diff --git a/src/models.c b/src/models.c index f3a168c9..63d227e3 100644 --- a/src/models.c +++ b/src/models.c @@ -2083,6 +2083,18 @@ BoundingBox CalculateBoundingBox(Mesh mesh) return box; } +// Compute provided mesh tangents +void MeshTangents(Mesh *mesh) +{ + // TODO: Calculate mesh tangents +} + +// Compute provided mesh binormals +void MeshBinormals(Mesh *mesh) +{ + // TODO: Calculate mesh binormals +} + //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- @@ -2324,84 +2336,6 @@ static Mesh LoadOBJ(const char *fileName) fclose(objFile); - // Security check, just in case no normals or no texcoords defined in OBJ - if (texcoordCount == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f; - else - { - // Attempt to calculate mesh tangents and binormals using positions and texture coordinates - mesh.tangents = (float *)malloc(mesh.vertexCount*4*sizeof(float)); - // mesh.binormals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); - - int vCount = 0; - int uvCount = 0; - while (vCount < mesh.vertexCount*4) - { - // Calculate mesh vertex positions as Vector3 - Vector3 v0 = { mesh.vertices[vCount], mesh.vertices[vCount + 1], mesh.vertices[vCount + 2] }; - Vector3 v1 = { mesh.vertices[vCount + 3], mesh.vertices[vCount + 4], mesh.vertices[vCount + 5] }; - Vector3 v2 = { mesh.vertices[vCount + 6], mesh.vertices[vCount + 7], mesh.vertices[vCount + 8] }; - - // Calculate mesh texture coordinates as Vector2 - Vector2 uv0 = { mesh.texcoords[uvCount + 0], mesh.texcoords[uvCount + 1] }; - Vector2 uv1 = { mesh.texcoords[uvCount + 2], mesh.texcoords[uvCount + 3] }; - Vector2 uv2 = { mesh.texcoords[uvCount + 4], mesh.texcoords[uvCount + 5] }; - - // Calculate edges of the triangle (position delta) - Vector3 deltaPos1 = Vector3Subtract(v1, v0); - Vector3 deltaPos2 = Vector3Subtract(v2, v0); - - // UV delta - Vector2 deltaUV1 = { uv1.x - uv0.x, uv1.y - uv0.y }; - Vector2 deltaUV2 = { uv2.x - uv0.x, uv2.y - uv0.y }; - - float r = 1.0f/(deltaUV1.x*deltaUV2.y - deltaUV1.y*deltaUV2.x); - Vector3 t1 = { deltaPos1.x*deltaUV2.y, deltaPos1.y*deltaUV2.y, deltaPos1.z*deltaUV2.y }; - Vector3 t2 = { deltaPos2.x*deltaUV1.y, deltaPos2.y*deltaUV1.y, deltaPos2.z*deltaUV1.y }; - // Vector3 b1 = { deltaPos2.x*deltaUV1.x, deltaPos2.y*deltaUV1.x, deltaPos2.z*deltaUV1.x }; - // Vector3 b2 = { deltaPos1.x*deltaUV2.x, deltaPos1.y*deltaUV2.x, deltaPos1.z*deltaUV2.x }; - - // Calculate vertex tangent - Vector3 tangent = Vector3Subtract(t1, t2); - Vector3Scale(&tangent, r); - - // TODO: Calculate tangent 4th component - - // Apply calculated tangents data to mesh struct - mesh.tangents[vCount + 0] = tangent.x; - mesh.tangents[vCount + 1] = tangent.y; - mesh.tangents[vCount + 2] = tangent.z; - mesh.tangents[vCount + 3] = 0.0f; - mesh.tangents[vCount + 4] = tangent.x; - mesh.tangents[vCount + 5] = tangent.y; - mesh.tangents[vCount + 6] = tangent.z; - mesh.tangents[vCount + 7] = 0.0f; - mesh.tangents[vCount + 8] = tangent.x; - mesh.tangents[vCount + 9] = tangent.y; - mesh.tangents[vCount + 10] = tangent.z; - mesh.tangents[vCount + 11] = 0.0f; - - // TODO: add binormals to mesh struct and assign buffers id and locations properly - /* // Calculate vertex binormal - Vector3 binormal = Vector3Subtract(b1, b2); - Vector3Scale(&binormal, r); - - // Apply calculated binormals data to mesh struct - mesh.binormals[vCount + 0] = binormal.x; - mesh.binormals[vCount + 1] = binormal.y; - mesh.binormals[vCount + 2] = binormal.z; - mesh.binormals[vCount + 3] = binormal.x; - mesh.binormals[vCount + 4] = binormal.y; - mesh.binormals[vCount + 5] = binormal.z; - mesh.binormals[vCount + 6] = binormal.x; - mesh.binormals[vCount + 7] = binormal.y; - mesh.binormals[vCount + 8] = binormal.z; */ - - // Update vertex position and texture coordinates counters - vCount += 12; - uvCount += 6; - } - } - // Now we can free temp mid* arrays free(midVertices); free(midNormals);