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-rw-r--r--src/models.c95
1 files changed, 88 insertions, 7 deletions
diff --git a/src/models.c b/src/models.c
index 4793ee0a..afeee0fc 100644
--- a/src/models.c
+++ b/src/models.c
@@ -36,9 +36,8 @@
*
**********************************************************************************************/
-#include "config.h"
-
-#include "raylib.h"
+#include "config.h" // Defines module configuration flags
+#include "raylib.h" // Declares module functions
#include "utils.h" // Required for: fopen() Android mapping
@@ -2119,16 +2118,98 @@ BoundingBox MeshBoundingBox(Mesh mesh)
return box;
}
-// Compute mesh tangents
+// Compute mesh tangents
+// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
+// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void MeshTangents(Mesh *mesh)
{
- // TODO: Compute mesh tangents
+ if (mesh->tangents == NULL) mesh->tangents = (float *)malloc(mesh->vertexCount*4*sizeof(float));
+ else TraceLog(LOG_WARNING, "Mesh tangents already exist");
+
+ Vector3 *tan1 = (Vector3 *)malloc(mesh->vertexCount*sizeof(Vector3));
+ Vector3 *tan2 = (Vector3 *)malloc(mesh->vertexCount*sizeof(Vector3));
+
+ for (int i = 0; i < mesh->vertexCount; i += 3)
+ {
+ // Get triangle vertices
+ Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] };
+ Vector3 v2 = { mesh->vertices[(i + 1)*3 + 0], mesh->vertices[(i + 1)*3 + 1], mesh->vertices[(i + 1)*3 + 2] };
+ Vector3 v3 = { mesh->vertices[(i + 2)*3 + 0], mesh->vertices[(i + 2)*3 + 1], mesh->vertices[(i + 2)*3 + 2] };
+
+ // Get triangle texcoords
+ Vector2 uv1 = { mesh->texcoords[(i + 0)*2 + 0], mesh->texcoords[(i + 0)*2 + 1] };
+ Vector2 uv2 = { mesh->texcoords[(i + 1)*2 + 0], mesh->texcoords[(i + 1)*2 + 1] };
+ Vector2 uv3 = { mesh->texcoords[(i + 2)*2 + 0], mesh->texcoords[(i + 2)*2 + 1] };
+
+ float x1 = v2.x - v1.x;
+ float y1 = v2.y - v1.y;
+ float z1 = v2.z - v1.z;
+ float x2 = v3.x - v1.x;
+ float y2 = v3.y - v1.y;
+ float z2 = v3.z - v1.z;
+
+ float s1 = uv2.x - uv1.x;
+ float t1 = uv2.y - uv1.y;
+ float s2 = uv3.x - uv1.x;
+ float t2 = uv3.y - uv1.y;
+
+ float div = s1*t2 - s2*t1;
+ float r = (div == 0.0f) ? 0.0f : 1.0f/div;
+
+ Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r };
+ Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r };
+
+ tan1[i + 0] = sdir;
+ tan1[i + 1] = sdir;
+ tan1[i + 2] = sdir;
+
+ tan2[i + 0] = tdir;
+ tan2[i + 1] = tdir;
+ tan2[i + 2] = tdir;
+ }
+
+ // Compute tangents considering normals
+ for (int i = 0; i < mesh->vertexCount; ++i)
+ {
+ Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
+ Vector3 tangent = tan1[i];
+
+ // TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
+ #if defined(COMPUTE_TANGENTS_METHOD_01)
+ Vector3 tmp = Vector3Subtract(tangent, Vector3Multiply(normal, Vector3DotProduct(normal, tangent)));
+ tmp = Vector3Normalize(tmp);
+ mesh->tangents[i*4 + 0] = tmp.x;
+ mesh->tangents[i*4 + 1] = tmp.y;
+ mesh->tangents[i*4 + 2] = tmp.z;
+ mesh->tangents[i*4 + 3] = 1.0f;
+ #else
+ Vector3OrthoNormalize(&normal, &tangent);
+ mesh->tangents[i*4 + 0] = tangent.x;
+ mesh->tangents[i*4 + 1] = tangent.y;
+ mesh->tangents[i*4 + 2] = tangent.z;
+ mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
+ #endif
+ }
+
+ free(tan1);
+ free(tan2);
+
+ TraceLog(LOG_INFO, "Tangents computed for mesh");
}
-// Compute mesh binormals
+// Compute mesh binormals (aka bitangent)
void MeshBinormals(Mesh *mesh)
{
- // TODO: Compute mesh binormals
+ for (int i = 0; i < mesh->vertexCount; i++)
+ {
+ Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
+ Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
+ float tangentW = mesh->tangents[i*4 + 3];
+
+ Vector3 binormal = Vector3Multiply(Vector3CrossProduct(normal, tangent), tangentW);
+
+ // TODO: Register computed binormal in mesh->binormal ?
+ }
}
//----------------------------------------------------------------------------------