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authorvictorfisac <[email protected]>2018-03-10 19:10:37 +0100
committervictorfisac <[email protected]>2018-03-10 19:10:37 +0100
commit8f1d6f38506ff6449866913c6d88b0f25ca2d8f4 (patch)
tree659719ef12dbdedd9a51c85af0e43ac327c84b40 /src/models.c
parentdd50348b4dffe59be03538bdbaf2a3d084426e1f (diff)
parentdf50eada531b54d6771eff81cbe140f9453d54d9 (diff)
downloadraylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.tar.gz
raylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.zip
Merge branch 'master' of github.com:raysan5/raylib into fork/master
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c508
1 files changed, 423 insertions, 85 deletions
diff --git a/src/models.c b/src/models.c
index 315b51d4..8e9a6586 100644
--- a/src/models.c
+++ b/src/models.c
@@ -10,10 +10,14 @@
* #define SUPPORT_FILEFORMAT_MTL
* Selected desired fileformats to be supported for loading.
*
+* #define SUPPORT_MESH_GENERATION
+* Support procedural mesh generation functions, uses external par_shapes.h library
+* NOTE: Some generated meshes DO NOT include generated texture coordinates
+*
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -36,13 +40,12 @@
//-------------------------------------------------
#define SUPPORT_FILEFORMAT_OBJ
#define SUPPORT_FILEFORMAT_MTL
+#define SUPPORT_MESH_GENERATION
//-------------------------------------------------
#include "raylib.h"
-#if defined(PLATFORM_ANDROID)
- #include "utils.h" // Android fopen function map
-#endif
+#include "utils.h" // Required for: fopen() Android mapping
#include <stdio.h> // Required for: FILE, fopen(), fclose(), fscanf(), feof(), rewind(), fgets()
#include <stdlib.h> // Required for: malloc(), free()
@@ -51,6 +54,9 @@
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
+#define PAR_SHAPES_IMPLEMENTATION
+#include "external/par_shapes.h" // Shapes 3d parametric generation
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -644,12 +650,147 @@ void UnloadMesh(Mesh *mesh)
rlUnloadMesh(mesh);
}
+#if defined(SUPPORT_MESH_GENERATION)
+// Generate plane mesh (with subdivisions)
+Mesh GenMeshPlane(float width, float length, int resX, int resZ)
+{
+ Mesh mesh = { 0 };
+
+#define CUSTOM_MESH_GEN_PLANE
+#if defined(CUSTOM_MESH_GEN_PLANE)
+ resX++;
+ resZ++;
+
+ // Vertices definition
+ int vertexCount = resX*resZ*6; // 6 vertex by quad
+
+ Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
+ for (int z = 0; z < resZ; z++)
+ {
+ // [-length/2, length/2]
+ float zPos = ((float)z/(resZ - 1) - 0.5f)*length;
+ for (int x = 0; x < resX; x++)
+ {
+ // [-width/2, width/2]
+ float xPos = ((float)x/(resX - 1) - 0.5f)*width;
+ vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos };
+ }
+ }
+
+ // 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 v = 0; v < resZ; v++)
+ {
+ for (int u = 0; u < resX; u++)
+ {
+ texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) };
+ }
+ }
+
+ // Triangles definition (indices)
+ int numFaces = (resX - 1)*(resZ - 1);
+ int *triangles = (int *)malloc(numFaces*6*sizeof(int));
+ int t = 0;
+ for (int face = 0; face < numFaces; face++)
+ {
+ // Retrieve lower left corner from face ind
+ int i = face % (resX - 1) + (face/(resZ - 1)*resX);
+
+ triangles[t++] = i + resX;
+ triangles[t++] = i + 1;
+ triangles[t++] = i;
+
+ triangles[t++] = i + resX;
+ triangles[t++] = i + resX + 1;
+ triangles[t++] = i + 1;
+ }
+
+ mesh.vertexCount = vertexCount;
+ mesh.triangleCount = numFaces*2;
+ 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.indices = (unsigned short *)malloc(mesh.triangleCount*3*sizeof(unsigned short));
+
+ // 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;
+ }
+
+ // Mesh indices array initialization
+ for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
+
+ free(vertices);
+ free(normals);
+ free(texcoords);
+ free(triangles);
+
+#else // Use par_shapes library to generate plane mesh
+
+ par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!
+ par_shapes_scale(plane, width, length, 1.0f);
+ par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 });
+ par_shapes_translate(plane, -width/2, 0.0f, length/2);
+
+ mesh.vertices = (float *)malloc(plane->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(plane->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(plane->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = plane->ntriangles*3;
+ mesh.triangleCount = plane->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = plane->points[plane->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = plane->normals[plane->triangles[k]*3];
+ mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(plane);
+#endif
+
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+
+ return mesh;
+}
+
// Generated cuboid mesh
-// NOTE: Vertex data is uploaded to GPU
Mesh GenMeshCube(float width, float height, float length)
{
Mesh mesh = { 0 };
+#define CUSTOM_MESH_GEN_CUBE
+#if defined(CUSTOM_MESH_GEN_CUBE)
float vertices[] = {
-width/2, -height/2, length/2,
width/2, -height/2, length/2,
@@ -760,6 +901,264 @@ Mesh GenMeshCube(float width, float height, float length)
mesh.vertexCount = 24;
mesh.triangleCount = 12;
+#else // Use par_shapes library to generate cube mesh
+/*
+// Platonic solids:
+par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
+par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
+par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond)
+par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
+par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
+*/
+ // Platonic solid generation: cube (6 sides)
+ // NOTE: No normals/texcoords generated by default
+ par_shapes_mesh *cube = par_shapes_create_cube();
+ cube->tcoords = PAR_MALLOC(float, 2*cube->npoints);
+ for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f;
+ par_shapes_scale(cube, width, height, length);
+ par_shapes_translate(cube, -width/2, 0.0f, -length/2);
+ par_shapes_compute_normals(cube);
+
+ mesh.vertices = (float *)malloc(cube->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(cube->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(cube->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = cube->ntriangles*3;
+ mesh.triangleCount = cube->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = cube->points[cube->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = cube->points[cube->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = cube->points[cube->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = cube->normals[cube->triangles[k]*3];
+ mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(cube);
+#endif
+
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
+{
+ Mesh mesh = { 0 };
+
+ par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
+ par_shapes_scale(sphere, radius, radius, radius);
+ // NOTE: Soft normals are computed internally
+
+ mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = sphere->ntriangles*3;
+ mesh.triangleCount = sphere->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
+ mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(sphere);
+
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate hemi-sphere mesh (half sphere, no bottom cap)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
+{
+ Mesh mesh = { 0 };
+
+ par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
+ par_shapes_scale(sphere, radius, radius, radius);
+ // NOTE: Soft normals are computed internally
+
+ mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = sphere->ntriangles*3;
+ mesh.triangleCount = sphere->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
+ mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(sphere);
+
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate cylinder mesh
+Mesh GenMeshCylinder(float radius, float height, int slices)
+{
+ Mesh mesh = { 0 };
+
+ // Instance a cylinder that sits on the Z=0 plane using the given tessellation
+ // levels across the UV domain. Think of "slices" like a number of pizza
+ // slices, and "stacks" like a number of stacked rings.
+ // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
+ par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
+ par_shapes_scale(cylinder, radius, radius, height);
+ par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
+
+ // Generate an orientable disk shape (top cap)
+ par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
+ capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
+ for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
+ par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
+ par_shapes_translate(capTop, 0, height, 0);
+
+ // Generate an orientable disk shape (bottom cap)
+ par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
+ capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
+ for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
+ par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
+
+ par_shapes_merge_and_free(cylinder, capTop);
+ par_shapes_merge_and_free(cylinder, capBottom);
+
+ mesh.vertices = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(cylinder->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = cylinder->ntriangles*3;
+ mesh.triangleCount = cylinder->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
+ mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(cylinder);
+
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate torus mesh
+Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
+{
+ Mesh mesh = { 0 };
+
+ if (radius > 1.0f) radius = 1.0f;
+ else if (radius < 0.1f) radius = 0.1f;
+
+ // Create a donut that sits on the Z=0 plane with the specified inner radius
+ // The outer radius can be controlled with par_shapes_scale
+ par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
+ par_shapes_scale(torus, size/2, size/2, size/2);
+
+ mesh.vertices = (float *)malloc(torus->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(torus->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(torus->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = torus->ntriangles*3;
+ mesh.triangleCount = torus->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
+ mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(torus);
+
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate trefoil knot mesh
+Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
+{
+ Mesh mesh = { 0 };
+
+ if (radius > 3.0f) radius = 3.0f;
+ else if (radius < 0.5f) radius = 0.5f;
+
+ par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
+ par_shapes_scale(knot, size, size, size);
+
+ mesh.vertices = (float *)malloc(knot->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)malloc(knot->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)malloc(knot->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = knot->ntriangles*3;
+ mesh.triangleCount = knot->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
+
+ mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
+ mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
+
+ mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
+ }
+
+ par_shapes_free_mesh(knot);
+
// Upload vertex data to GPU (static mesh)
rlLoadMesh(&mesh, false);
@@ -1234,6 +1633,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
return mesh;
}
+#endif // SUPPORT_MESH_GENERATION
// Load material data (from file)
Material LoadMaterial(const char *fileName)
@@ -1271,14 +1671,13 @@ Material LoadMaterialDefault(void)
// Unload material from memory
void UnloadMaterial(Material material)
{
- // Unload material shader
- UnloadShader(material.shader);
+ // Unload material shader (avoid unloading default shader, managed by raylib)
+ if (material.shader.id != GetShaderDefault().id) UnloadShader(material.shader);
- // Unload loaded texture maps
+ // Unload loaded texture maps (avoid unloading default texture, managed by raylib)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
- // NOTE: We already check for (tex.id > 0) inside function
- rlDeleteTextures(material.maps[i].texture.id);
+ if (material.maps[i].texture.id != GetTextureDefault().id) rlDeleteTextures(material.maps[i].texture.id);
}
}
@@ -1656,9 +2055,9 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
return result;
}
-// Calculate mesh bounding box limits
+// Compute mesh bounding box limits
// NOTE: minVertex and maxVertex should be transformed by model transform matrix
-BoundingBox CalculateBoundingBox(Mesh mesh)
+BoundingBox MeshBoundingBox(Mesh mesh)
{
// Get min and max vertex to construct bounds (AABB)
Vector3 minVertex = { 0 };
@@ -1684,6 +2083,18 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
return box;
}
+// Compute mesh tangents
+void MeshTangents(Mesh *mesh)
+{
+ // TODO: Compute mesh tangents
+}
+
+// Compute mesh binormals
+void MeshBinormals(Mesh *mesh)
+{
+ // TODO: Compute mesh binormals
+}
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -1925,79 +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*3*sizeof(float));
- // mesh.binormals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
-
- int vCount = 0;
- int uvCount = 0;
- while (vCount < mesh.vertexCount*3)
- {
- // 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);
-
- // 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] = tangent.x;
- mesh.tangents[vCount + 4] = tangent.y;
- mesh.tangents[vCount + 5] = tangent.z;
- mesh.tangents[vCount + 6] = tangent.x;
- mesh.tangents[vCount + 7] = tangent.y;
- mesh.tangents[vCount + 8] = tangent.z;
-
- // 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 += 9;
- uvCount += 6;
- }
- }
-
// Now we can free temp mid* arrays
free(midVertices);
free(midNormals);