ADDED: GenMeshPoly()

To generate 2D polygonal shape
This commit is contained in:
Ray 2018-12-15 23:31:56 +01:00
parent 4008a075a8
commit 7d81e673ed
2 changed files with 65 additions and 1 deletions

View File

@ -11,7 +11,7 @@
#include "raylib.h"
#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
#define NUM_MODELS 8 // We generate 8 parametric 3d shapes
int main()
{
@ -36,6 +36,7 @@ int main()
models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
@ -93,6 +94,7 @@ int main()
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
default: break;
}

View File

@ -715,6 +715,68 @@ void ExportMesh(Mesh mesh, const char *fileName)
}
#if defined(SUPPORT_MESH_GENERATION)
// Generate polygonal mesh
Mesh GenMeshPoly(int sides, float radius)
{
Mesh mesh = { 0 };
int vertexCount = sides*3;
// Vertices definition
Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3)
{
vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f };
vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius };
vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius };
}
// Normals definition
Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
// TexCoords definition
Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2));
for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f };
mesh.vertexCount = vertexCount;
mesh.triangleCount = sides;
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
// Mesh vertices position array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.vertices[3*i] = vertices[i].x;
mesh.vertices[3*i + 1] = vertices[i].y;
mesh.vertices[3*i + 2] = vertices[i].z;
}
// Mesh texcoords array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.texcoords[2*i] = texcoords[i].x;
mesh.texcoords[2*i + 1] = texcoords[i].y;
}
// Mesh normals array
for (int i = 0; i < mesh.vertexCount; i++)
{
mesh.normals[3*i] = normals[i].x;
mesh.normals[3*i + 1] = normals[i].y;
mesh.normals[3*i + 2] = normals[i].z;
}
free(vertices);
free(normals);
free(texcoords);
// Upload vertex data to GPU (static mesh)
rlLoadMesh(&mesh, false);
return mesh;
}
// Generate plane mesh (with subdivisions)
Mesh GenMeshPlane(float width, float length, int resX, int resZ)
{