ADDED: GenMeshPoly()
To generate 2D polygonal shape
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@ -11,7 +11,7 @@
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#include "raylib.h"
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#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
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#define NUM_MODELS 8 // We generate 8 parametric 3d shapes
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int main()
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{
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@ -36,6 +36,7 @@ int main()
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models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
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models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
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@ -93,6 +94,7 @@ int main()
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case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
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case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
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case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
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case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
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default: break;
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}
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62
src/models.c
62
src/models.c
@ -715,6 +715,68 @@ void ExportMesh(Mesh mesh, const char *fileName)
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}
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#if defined(SUPPORT_MESH_GENERATION)
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// Generate polygonal mesh
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Mesh GenMeshPoly(int sides, float radius)
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{
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Mesh mesh = { 0 };
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int vertexCount = sides*3;
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// Vertices definition
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Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
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for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3)
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{
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vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f };
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vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius };
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vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius };
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}
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// Normals definition
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Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
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for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
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// TexCoords definition
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Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2));
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for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f };
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mesh.vertexCount = vertexCount;
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mesh.triangleCount = sides;
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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// Mesh vertices position array
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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mesh.vertices[3*i] = vertices[i].x;
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mesh.vertices[3*i + 1] = vertices[i].y;
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mesh.vertices[3*i + 2] = vertices[i].z;
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}
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// Mesh texcoords array
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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mesh.texcoords[2*i] = texcoords[i].x;
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mesh.texcoords[2*i + 1] = texcoords[i].y;
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}
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// Mesh normals array
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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mesh.normals[3*i] = normals[i].x;
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mesh.normals[3*i + 1] = normals[i].y;
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mesh.normals[3*i + 2] = normals[i].z;
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}
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free(vertices);
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free(normals);
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free(texcoords);
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate plane mesh (with subdivisions)
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Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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{
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