + 1 ] = n3 ;
mapNormals [ nCounter + 2 ] = n3 ;
mapNormals [ nCounter + 3 ] = n3 ;
mapNormals [ nCounter + 4 ] = n3 ;
mapNormals [ nCounter + 5 ] = n3 ;
nCounter + = 6 ;
mapTexcoords [ tcCounter ] = ( Vector2 ) { bottomTexUV . x + bottomTexUV . width , bottomTexUV . y } ;
mapTexcoords [ tcCounter + 1 ] = ( Vector2 ) { bottomTexUV . x + bottomTexUV . width , bottomTexUV . y + bottomTexUV . height } ;
mapTexcoords [ tcCounter + 2 ] = ( Vector2 ) { bottomTexUV . x , bottomTexUV . y + bottomTexUV . height } ;
mapTexcoords [ tcCounter + 3 ] = ( Vector2 ) { bottomTexUV . x + bottomTexUV . width , bottomTexUV . y } ;
mapTexcoords [ tcCounter + 4 ] = ( Vector2 ) { bottomTexUV . x , bottomTexUV . y + bottomTexUV . height } ;
mapTexcoords [ tcCounter + 5 ] = ( Vector2 ) { bottomTexUV . x , bottomTexUV . y } ;
tcCounter + = 6 ;
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}
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}
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}
// Move data from mapVertices temp arays to vertices float array
vData . vertexCount = vCounter ;
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vData . vertices = ( float * ) malloc ( vData . vertexCount * 3 * sizeof ( float ) ) ;
vData . normals = ( float * ) malloc ( vData . vertexCount * 3 * sizeof ( float ) ) ;
vData . texcoords = ( float * ) malloc ( vData . vertexCount * 2 * sizeof ( float ) ) ;
vData . colors = ( unsigned char * ) malloc ( vData . vertexCount * 4 * sizeof ( unsigned char ) ) ; // Not used...
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for ( int i = 0 ; i < ( 4 * vData . vertexCount ) ; i + + ) vData . colors [ i ] = 255 ;
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int fCounter = 0 ;
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// Move vertices data
for ( int i = 0 ; i < vCounter ; i + + )
{
vData . vertices [ fCounter ] = mapVertices [ i ] . x ;
vData . vertices [ fCounter + 1 ] = mapVertices [ i ] . y ;
vData . vertices [ fCounter + 2 ] = mapVertices [ i ] . z ;
fCounter + = 3 ;
}
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fCounter = 0 ;
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// Move normals data
for ( int i = 0 ; i < nCounter ; i + + )
{
vData . normals [ fCounter ] = mapNormals [ i ] . x ;
vData . normals [ fCounter + 1 ] = mapNormals [ i ] . y ;
vData . normals [ fCounter + 2 ] = mapNormals [ i ] . z ;
fCounter + = 3 ;
}
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fCounter = 0 ;
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// Move texcoords data
for ( int i = 0 ; i < tcCounter ; i + + )
{
vData . texcoords [ fCounter ] = mapTexcoords [ i ] . x ;
vData . texcoords [ fCounter + 1 ] = mapTexcoords [ i ] . y ;
fCounter + = 2 ;
}
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free ( mapVertices ) ;
free ( mapNormals ) ;
free ( mapTexcoords ) ;
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free ( cubicmapPixels ) ;
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
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Model model = rlglLoadModel ( vData ) ;
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// Now that vertex data is uploaded to GPU, we can free arrays
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if ( rlGetVersion ( ) ! = OPENGL_11 )
{
free ( vData . vertices ) ;
free ( vData . texcoords ) ;
free ( vData . normals ) ;
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free ( vData . colors ) ;
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}
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return model ;
}
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// Unload 3d model from memory
void UnloadModel ( Model model )
{
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if ( rlGetVersion ( ) = = OPENGL_11 )
{
free ( model . mesh . vertices ) ;
free ( model . mesh . texcoords ) ;
free ( model . mesh . normals ) ;
}
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rlDeleteBuffers ( model . mesh . vboId [ 0 ] ) ;
rlDeleteBuffers ( model . mesh . vboId [ 1 ] ) ;
rlDeleteBuffers ( model . mesh . vboId [ 2 ] ) ;
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rlDeleteVertexArrays ( model . mesh . vaoId ) ;
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if ( model . mesh . vaoId > 0 ) TraceLog ( INFO , " [VAO ID %i] Unloaded model data from VRAM (GPU) " , model . mesh . vaoId ) ;
else TraceLog ( INFO , " [VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU) " , model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]) ;
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}
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// Link a texture to a model
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void SetModelTexture ( Model * model , Texture2D texture )
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{
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if ( texture . id < = 0 )
{
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// Use default white texture (use mesh color)
model - > texture . id = whiteTexture ; // OpenGL 1.1
model - > shader . texDiffuseId = whiteTexture ; // OpenGL 3.3 / ES 2.0
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}
else
{
model - > texture = texture ;
model - > shader . texDiffuseId = texture . id ;
}
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}
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// Draw a model (with texture if set)
void DrawModel ( Model model , Vector3 position , float scale , Color tint )
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{
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Vector3 vScale = { scale , scale , scale } ;
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Vector3 rotationAxis = { 0 , 0 , 0 } ;
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DrawModelEx ( model , position , 0.0f , rotationAxis , vScale , tint ) ;
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}
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// Draw a model with extended parameters
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void DrawModelEx ( Model model , Vector3 position , float rotationAngle , Vector3 rotationAxis , Vector3 scale , Color tint )
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{
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// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
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rlglDrawModel ( model , position , rotationAngle , rotationAxis , scale , tint , false ) ;
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}
// Draw a model wires (with texture if set)
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void DrawModelWires ( Model model , Vector3 position , float scale , Color color )
{
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Vector3 vScale = { scale , scale , scale } ;
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Vector3 rotationAxis = { 0 , 0 , 0 } ;
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rlglDrawModel ( model , position , 0.0f , rotationAxis , vScale , color , true ) ;
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}
// Draw a billboard
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void DrawBillboard ( Camera camera , Texture2D texture , Vector3 center , float size , Color tint )
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{
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// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
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Vector2 sizeRatio = { size , size * ( float ) texture . height / texture . width } ;
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Matrix viewMatrix = MatrixLookAt ( camera . position , camera . target , camera . up ) ;
MatrixTranspose ( & viewMatrix ) ;
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Vector3 right = { viewMatrix . m0 , viewMatrix . m4 , viewMatrix . m8 } ;
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//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
// NOTE: Billboard locked to axis-Y
Vector3 up = { 0 , 1 , 0 } ;
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/*
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a - - - - - - - b
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| |
| * |
| |
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d - - - - - - - c
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*/
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VectorScale ( & right , sizeRatio . x / 2 ) ;
VectorScale ( & up , sizeRatio . y / 2 ) ;
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Vector3 p1 = VectorAdd ( right , up ) ;
Vector3 p2 = VectorSubtract ( right , up ) ;
Vector3 a = VectorSubtract ( center , p2 ) ;
Vector3 b = VectorAdd ( center , p1 ) ;
Vector3 c = VectorAdd ( center , p2 ) ;
Vector3 d = VectorSubtract ( center , p1 ) ;
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rlEnableTexture ( texture . id ) ;
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rlBegin ( RL_QUADS ) ;
rlColor4ub ( tint . r , tint . g , tint . b , tint . a ) ;
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rlTexCoord2f ( 0.0f , 0.0f ) ; rlVertex3f ( a . x , a . y , a . z ) ;
rlTexCoord2f ( 0.0f , 1.0f ) ; rlVertex3f ( d . x , d . y , d . z ) ;
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rlTexCoord2f ( 1.0f , 1.0f ) ; rlVertex3f ( c . x , c . y , c . z ) ;
rlTexCoord2f ( 1.0f , 0.0f ) ; rlVertex3f ( b . x , b . y , b . z ) ;
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rlEnd ( ) ;
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rlDisableTexture ( ) ;
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}
// Draw a billboard (part of a texture defined by a rectangle)
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void DrawBillboardRec ( Camera camera , Texture2D texture , Rectangle sourceRec , Vector3 center , float size , Color tint )
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{
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// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size , size * ( float ) sourceRec . height / sourceRec . width } ;
Matrix viewMatrix = MatrixLookAt ( camera . position , camera . target , camera . up ) ;
MatrixTranspose ( & viewMatrix ) ;
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Vector3 right = { viewMatrix . m0 , viewMatrix . m4 , viewMatrix . m8 } ;
Vector3 up = { viewMatrix . m1 , viewMatrix . m5 , viewMatrix . m9 } ;
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/*
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a - - - - - - - b
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| |
| * |
| |
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d - - - - - - - c
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*/
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VectorScale ( & right , sizeRatio . x / 2 ) ;
VectorScale ( & up , sizeRatio . y / 2 ) ;
Vector3 p1 = VectorAdd ( right , up ) ;
Vector3 p2 = VectorSubtract ( right , up ) ;
Vector3 a = VectorSubtract ( center , p2 ) ;
Vector3 b = VectorAdd ( center , p1 ) ;
Vector3 c = VectorAdd ( center , p2 ) ;
Vector3 d = VectorSubtract ( center , p1 ) ;
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rlEnableTexture ( texture . id ) ;
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rlBegin ( RL_QUADS ) ;
rlColor4ub ( tint . r , tint . g , tint . b , tint . a ) ;
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// Bottom-left corner for texture and quad
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rlTexCoord2f ( ( float ) sourceRec . x / texture . width , ( float ) sourceRec . y / texture . height ) ;
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rlVertex3f ( a . x , a . y , a . z ) ;
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// Top-left corner for texture and quad
rlTexCoord2f ( ( float ) sourceRec . x / texture . width , ( float ) ( sourceRec . y + sourceRec . height ) / texture . height ) ;
rlVertex3f ( d . x , d . y , d . z ) ;
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// Top-right corner for texture and quad
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rlTexCoord2f ( ( float ) ( sourceRec . x + sourceRec . width ) / texture . width , ( float ) ( sourceRec . y + sourceRec . height ) / texture . height ) ;
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rlVertex3f ( c . x , c . y , c . z ) ;
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// Bottom-right corner for texture and quad
rlTexCoord2f ( ( float ) ( sourceRec . x + sourceRec . width ) / texture . width , ( float ) sourceRec . y / texture . height ) ;
rlVertex3f ( b . x , b . y , b . z ) ;
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rlEnd ( ) ;
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rlDisableTexture ( ) ;
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}
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// Detect collision between two spheres
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bool CheckCollisionSpheres ( Vector3 centerA , float radiusA , Vector3 centerB , float radiusB )
{
bool collision = false ;
float dx = centerA . x - centerB . x ; // X distance between centers
float dy = centerA . y - centerB . y ; // Y distance between centers
float dz = centerA . z - centerB . z ; // Y distance between centers
float distance = sqrt ( dx * dx + dy * dy + dz * dz ) ; // Distance between centers
if ( distance < = ( radiusA + radiusB ) ) collision = true ;
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return collision ;
}
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// Detect collision between two boxes
// NOTE: Boxes are defined by two points minimum and maximum
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bool CheckCollisionBoxes ( Vector3 minBBox1 , Vector3 maxBBox1 , Vector3 minBBox2 , Vector3 maxBBox2 )
{
bool collision = true ;
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if ( ( maxBBox1 . x > = minBBox2 . x ) & & ( minBBox1 . x < = maxBBox2 . x ) )
{
if ( ( maxBBox1 . y < minBBox2 . y ) | | ( minBBox1 . y > maxBBox2 . y ) ) collision = false ;
if ( ( maxBBox1 . z < minBBox2 . z ) | | ( minBBox1 . z > maxBBox2 . z ) ) collision = false ;
}
else collision = false ;
return collision ;
}
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// Detect collision between box and sphere
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bool CheckCollisionBoxSphere ( Vector3 minBBox , Vector3 maxBBox , Vector3 centerSphere , float radiusSphere )
{
bool collision = false ;
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if ( ( centerSphere . x - minBBox . x > radiusSphere ) & & ( centerSphere . y - minBBox . y > radiusSphere ) & & ( centerSphere . z - minBBox . z > radiusSphere ) & &
( maxBBox . x - centerSphere . x > radiusSphere ) & & ( maxBBox . y - centerSphere . y > radiusSphere ) & & ( maxBBox . z - centerSphere . z > radiusSphere ) )
{
collision = true ;
}
else
{
float dmin = 0 ;
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if ( centerSphere . x - minBBox . x < = radiusSphere ) dmin + = ( centerSphere . x - minBBox . x ) * ( centerSphere . x - minBBox . x ) ;
else if ( maxBBox . x - centerSphere . x < = radiusSphere ) dmin + = ( centerSphere . x - maxBBox . x ) * ( centerSphere . x - maxBBox . x ) ;
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if ( centerSphere . y - minBBox . y < = radiusSphere ) dmin + = ( centerSphere . y - minBBox . y ) * ( centerSphere . y - minBBox . y ) ;
else if ( maxBBox . y - centerSphere . y < = radiusSphere ) dmin + = ( centerSphere . y - maxBBox . y ) * ( centerSphere . y - maxBBox . y ) ;
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if ( centerSphere . z - minBBox . z < = radiusSphere ) dmin + = ( centerSphere . z - minBBox . z ) * ( centerSphere . z - minBBox . z ) ;
else if ( maxBBox . z - centerSphere . z < = radiusSphere ) dmin + = ( centerSphere . z - maxBBox . z ) * ( centerSphere . z - maxBBox . z ) ;
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if ( dmin < = radiusSphere * radiusSphere ) collision = true ;
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}
return collision ;
}
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// TODO: Useful function to check collision area?
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//BoundingBox GetCollisionArea(BoundingBox box1, BoundingBox box2)
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
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Vector3 ResolveCollisionCubicmap ( Image cubicmap , Vector3 mapPosition , Vector3 * playerPosition , float radius )
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{
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Color * cubicmapPixels = GetImageData ( cubicmap ) ;
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// Detect the cell where the player is located
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Vector3 impactDirection = { 0 , 0 , 0 } ;
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int locationCellX = 0 ;
int locationCellY = 0 ;
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locationCellX = floor ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) ;
locationCellY = floor ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) ;
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if ( locationCellX > = 0 & & locationCellY > = 0 & & locationCellX < cubicmap . width & & locationCellY < cubicmap . height )
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{
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// Multiple Axis --------------------------------------------------------------------------------------------
// Axis x-, y-
if ( locationCellX > 0 & & locationCellY > 0 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX - 1 ) ] . r ! = 0 ) & &
( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX ) ] . r ! = 0 ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius ) )
{
playerPosition - > x = locationCellX + mapPosition . x - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
playerPosition - > z = locationCellY + mapPosition . z - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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// Axis x-, y+
if ( locationCellX > 0 & & locationCellY < cubicmap . height - 1 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX - 1 ) ] . r ! = 0 ) & &
( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX ) ] . r ! = 0 ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius ) )
{
playerPosition - > x = locationCellX + mapPosition . x - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
playerPosition - > z = locationCellY + mapPosition . z + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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// Axis x+, y-
if ( locationCellX < cubicmap . width - 1 & & locationCellY > 0 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX + 1 ) ] . r ! = 0 ) & &
( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX ) ] . r ! = 0 ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius ) )
{
playerPosition - > x = locationCellX + mapPosition . x + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
playerPosition - > z = locationCellY + mapPosition . z - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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// Axis x+, y+
if ( locationCellX < cubicmap . width - 1 & & locationCellY < cubicmap . height - 1 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX + 1 ) ] . r ! = 0 ) & &
( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX ) ] . r ! = 0 ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius ) )
{
playerPosition - > x = locationCellX + mapPosition . x + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
playerPosition - > z = locationCellY + mapPosition . z + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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// Single Axis ---------------------------------------------------------------------------------------------------
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// Axis x-
if ( locationCellX > 0 )
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{
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if ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX - 1 ) ] . r ! = 0 )
{
if ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius )
{
playerPosition - > x = locationCellX + mapPosition . x - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 1 , 0 , 0 } ;
}
}
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}
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// Axis x+
if ( locationCellX < cubicmap . width - 1 )
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{
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if ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX + 1 ) ] . r ! = 0 )
{
if ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius )
{
playerPosition - > x = locationCellX + mapPosition . x + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 1 , 0 , 0 } ;
}
}
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}
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// Axis y-
if ( locationCellY > 0 )
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{
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if ( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX ) ] . r ! = 0 )
{
if ( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius )
{
playerPosition - > z = locationCellY + mapPosition . z - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 0 , 0 , 1 } ;
}
}
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}
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// Axis y+
if ( locationCellY < cubicmap . height - 1 )
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{
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if ( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX ) ] . r ! = 0 )
{
if ( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius )
{
playerPosition - > z = locationCellY + mapPosition . z + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
impactDirection = ( Vector3 ) { 0 , 0 , 1 } ;
}
}
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}
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// Diagonals -------------------------------------------------------------------------------------------------------
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// Axis x-, y-
if ( locationCellX > 0 & & locationCellY > 0 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX - 1 ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX - 1 ) ] . r ! = 0 ) )
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{
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if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX ) > ( ( playerPosition - > z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY ) ) playerPosition - > x = locationCellX + mapPosition . x - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
else playerPosition - > z = locationCellY + mapPosition . z - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
// Return ricochet
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius / 3 ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius / 3 ) )
{
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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}
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// Axis x-, y+
if ( locationCellX > 0 & & locationCellY < cubicmap . height - 1 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX - 1 ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX - 1 ) ] . r ! = 0 ) )
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{
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if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX ) > ( 1 - ( ( playerPosition - > z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY ) ) ) playerPosition - > x = locationCellX + mapPosition . x - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
else playerPosition - > z = locationCellY + mapPosition . z + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
// Return ricochet
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX < radius / 3 ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius / 3 ) )
{
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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}
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// Axis x+, y-
if ( locationCellX < cubicmap . width - 1 & & locationCellY > 0 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX + 1 ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY - 1 ) * cubicmap . width + ( locationCellX + 1 ) ] . r ! = 0 ) )
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{
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if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX ) < ( 1 - ( ( playerPosition - > z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY ) ) ) playerPosition - > x = locationCellX + mapPosition . x + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
else playerPosition - > z = locationCellY + mapPosition . z - ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
// Return ricochet
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius / 3 ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY < radius / 3 ) )
{
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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}
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// Axis x+, y+
if ( locationCellX < cubicmap . width - 1 & & locationCellY < cubicmap . height - 1 )
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{
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if ( ( cubicmapPixels [ locationCellY * cubicmap . width + ( locationCellX + 1 ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX ) ] . r = = 0 ) & &
( cubicmapPixels [ ( locationCellY + 1 ) * cubicmap . width + ( locationCellX + 1 ) ] . r ! = 0 ) )
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{
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if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius ) )
{
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX ) < ( ( playerPosition - > z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY ) ) playerPosition - > x = locationCellX + mapPosition . x + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
else playerPosition - > z = locationCellY + mapPosition . z + ( CUBIC_MAP_HALF_BLOCK_SIZE - radius ) ;
// Return ricochet
if ( ( ( playerPosition - > x - mapPosition . x + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellX > 1 - radius / 3 ) & &
( ( playerPosition - > z - mapPosition . z + CUBIC_MAP_HALF_BLOCK_SIZE ) - locationCellY > 1 - radius / 3 ) )
{
impactDirection = ( Vector3 ) { 1 , 0 , 1 } ;
}
}
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}
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}
}
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// Floor collision
if ( playerPosition - > y < = radius )
{
playerPosition - > y = radius + 0.01 ;
impactDirection = ( Vector3 ) { impactDirection . x , 1 , impactDirection . z } ;
}
// Roof collision
else if ( playerPosition - > y > = 1.5 - radius )
{
playerPosition - > y = ( 1.5 - radius ) - 0.01 ;
impactDirection = ( Vector3 ) { impactDirection . x , 1 , impactDirection . z } ;
}
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free ( cubicmapPixels ) ;
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return impactDirection ;
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}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
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// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue ( Color pixel )
2013-11-19 02:38:44 +04:00
{
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return ( ( ( float ) pixel . r + ( float ) pixel . g + ( float ) pixel . b ) / 3 ) ;
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}
// Load OBJ mesh data
static VertexData LoadOBJ ( const char * fileName )
{
VertexData vData ;
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char dataType ;
char comments [ 200 ] ;
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2014-04-19 18:36:49 +04:00
int numVertex = 0 ;
int numNormals = 0 ;
int numTexCoords = 0 ;
int numTriangles = 0 ;
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FILE * objFile ;
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objFile = fopen ( fileName , " rt " ) ;
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if ( objFile = = NULL )
{
TraceLog ( WARNING , " [%s] OBJ file could not be opened " , fileName ) ;
return vData ;
}
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2014-07-23 02:06:24 +04:00
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
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// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
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// NOTE: faces MUST be defined as TRIANGLES, not QUADS
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while ( ! feof ( objFile ) )
{
fscanf ( objFile , " %c " , & dataType ) ;
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switch ( dataType )
{
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case ' # ' : // Comments
case ' o ' : // Object name (One OBJ file can contain multible named meshes)
case ' g ' : // Group name
case ' s ' : // Smoothing level
case ' m ' : // mtllib [external .mtl file name]
case ' u ' : // usemtl [material name]
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{
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fgets ( comments , 200 , objFile ) ;
} break ;
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case ' v ' :
{
fscanf ( objFile , " %c " , & dataType ) ;
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if ( dataType = = ' t ' ) // Read texCoord
{
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numTexCoords + + ;
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fgets ( comments , 200 , objFile ) ;
}
else if ( dataType = = ' n ' ) // Read normals
{
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numNormals + + ;
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fgets ( comments , 200 , objFile ) ;
}
else // Read vertex
{
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numVertex + + ;
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fgets ( comments , 200 , objFile ) ;
}
} break ;
case ' f ' :
{
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numTriangles + + ;
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fgets ( comments , 200 , objFile ) ;
} break ;
default : break ;
}
}
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TraceLog ( DEBUG , " [%s] Model num vertices: %i " , fileName , numVertex ) ;
TraceLog ( DEBUG , " [%s] Model num texcoords: %i " , fileName , numTexCoords ) ;
TraceLog ( DEBUG , " [%s] Model num normals: %i " , fileName , numNormals ) ;
TraceLog ( DEBUG , " [%s] Model num triangles: %i " , fileName , numTriangles ) ;
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// Once we know the number of vertices to store, we create required arrays
Vector3 * midVertices = ( Vector3 * ) malloc ( numVertex * sizeof ( Vector3 ) ) ;
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Vector3 * midNormals = NULL ;
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if ( numNormals > 0 ) midNormals = ( Vector3 * ) malloc ( numNormals * sizeof ( Vector3 ) ) ;
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Vector2 * midTexCoords = NULL ;
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if ( numTexCoords > 0 ) midTexCoords = ( Vector2 * ) malloc ( numTexCoords * sizeof ( Vector2 ) ) ;
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int countVertex = 0 ;
int countNormals = 0 ;
int countTexCoords = 0 ;
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rewind ( objFile ) ; // Return to the beginning of the file, to read again
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// Second reading pass: Get vertex data to fill intermediate arrays
// NOTE: This second pass is required in case of multiple meshes defined in same OBJ
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// TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
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while ( ! feof ( objFile ) )
{
fscanf ( objFile , " %c " , & dataType ) ;
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switch ( dataType )
{
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case ' # ' : case ' o ' : case ' g ' : case ' s ' : case ' m ' : case ' u ' : case ' f ' : fgets ( comments , 200 , objFile ) ; break ;
case ' v ' :
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{
fscanf ( objFile , " %c " , & dataType ) ;
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if ( dataType = = ' t ' ) // Read texCoord
{
float useless = 0 ;
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fscanf ( objFile , " %f %f %f " , & midTexCoords [ countTexCoords ] . x , & midTexCoords [ countTexCoords ] . y , & useless ) ;
countTexCoords + + ;
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fscanf ( objFile , " %c " , & dataType ) ;
}
else if ( dataType = = ' n ' ) // Read normals
{
fscanf ( objFile , " %f %f %f " , & midNormals [ countNormals ] . x , & midNormals [ countNormals ] . y , & midNormals [ countNormals ] . z ) ;
countNormals + + ;
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fscanf ( objFile , " %c " , & dataType ) ;
}
else // Read vertex
{
fscanf ( objFile , " %f %f %f " , & midVertices [ countVertex ] . x , & midVertices [ countVertex ] . y , & midVertices [ countVertex ] . z ) ;
countVertex + + ;
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2014-04-19 18:36:49 +04:00
fscanf ( objFile , " %c " , & dataType ) ;
}
} break ;
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default : break ;
}
}
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// At this point all vertex data (v, vt, vn) has been gathered on midVertices, midTexCoords, midNormals
// Now we can organize that data into our VertexData struct
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vData . vertexCount = numTriangles * 3 ;
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// Additional arrays to store vertex data as floats
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vData . vertices = ( float * ) malloc ( vData . vertexCount * 3 * sizeof ( float ) ) ;
vData . texcoords = ( float * ) malloc ( vData . vertexCount * 2 * sizeof ( float ) ) ;
vData . normals = ( float * ) malloc ( vData . vertexCount * 3 * sizeof ( float ) ) ;
vData . colors = ( unsigned char * ) malloc ( vData . vertexCount * 4 * sizeof ( unsigned char ) ) ;
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int vCounter = 0 ; // Used to count vertices float by float
int tcCounter = 0 ; // Used to count texcoords float by float
int nCounter = 0 ; // Used to count normals float by float
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int vNum [ 3 ] , vtNum [ 3 ] , vnNum [ 3 ] ; // Used to store triangle indices for v, vt, vn
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rewind ( objFile ) ; // Return to the beginning of the file, to read again
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if ( numNormals = = 0 ) TraceLog ( INFO , " [%s] No normals data on OBJ, normals will be generated from faces data " , fileName ) ;
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// Third reading pass: Get faces (triangles) data and fill VertexArray
while ( ! feof ( objFile ) )
{
fscanf ( objFile , " %c " , & dataType ) ;
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switch ( dataType )
{
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case ' # ' : case ' o ' : case ' g ' : case ' s ' : case ' m ' : case ' u ' : case ' v ' : fgets ( comments , 200 , objFile ) ; break ;
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case ' f ' :
{
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// NOTE: It could be that OBJ does not have normals or texcoords defined!
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2014-07-23 02:06:24 +04:00
if ( ( numNormals = = 0 ) & & ( numTexCoords = = 0 ) ) fscanf ( objFile , " %i %i %i " , & vNum [ 0 ] , & vNum [ 1 ] , & vNum [ 2 ] ) ;
else if ( numNormals = = 0 ) fscanf ( objFile , " %i/%i %i/%i %i/%i " , & vNum [ 0 ] , & vtNum [ 0 ] , & vNum [ 1 ] , & vtNum [ 1 ] , & vNum [ 2 ] , & vtNum [ 2 ] ) ;
else fscanf ( objFile , " %i/%i/%i %i/%i/%i %i/%i/%i " , & vNum [ 0 ] , & vtNum [ 0 ] , & vnNum [ 0 ] , & vNum [ 1 ] , & vtNum [ 1 ] , & vnNum [ 1 ] , & vNum [ 2 ] , & vtNum [ 2 ] , & vnNum [ 2 ] ) ;
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vData . vertices [ vCounter ] = midVertices [ vNum [ 0 ] - 1 ] . x ;
vData . vertices [ vCounter + 1 ] = midVertices [ vNum [ 0 ] - 1 ] . y ;
vData . vertices [ vCounter + 2 ] = midVertices [ vNum [ 0 ] - 1 ] . z ;
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vCounter + = 3 ;
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vData . vertices [ vCounter ] = midVertices [ vNum [ 1 ] - 1 ] . x ;
vData . vertices [ vCounter + 1 ] = midVertices [ vNum [ 1 ] - 1 ] . y ;
vData . vertices [ vCounter + 2 ] = midVertices [ vNum [ 1 ] - 1 ] . z ;
vCounter + = 3 ;
vData . vertices [ vCounter ] = midVertices [ vNum [ 2 ] - 1 ] . x ;
vData . vertices [ vCounter + 1 ] = midVertices [ vNum [ 2 ] - 1 ] . y ;
vData . vertices [ vCounter + 2 ] = midVertices [ vNum [ 2 ] - 1 ] . z ;
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vCounter + = 3 ;
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if ( numNormals > 0 )
{
vData . normals [ nCounter ] = midNormals [ vnNum [ 0 ] - 1 ] . x ;
vData . normals [ nCounter + 1 ] = midNormals [ vnNum [ 0 ] - 1 ] . y ;
vData . normals [ nCounter + 2 ] = midNormals [ vnNum [ 0 ] - 1 ] . z ;
nCounter + = 3 ;
vData . normals [ nCounter ] = midNormals [ vnNum [ 1 ] - 1 ] . x ;
vData . normals [ nCounter + 1 ] = midNormals [ vnNum [ 1 ] - 1 ] . y ;
vData . normals [ nCounter + 2 ] = midNormals [ vnNum [ 1 ] - 1 ] . z ;
nCounter + = 3 ;
vData . normals [ nCounter ] = midNormals [ vnNum [ 2 ] - 1 ] . x ;
vData . normals [ nCounter + 1 ] = midNormals [ vnNum [ 2 ] - 1 ] . y ;
vData . normals [ nCounter + 2 ] = midNormals [ vnNum [ 2 ] - 1 ] . z ;
nCounter + = 3 ;
}
else
{
// If normals not defined, they are calculated from the 3 vertices [N = (V2 - V1) x (V3 - V1)]
Vector3 norm = VectorCrossProduct ( VectorSubtract ( midVertices [ vNum [ 1 ] - 1 ] , midVertices [ vNum [ 0 ] - 1 ] ) , VectorSubtract ( midVertices [ vNum [ 2 ] - 1 ] , midVertices [ vNum [ 0 ] - 1 ] ) ) ;
VectorNormalize ( & norm ) ;
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vData . normals [ nCounter ] = norm . x ;
vData . normals [ nCounter + 1 ] = norm . y ;
vData . normals [ nCounter + 2 ] = norm . z ;
nCounter + = 3 ;
vData . normals [ nCounter ] = norm . x ;
vData . normals [ nCounter + 1 ] = norm . y ;
vData . normals [ nCounter + 2 ] = norm . z ;
nCounter + = 3 ;
vData . normals [ nCounter ] = norm . x ;
vData . normals [ nCounter + 1 ] = norm . y ;
vData . normals [ nCounter + 2 ] = norm . z ;
nCounter + = 3 ;
}
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if ( numTexCoords > 0 )
{
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// NOTE: If using negative texture coordinates with a texture filter of GL_CLAMP_TO_EDGE doesn't work!
// NOTE: Texture coordinates are Y flipped upside-down
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vData . texcoords [ tcCounter ] = midTexCoords [ vtNum [ 0 ] - 1 ] . x ;
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vData . texcoords [ tcCounter + 1 ] = 1.0f - midTexCoords [ vtNum [ 0 ] - 1 ] . y ;
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tcCounter + = 2 ;
vData . texcoords [ tcCounter ] = midTexCoords [ vtNum [ 1 ] - 1 ] . x ;
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vData . texcoords [ tcCounter + 1 ] = 1.0f - midTexCoords [ vtNum [ 1 ] - 1 ] . y ;
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tcCounter + = 2 ;
vData . texcoords [ tcCounter ] = midTexCoords [ vtNum [ 2 ] - 1 ] . x ;
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vData . texcoords [ tcCounter + 1 ] = 1.0f - midTexCoords [ vtNum [ 2 ] - 1 ] . y ;
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tcCounter + = 2 ;
}
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} break ;
default : break ;
}
}
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fclose ( objFile ) ;
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// Security check, just in case no normals or no texcoords defined in OBJ
if ( numTexCoords = = 0 ) for ( int i = 0 ; i < ( 2 * vData . vertexCount ) ; i + + ) vData . texcoords [ i ] = 0.0f ;
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// NOTE: We set all vertex colors to white
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for ( int i = 0 ; i < ( 4 * vData . vertexCount ) ; i + + ) vData . colors [ i ] = 255 ;
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// Now we can free temp mid* arrays
free ( midVertices ) ;
free ( midNormals ) ;
free ( midTexCoords ) ;
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
TraceLog ( INFO , " [%s] Model loaded successfully in RAM (CPU) " , fileName ) ;
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return vData ;
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}