--- /dev/null
+/**********************************************************************************************
+*
+* raylib.models - Basic functions to deal with 3d shapes and 3d models
+*
+* CONFIGURATION:
+*
+* #define SUPPORT_FILEFORMAT_OBJ
+* #define SUPPORT_FILEFORMAT_MTL
+* #define SUPPORT_FILEFORMAT_IQM
+* #define SUPPORT_FILEFORMAT_GLTF
+* Selected desired fileformats to be supported for model data 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) 2013-2021 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.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h" // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+ #include "config.h" // Defines module configuration flags
+#endif
+
+#include "utils.h" // Required for: LoadFileData(), LoadFileText(), SaveFileText()
+
+#include <stdio.h> // Required for: sprintf()
+#include <stdlib.h> // Required for: malloc(), free()
+#include <string.h> // Required for: memcmp(), strlen()
+#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
+
+#if defined(_WIN32)
+ #include <direct.h> // Required for: _chdir() [Used in LoadOBJ()]
+ #define CHDIR _chdir
+#else
+ #include <unistd.h> // Required for: chdir() (POSIX) [Used in LoadOBJ()]
+ #define CHDIR chdir
+#endif
+
+#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
+
+#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
+ #define TINYOBJ_MALLOC RL_MALLOC
+ #define TINYOBJ_CALLOC RL_CALLOC
+ #define TINYOBJ_REALLOC RL_REALLOC
+ #define TINYOBJ_FREE RL_FREE
+
+ #define TINYOBJ_LOADER_C_IMPLEMENTATION
+ #include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading
+#endif
+
+#if defined(SUPPORT_FILEFORMAT_GLTF)
+ #define CGLTF_MALLOC RL_MALLOC
+ #define CGLTF_FREE RL_FREE
+
+ #define CGLTF_IMPLEMENTATION
+ #include "external/cgltf.h" // glTF file format loading
+ #include "external/stb_image.h" // glTF texture images loading
+#endif
+
+#if defined(SUPPORT_MESH_GENERATION)
+ #define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
+ #define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
+ #define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
+ #define PAR_FREE RL_FREE
+
+ #define PAR_SHAPES_IMPLEMENTATION
+ #include "external/par_shapes.h" // Shapes 3d parametric generation
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(SUPPORT_FILEFORMAT_OBJ)
+static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
+#endif
+#if defined(SUPPORT_FILEFORMAT_IQM)
+static Model LoadIQM(const char *fileName); // Load IQM mesh data
+static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCount); // Load IQM animation data
+#endif
+#if defined(SUPPORT_FILEFORMAT_GLTF)
+static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
+static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
+static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, int primitiveIndex);
+static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex);
+static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex);
+static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data);
+static void InitGLTFBones(Model* model, const cgltf_data* data);
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Draw a line in 3D world space
+void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
+{
+ // WARNING: Be careful with internal buffer vertex alignment
+ // when using RL_LINES or RL_TRIANGLES, data is aligned to fit
+ // lines-triangles-quads in the same indexed buffers!!!
+ rlCheckRenderBatchLimit(8);
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(startPos.x, startPos.y, startPos.z);
+ rlVertex3f(endPos.x, endPos.y, endPos.z);
+ rlEnd();
+}
+
+// Draw a point in 3D space, actually a small line
+void DrawPoint3D(Vector3 position, Color color)
+{
+ rlCheckRenderBatchLimit(8);
+
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(0.0f, 0.0f, 0.0f);
+ rlVertex3f(0.0f, 0.0f, 0.1f);
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a circle in 3D world space
+void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
+{
+ rlCheckRenderBatchLimit(2*36);
+
+ rlPushMatrix();
+ rlTranslatef(center.x, center.y, center.z);
+ rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
+
+ rlBegin(RL_LINES);
+ for (int i = 0; i < 360; i += 10)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex3f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius, 0.0f);
+ rlVertex3f(sinf(DEG2RAD*(i + 10))*radius, cosf(DEG2RAD*(i + 10))*radius, 0.0f);
+ }
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a color-filled triangle (vertex in counter-clockwise order!)
+void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
+{
+ rlCheckRenderBatchLimit(3);
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(v1.x, v1.y, v1.z);
+ rlVertex3f(v2.x, v2.y, v2.z);
+ rlVertex3f(v3.x, v3.y, v3.z);
+ rlEnd();
+}
+
+// Draw a triangle strip defined by points
+void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color)
+{
+ if (pointsCount >= 3)
+ {
+ rlCheckRenderBatchLimit(3*(pointsCount - 2));
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 2; i < pointsCount; i++)
+ {
+ if ((i%2) == 0)
+ {
+ rlVertex3f(points[i].x, points[i].y, points[i].z);
+ rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z);
+ rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z);
+ }
+ else
+ {
+ rlVertex3f(points[i].x, points[i].y, points[i].z);
+ rlVertex3f(points[i - 1].x, points[i - 1].y, points[i - 1].z);
+ rlVertex3f(points[i - 2].x, points[i - 2].y, points[i - 2].z);
+ }
+ }
+ rlEnd();
+ }
+}
+
+// Draw cube
+// NOTE: Cube position is the center position
+void DrawCube(Vector3 position, float width, float height, float length, Color color)
+{
+ float x = 0.0f;
+ float y = 0.0f;
+ float z = 0.0f;
+
+ rlCheckRenderBatchLimit(36);
+
+ rlPushMatrix();
+ // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
+ rlTranslatef(position.x, position.y, position.z);
+ //rlRotatef(45, 0, 1, 0);
+ //rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ // Front face
+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+
+ // Back face
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+
+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+
+ // Top face
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
+
+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
+
+ // Bottom face
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
+
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
+
+ // Right face
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
+
+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
+
+ // Left face
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
+
+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw cube (Vector version)
+void DrawCubeV(Vector3 position, Vector3 size, Color color)
+{
+ DrawCube(position, size.x, size.y, size.z, color);
+}
+
+// Draw cube wires
+void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
+{
+ float x = 0.0f;
+ float y = 0.0f;
+ float z = 0.0f;
+
+ rlCheckRenderBatchLimit(36);
+
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ // Front Face -----------------------------------------------------
+ // Bottom Line
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+
+ // Left Line
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
+
+ // Top Line
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+
+ // Right Line
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+
+ // Back Face ------------------------------------------------------
+ // Bottom Line
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+
+ // Left Line
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+
+ // Top Line
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+
+ // Right Line
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
+
+ // Top Face -------------------------------------------------------
+ // Left Line
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
+
+ // Right Line
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
+
+ // Bottom Face ---------------------------------------------------
+ // Left Line
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
+
+ // Right Line
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw cube wires (vector version)
+void DrawCubeWiresV(Vector3 position, Vector3 size, Color color)
+{
+ DrawCubeWires(position, size.x, size.y, size.z, color);
+}
+
+// Draw cube
+// NOTE: Cube position is the center position
+void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
+{
+ float x = position.x;
+ float y = position.y;
+ float z = position.z;
+
+ rlCheckRenderBatchLimit(36);
+
+ rlSetTexture(texture.id);
+
+ //rlPushMatrix();
+ // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
+ //rlTranslatef(2.0f, 0.0f, 0.0f);
+ //rlRotatef(45, 0, 1, 0);
+ //rlScalef(2.0f, 2.0f, 2.0f);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ // Front Face
+ rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
+ // Back Face
+ rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
+ // Top Face
+ rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
+ // Bottom Face
+ rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ // Right face
+ rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
+ // Left Face
+ rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
+ rlEnd();
+ //rlPopMatrix();
+
+ rlSetTexture(0);
+}
+
+// Draw sphere
+void DrawSphere(Vector3 centerPos, float radius, Color color)
+{
+ DrawSphereEx(centerPos, radius, 16, 16, color);
+}
+
+// Draw sphere with extended parameters
+void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
+{
+ int numVertex = (rings + 2)*slices*6;
+ rlCheckRenderBatchLimit(numVertex);
+
+ rlPushMatrix();
+ // NOTE: Transformation is applied in inverse order (scale -> translate)
+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlScalef(radius, radius, radius);
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 0; i < (rings + 2); i++)
+ {
+ for (int j = 0; j < slices; j++)
+ {
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
+
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
+ }
+ }
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw sphere wires
+void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
+{
+ int numVertex = (rings + 2)*slices*6;
+ rlCheckRenderBatchLimit(numVertex);
+
+ rlPushMatrix();
+ // NOTE: Transformation is applied in inverse order (scale -> translate)
+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlScalef(radius, radius, radius);
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 0; i < (rings + 2); i++)
+ {
+ for (int j = 0; j < slices; j++)
+ {
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
+
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
+
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
+ sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
+ cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
+ }
+ }
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a cylinder
+// NOTE: It could be also used for pyramid and cone
+void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
+{
+ if (sides < 3) sides = 3;
+
+ int numVertex = sides*6;
+ rlCheckRenderBatchLimit(numVertex);
+
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ if (radiusTop > 0)
+ {
+ // Draw Body -------------------------------------------------------------------------------------
+ for (int i = 0; i < 360; i += 360/sides)
+ {
+ rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); //Bottom Right
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
+
+ rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
+ rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
+ }
+
+ // Draw Cap --------------------------------------------------------------------------------------
+ for (int i = 0; i < 360; i += 360/sides)
+ {
+ rlVertex3f(0, height, 0);
+ rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
+ }
+ }
+ else
+ {
+ // Draw Cone -------------------------------------------------------------------------------------
+ for (int i = 0; i < 360; i += 360/sides)
+ {
+ rlVertex3f(0, height, 0);
+ rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
+ }
+ }
+
+ // Draw Base -----------------------------------------------------------------------------------------
+ for (int i = 0; i < 360; i += 360/sides)
+ {
+ rlVertex3f(0, 0, 0);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
+ }
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a wired cylinder
+// NOTE: It could be also used for pyramid and cone
+void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
+{
+ if (sides < 3) sides = 3;
+
+ int numVertex = sides*8;
+ rlCheckRenderBatchLimit(numVertex);
+
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 0; i < 360; i += 360/sides)
+ {
+ rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
+
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
+
+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
+ rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
+
+ rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
+ rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
+ }
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a plane
+void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
+{
+ rlCheckRenderBatchLimit(4);
+
+ // NOTE: Plane is always created on XZ ground
+ rlPushMatrix();
+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
+ rlScalef(size.x, 1.0f, size.y);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlNormal3f(0.0f, 1.0f, 0.0f);
+
+ rlVertex3f(-0.5f, 0.0f, -0.5f);
+ rlVertex3f(-0.5f, 0.0f, 0.5f);
+ rlVertex3f(0.5f, 0.0f, 0.5f);
+ rlVertex3f(0.5f, 0.0f, -0.5f);
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a ray line
+void DrawRay(Ray ray, Color color)
+{
+ float scale = 10000;
+
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex3f(ray.position.x, ray.position.y, ray.position.z);
+ rlVertex3f(ray.position.x + ray.direction.x*scale, ray.position.y + ray.direction.y*scale, ray.position.z + ray.direction.z*scale);
+ rlEnd();
+}
+
+// Draw a grid centered at (0, 0, 0)
+void DrawGrid(int slices, float spacing)
+{
+ int halfSlices = slices/2;
+
+ rlCheckRenderBatchLimit((slices + 2)*4);
+
+ rlBegin(RL_LINES);
+ for (int i = -halfSlices; i <= halfSlices; i++)
+ {
+ if (i == 0)
+ {
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ }
+ else
+ {
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ }
+
+ rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
+ rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
+
+ rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
+ rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
+ }
+ rlEnd();
+}
+
+// Load model from files (mesh and material)
+Model LoadModel(const char *fileName)
+{
+ Model model = { 0 };
+
+#if defined(SUPPORT_FILEFORMAT_OBJ)
+ if (IsFileExtension(fileName, ".obj")) model = LoadOBJ(fileName);
+#endif
+#if defined(SUPPORT_FILEFORMAT_IQM)
+ if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName);
+#endif
+#if defined(SUPPORT_FILEFORMAT_GLTF)
+ if (IsFileExtension(fileName, ".gltf;.glb")) model = LoadGLTF(fileName);
+#endif
+
+ // Make sure model transform is set to identity matrix!
+ model.transform = MatrixIdentity();
+
+ if (model.meshCount == 0)
+ {
+ model.meshCount = 1;
+ model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
+#if defined(SUPPORT_MESH_GENERATION)
+ TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data, default to cube mesh", fileName);
+ model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f);
+#else
+ TRACELOG(LOG_WARNING, "MESH: [%s] Failed to load mesh data", fileName);
+#endif
+ }
+ else
+ {
+ // Upload vertex data to GPU (static mesh)
+ for (int i = 0; i < model.meshCount; i++) UploadMesh(&model.meshes[i], false);
+ }
+
+ if (model.materialCount == 0)
+ {
+ TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to load material data, default to white material", fileName);
+
+ model.materialCount = 1;
+ model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
+ model.materials[0] = LoadMaterialDefault();
+
+ if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
+ }
+
+ return model;
+}
+
+// Load model from generated mesh
+// WARNING: A shallow copy of mesh is generated, passed by value,
+// as long as struct contains pointers to data and some values, we get a copy
+// of mesh pointing to same data as original version... be careful!
+Model LoadModelFromMesh(Mesh mesh)
+{
+ Model model = { 0 };
+
+ model.transform = MatrixIdentity();
+
+ model.meshCount = 1;
+ model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
+ model.meshes[0] = mesh;
+
+ model.materialCount = 1;
+ model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
+ model.materials[0] = LoadMaterialDefault();
+
+ model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
+ model.meshMaterial[0] = 0; // First material index
+
+ return model;
+}
+
+// Unload model (meshes/materials) from memory (RAM and/or VRAM)
+// NOTE: This function takes care of all model elements, for a detailed control
+// over them, use UnloadMesh() and UnloadMaterial()
+void UnloadModel(Model model)
+{
+ // Unload meshes
+ for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
+
+ // Unload materials maps
+ // NOTE: As the user could be sharing shaders and textures between models,
+ // we don't unload the material but just free it's maps,
+ // the user is responsible for freeing models shaders and textures
+ for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
+
+ // Unload arrays
+ RL_FREE(model.meshes);
+ RL_FREE(model.materials);
+ RL_FREE(model.meshMaterial);
+
+ // Unload animation data
+ RL_FREE(model.bones);
+ RL_FREE(model.bindPose);
+
+ TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM");
+}
+
+// Unload model (but not meshes) from memory (RAM and/or VRAM)
+void UnloadModelKeepMeshes(Model model)
+{
+ // Unload materials maps
+ // NOTE: As the user could be sharing shaders and textures between models,
+ // we don't unload the material but just free it's maps,
+ // the user is responsible for freeing models shaders and textures
+ for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
+
+ // Unload arrays
+ RL_FREE(model.meshes);
+ RL_FREE(model.materials);
+ RL_FREE(model.meshMaterial);
+
+ // Unload animation data
+ RL_FREE(model.bones);
+ RL_FREE(model.bindPose);
+
+ TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
+}
+
+// Upload vertex data into a VAO (if supported) and VBO
+void UploadMesh(Mesh *mesh, bool dynamic)
+{
+ if (mesh->vaoId > 0)
+ {
+ // Check if mesh has already been loaded in GPU
+ TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
+ return;
+ }
+
+ mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ mesh->vaoId = 0; // Vertex Array Object
+ mesh->vboId[0] = 0; // Vertex buffer: positions
+ mesh->vboId[1] = 0; // Vertex buffer: texcoords
+ mesh->vboId[2] = 0; // Vertex buffer: normals
+ mesh->vboId[3] = 0; // Vertex buffer: colors
+ mesh->vboId[4] = 0; // Vertex buffer: tangents
+ mesh->vboId[5] = 0; // Vertex buffer: texcoords2
+ mesh->vboId[6] = 0; // Vertex buffer: indices
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mesh->vaoId = rlLoadVertexArray();
+ rlEnableVertexArray(mesh->vaoId);
+
+ // NOTE: Attributes must be uploaded considering default locations points
+
+ // Enable vertex attributes: position (shader-location = 0)
+ mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
+ rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(0);
+
+ // Enable vertex attributes: texcoords (shader-location = 1)
+ mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
+ rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(1);
+
+ if (mesh->normals != NULL)
+ {
+ // Enable vertex attributes: normals (shader-location = 2)
+ mesh->vboId[2] = rlLoadVertexBuffer(mesh->normals, mesh->vertexCount*3*sizeof(float), dynamic);
+ rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(2);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ float value[3] = { 1.0f, 1.0f, 1.0f };
+ rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3);
+ rlDisableVertexAttribute(2);
+ }
+
+ if (mesh->colors != NULL)
+ {
+ // Enable vertex attribute: color (shader-location = 3)
+ mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
+ rlSetVertexAttribute(3, 4, RL_UNSIGNED_BYTE, 1, 0, 0);
+ rlEnableVertexAttribute(3);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4);
+ rlDisableVertexAttribute(3);
+ }
+
+ if (mesh->tangents != NULL)
+ {
+ // Enable vertex attribute: tangent (shader-location = 4)
+ mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
+ rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(4);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4);
+ rlDisableVertexAttribute(4);
+ }
+
+ if (mesh->texcoords2 != NULL)
+ {
+ // Enable vertex attribute: texcoord2 (shader-location = 5)
+ mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
+ rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(5);
+ }
+ else
+ {
+ // Default texcoord2 vertex attribute
+ float value[2] = { 0.0f, 0.0f };
+ rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2);
+ rlDisableVertexAttribute(5);
+ }
+
+ if (mesh->indices != NULL)
+ {
+ mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
+ }
+
+ if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
+ else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
+
+ rlDisableVertexArray();
+#endif
+}
+
+// Update mesh vertex data in GPU for a specific buffer index
+void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset)
+{
+ rlUpdateVertexBuffer(mesh.vboId[index], data, dataSize, offset);
+}
+
+// Draw a 3d mesh with material and transform
+void DrawMesh(Mesh mesh, Material material, Matrix transform)
+{
+ DrawMeshInstanced(mesh, material, &transform, 1);
+}
+
+// Draw multiple mesh instances with material and different transforms
+void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ #define GL_VERTEX_ARRAY 0x8074
+ #define GL_NORMAL_ARRAY 0x8075
+ #define GL_COLOR_ARRAY 0x8076
+ #define GL_TEXTURE_COORD_ARRAY 0x8078
+
+ rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
+
+ rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
+ rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
+ rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
+ rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
+
+ rlPushMatrix();
+ rlMultMatrixf(MatrixToFloat(transforms[0]));
+ rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.g,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.b,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.a);
+
+ if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
+ else rlDrawVertexArray(0, mesh.vertexCount);
+ rlPopMatrix();
+
+ rlDisableStatePointer(GL_VERTEX_ARRAY);
+ rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY);
+ rlDisableStatePointer(GL_NORMAL_ARRAY);
+ rlDisableStatePointer(GL_COLOR_ARRAY);
+
+ rlDisableTexture();
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Check instancing
+ bool instancing = false;
+ if (instances < 1) return;
+ else if (instances > 1) instancing = true;
+ float16 *instanceTransforms = NULL;
+ unsigned int instancesVboId = 0;
+
+ // Bind shader program
+ rlEnableShader(material.shader.id);
+
+ // Send required data to shader (matrices, values)
+ //-----------------------------------------------------
+ // Upload to shader material.colDiffuse
+ if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
+ {
+ float values[4] = {
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
+ };
+
+ rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
+ }
+
+ // Upload to shader material.colSpecular (if location available)
+ if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
+ {
+ float values[4] = {
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
+ };
+
+ rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
+ }
+
+ // Get a copy of current matrices to work with,
+ // just in case stereo render is required and we need to modify them
+ // NOTE: At this point the modelview matrix just contains the view matrix (camera)
+ // That's because BeginMode3D() sets it and there is no model-drawing function
+ // that modifies it, all use rlPushMatrix() and rlPopMatrix()
+ Matrix matView = rlGetMatrixModelview();
+ Matrix matModelView = matView;
+ Matrix matProjection = rlGetMatrixProjection();
+
+ // Upload view and projection matrices (if locations available)
+ if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
+ if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
+
+ if (instancing)
+ {
+ // Create instances buffer
+ instanceTransforms = RL_MALLOC(instances*sizeof(float16));
+
+ // Fill buffer with instances transformations as float16 arrays
+ for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]);
+
+ // Enable mesh VAO to attach new buffer
+ rlEnableVertexArray(mesh.vaoId);
+
+ // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
+ // It isn't clear which would be reliably faster in all cases and on all platforms,
+ // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
+ // no faster, since we're transferring all the transform matrices anyway
+ instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
+
+ // Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL
+ for (unsigned int i = 0; i < 4; i++)
+ {
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4)));
+ rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1);
+ }
+
+ rlDisableVertexBuffer();
+ rlDisableVertexArray();
+
+ // Accumulate internal matrix transform (push/pop) and view matrix
+ // NOTE: In this case, model instance transformation must be computed in the shader
+ matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
+ }
+ else
+ {
+ // Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
+ if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
+
+ // Accumulate several transformations:
+ // matView: rlgl internal modelview matrix (actually, just view matrix)
+ // rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
+ // transform: function parameter transformation
+ matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
+ }
+
+ // Upload model normal matrix (if locations available)
+ if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
+ //-----------------------------------------------------
+
+ // Bind active texture maps (if available)
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ if (material.maps[i].texture.id > 0)
+ {
+ // Select current shader texture slot
+ rlActiveTextureSlot(i);
+
+ // Enable texture for active slot
+ if ((i == MATERIAL_MAP_IRRADIANCE) ||
+ (i == MATERIAL_MAP_PREFILTER) ||
+ (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
+ else rlEnableTexture(material.maps[i].texture.id);
+
+ rlSetUniform(material.shader.locs[SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
+ }
+ }
+
+ // Try binding vertex array objects (VAO)
+ // or use VBOs if not possible
+ if (!rlEnableVertexArray(mesh.vaoId))
+ {
+ // Bind mesh VBO data: vertex position (shader-location = 0)
+ rlEnableVertexBuffer(mesh.vboId[0]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
+
+ rlEnableVertexBuffer(mesh.vboId[0]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
+
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
+ rlEnableVertexBuffer(mesh.vboId[1]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
+
+ if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
+ {
+ // Bind mesh VBO data: vertex normals (shader-location = 2)
+ rlEnableVertexBuffer(mesh.vboId[2]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
+ }
+
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
+ if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
+ {
+ if (mesh.vboId[3] != 0)
+ {
+ rlEnableVertexBuffer(mesh.vboId[3]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
+ }
+ else
+ {
+ // Set default value for unused attribute
+ // NOTE: Required when using default shader and no VAO support
+ float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4);
+ rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
+ }
+ }
+
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
+ {
+ rlEnableVertexBuffer(mesh.vboId[4]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
+ }
+
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+ if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
+ {
+ rlEnableVertexBuffer(mesh.vboId[5]);
+ rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
+ }
+
+ if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
+ }
+
+ int eyesCount = 1;
+ if (rlIsStereoRenderEnabled()) eyesCount = 2;
+
+ for (int eye = 0; eye < eyesCount; eye++)
+ {
+ // Calculate model-view-projection matrix (MVP)
+ Matrix matMVP = MatrixIdentity();
+ if (eyesCount == 1) matMVP = MatrixMultiply(matModelView, matProjection);
+ else
+ {
+ // Setup current eye viewport (half screen width)
+ rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
+ matMVP = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
+ }
+
+ // Send combined model-view-projection matrix to shader
+ rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
+
+ if (instancing) // Draw mesh instanced
+ {
+ if (mesh.indices != NULL) rlDrawVertexArrayElementsInstanced(0, mesh.triangleCount*3, 0, instances);
+ else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
+ }
+ else // Draw mesh
+ {
+ if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
+ else rlDrawVertexArray(0, mesh.vertexCount);
+ }
+ }
+
+ // Unbind all binded texture maps
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ // Select current shader texture slot
+ rlActiveTextureSlot(i);
+
+ // Disable texture for active slot
+ if ((i == MATERIAL_MAP_IRRADIANCE) ||
+ (i == MATERIAL_MAP_PREFILTER) ||
+ (i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
+ else rlDisableTexture();
+ }
+
+ // Disable all possible vertex array objects (or VBOs)
+ rlDisableVertexArray();
+ rlDisableVertexBuffer();
+ rlDisableVertexBufferElement();
+
+ // Disable shader program
+ rlDisableShader();
+
+ if (instancing)
+ {
+ // Remove instance transforms buffer
+ rlUnloadVertexBuffer(instancesVboId);
+ RL_FREE(instanceTransforms);
+ }
+ else
+ {
+ // Restore rlgl internal modelview and projection matrices
+ rlSetMatrixModelview(matView);
+ rlSetMatrixProjection(matProjection);
+ }
+#endif
+}
+
+// Unload mesh from memory (RAM and VRAM)
+void UnloadMesh(Mesh mesh)
+{
+ // Unload rlgl mesh vboId data
+ rlUnloadVertexArray(mesh.vaoId);
+
+ for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
+ RL_FREE(mesh.vboId);
+
+ RL_FREE(mesh.vertices);
+ RL_FREE(mesh.texcoords);
+ RL_FREE(mesh.normals);
+ RL_FREE(mesh.colors);
+ RL_FREE(mesh.tangents);
+ RL_FREE(mesh.texcoords2);
+ RL_FREE(mesh.indices);
+
+ RL_FREE(mesh.animVertices);
+ RL_FREE(mesh.animNormals);
+ RL_FREE(mesh.boneWeights);
+ RL_FREE(mesh.boneIds);
+}
+
+// Export mesh data to file
+bool ExportMesh(Mesh mesh, const char *fileName)
+{
+ bool success = false;
+
+ if (IsFileExtension(fileName, ".obj"))
+ {
+ // Estimated data size, it should be enough...
+ int dataSize = mesh.vertexCount/3* (int)strlen("v 0000.00f 0000.00f 0000.00f") +
+ mesh.vertexCount/2* (int)strlen("vt 0.000f 0.00f") +
+ mesh.vertexCount/3* (int)strlen("vn 0.000f 0.00f 0.00f") +
+ mesh.triangleCount/3* (int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000");
+
+ // NOTE: Text data buffer size is estimated considering mesh data size
+ char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char));
+
+ int bytesCount = 0;
+ bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // feedback and support: ray[at]raylib.com //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# // //\n");
+ bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
+ bytesCount += sprintf(txtData + bytesCount, "# Vertex Count: %i\n", mesh.vertexCount);
+ bytesCount += sprintf(txtData + bytesCount, "# Triangle Count: %i\n\n", mesh.triangleCount);
+
+ bytesCount += sprintf(txtData + bytesCount, "g mesh\n");
+
+ for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
+ {
+ bytesCount += sprintf(txtData + bytesCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
+ }
+
+ for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2)
+ {
+ bytesCount += sprintf(txtData + bytesCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
+ }
+
+ for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
+ {
+ bytesCount += sprintf(txtData + bytesCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
+ }
+
+ for (int i = 0; i < mesh.triangleCount; i += 3)
+ {
+ bytesCount += sprintf(txtData + bytesCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
+ }
+
+ bytesCount += sprintf(txtData + bytesCount, "\n");
+
+ // NOTE: Text data length exported is determined by '\0' (NULL) character
+ success = SaveFileText(fileName, txtData);
+
+ RL_FREE(txtData);
+ }
+ else if (IsFileExtension(fileName, ".raw"))
+ {
+ // TODO: Support additional file formats to export mesh vertex data
+ }
+
+ return success;
+}
+
+
+// Load materials from model file
+Material *LoadMaterials(const char *fileName, int *materialCount)
+{
+ Material *materials = NULL;
+ unsigned int count = 0;
+
+ // TODO: Support IQM and GLTF for materials parsing
+
+#if defined(SUPPORT_FILEFORMAT_MTL)
+ if (IsFileExtension(fileName, ".mtl"))
+ {
+ tinyobj_material_t *mats = NULL;
+
+ int result = tinyobj_parse_mtl_file(&mats, &count, fileName);
+ if (result != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MATERIAL: [%s] Failed to parse materials file", fileName);
+
+ // TODO: Process materials to return
+
+ tinyobj_materials_free(mats, count);
+ }
+#else
+ TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to load material file", fileName);
+#endif
+
+ // Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
+ if (materials != NULL)
+ {
+ for (unsigned int i = 0; i < count; i++) materials[i].shader = rlGetShaderDefault();
+ }
+
+ *materialCount = count;
+ return materials;
+}
+
+// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+Material LoadMaterialDefault(void)
+{
+ Material material = { 0 };
+ material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap));
+
+ material.shader = rlGetShaderDefault();
+ material.maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // White texture (1x1 pixel)
+ //material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set
+ //material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set
+
+ material.maps[MATERIAL_MAP_DIFFUSE].color = WHITE; // Diffuse color
+ material.maps[MATERIAL_MAP_SPECULAR].color = WHITE; // Specular color
+
+ return material;
+}
+
+// Unload material from memory
+void UnloadMaterial(Material material)
+{
+ // Unload material shader (avoid unloading default shader, managed by raylib)
+ if (material.shader.id != rlGetShaderDefault().id) UnloadShader(material.shader);
+
+ // Unload loaded texture maps (avoid unloading default texture, managed by raylib)
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ if (material.maps[i].texture.id != rlGetTextureDefault().id) rlUnloadTexture(material.maps[i].texture.id);
+ }
+
+ RL_FREE(material.maps);
+}
+
+// Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+// NOTE: Previous texture should be manually unloaded
+void SetMaterialTexture(Material *material, int mapType, Texture2D texture)
+{
+ material->maps[mapType].texture = texture;
+}
+
+// Set the material for a mesh
+void SetModelMeshMaterial(Model *model, int meshId, int materialId)
+{
+ if (meshId >= model->meshCount) TRACELOG(LOG_WARNING, "MESH: Id greater than mesh count");
+ else if (materialId >= model->materialCount) TRACELOG(LOG_WARNING, "MATERIAL: Id greater than material count");
+ else model->meshMaterial[meshId] = materialId;
+}
+
+// Load model animations from file
+ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount)
+{
+ ModelAnimation *animations = NULL;
+
+#if defined(SUPPORT_FILEFORMAT_IQM)
+ if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
+#endif
+#if defined(SUPPORT_FILEFORMAT_GLTF)
+ if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
+#endif
+
+ return animations;
+}
+
+// Update model animated vertex data (positions and normals) for a given frame
+// NOTE: Updated data is uploaded to GPU
+void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
+{
+ if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
+ {
+ if (frame >= anim.frameCount) frame = frame%anim.frameCount;
+
+ for (int m = 0; m < model.meshCount; m++)
+ {
+ Vector3 animVertex = { 0 };
+ Vector3 animNormal = { 0 };
+
+ Vector3 inTranslation = { 0 };
+ Quaternion inRotation = { 0 };
+ //Vector3 inScale = { 0 }; // Not used...
+
+ Vector3 outTranslation = { 0 };
+ Quaternion outRotation = { 0 };
+ Vector3 outScale = { 0 };
+
+ int vCounter = 0;
+ int boneCounter = 0;
+ int boneId = 0;
+ float boneWeight = 0.0;
+
+ for (int i = 0; i < model.meshes[m].vertexCount; i++)
+ {
+ model.meshes[m].animVertices[vCounter] = 0;
+ model.meshes[m].animVertices[vCounter + 1] = 0;
+ model.meshes[m].animVertices[vCounter + 2] = 0;
+
+ model.meshes[m].animNormals[vCounter] = 0;
+ model.meshes[m].animNormals[vCounter + 1] = 0;
+ model.meshes[m].animNormals[vCounter + 2] = 0;
+
+ for (int j = 0; j < 4; j++)
+ {
+ boneId = model.meshes[m].boneIds[boneCounter];
+ boneWeight = model.meshes[m].boneWeights[boneCounter];
+ inTranslation = model.bindPose[boneId].translation;
+ inRotation = model.bindPose[boneId].rotation;
+ //inScale = model.bindPose[boneId].scale;
+ outTranslation = anim.framePoses[frame][boneId].translation;
+ outRotation = anim.framePoses[frame][boneId].rotation;
+ outScale = anim.framePoses[frame][boneId].scale;
+
+ // Vertices processing
+ // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
+ animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
+ animVertex = Vector3Multiply(animVertex, outScale);
+ animVertex = Vector3Subtract(animVertex, inTranslation);
+ animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
+ animVertex = Vector3Add(animVertex, outTranslation);
+ model.meshes[m].animVertices[vCounter] += animVertex.x * boneWeight;
+ model.meshes[m].animVertices[vCounter + 1] += animVertex.y * boneWeight;
+ model.meshes[m].animVertices[vCounter + 2] += animVertex.z * boneWeight;
+
+ // Normals processing
+ // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
+ if (model.meshes[m].normals != NULL)
+ {
+ animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
+ animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
+ model.meshes[m].animNormals[vCounter] += animNormal.x * boneWeight;
+ model.meshes[m].animNormals[vCounter + 1] += animNormal.y * boneWeight;
+ model.meshes[m].animNormals[vCounter + 2] += animNormal.z * boneWeight;
+ }
+ boneCounter += 1;
+ }
+ vCounter += 3;
+ }
+
+ // Upload new vertex data to GPU for model drawing
+ rlUpdateVertexBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex position
+ rlUpdateVertexBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex normals
+ }
+ }
+}
+
+// Unload animation array data
+void UnloadModelAnimations(ModelAnimation* animations, unsigned int count)
+{
+ for (unsigned int i = 0; i < count; i++) UnloadModelAnimation(animations[i]);
+ RL_FREE(animations);
+}
+
+// Unload animation data
+void UnloadModelAnimation(ModelAnimation anim)
+{
+ for (int i = 0; i < anim.frameCount; i++) RL_FREE(anim.framePoses[i]);
+
+ RL_FREE(anim.bones);
+ RL_FREE(anim.framePoses);
+}
+
+// Check model animation skeleton match
+// NOTE: Only number of bones and parent connections are checked
+bool IsModelAnimationValid(Model model, ModelAnimation anim)
+{
+ int result = true;
+
+ if (model.boneCount != anim.boneCount) result = false;
+ else
+ {
+ for (int i = 0; i < model.boneCount; i++)
+ {
+ if (model.bones[i].parent != anim.bones[i].parent) { result = false; break; }
+ }
+ }
+
+ return result;
+}
+
+#if defined(SUPPORT_MESH_GENERATION)
+// Generate polygonal mesh
+Mesh GenMeshPoly(int sides, float radius)
+{
+ Mesh mesh = { 0 };
+
+ if (sides < 3) return mesh;
+
+ int vertexCount = sides*3;
+
+ // Vertices definition
+ Vector3 *vertices = (Vector3 *)RL_MALLOC(vertexCount*sizeof(Vector3));
+
+ float d = 0.0f, dStep = 360.0f/sides;
+ for (int v = 0; v < vertexCount; v += 3)
+ {
+ vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f };
+ vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius };
+ vertices[v + 2] = (Vector3){sinf(DEG2RAD*(d+dStep))*radius, 0.0f, cosf(DEG2RAD*(d+dStep))*radius };
+ d += dStep;
+ }
+
+ // Normals definition
+ Vector3 *normals = (Vector3 *)RL_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 *)RL_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 *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
+ mesh.normals = (float *)RL_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;
+ }
+
+ RL_FREE(vertices);
+ RL_FREE(normals);
+ RL_FREE(texcoords);
+
+ // Upload vertex data to GPU (static mesh)
+ // NOTE: mesh.vboId array is allocated inside UploadMesh()
+ UploadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// 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; // vertices get reused for the faces
+
+ Vector3 *vertices = (Vector3 *)RL_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 *)RL_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 *)RL_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 *)RL_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 *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.indices = (unsigned short *)RL_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];
+
+ RL_FREE(vertices);
+ RL_FREE(normals);
+ RL_FREE(texcoords);
+ RL_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 *)RL_MALLOC(plane->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(plane->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generated cuboid mesh
+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,
+ width/2, height/2, length/2,
+ -width/2, height/2, length/2,
+ -width/2, -height/2, -length/2,
+ -width/2, height/2, -length/2,
+ width/2, height/2, -length/2,
+ width/2, -height/2, -length/2,
+ -width/2, height/2, -length/2,
+ -width/2, height/2, length/2,
+ width/2, height/2, length/2,
+ width/2, height/2, -length/2,
+ -width/2, -height/2, -length/2,
+ width/2, -height/2, -length/2,
+ width/2, -height/2, length/2,
+ -width/2, -height/2, length/2,
+ width/2, -height/2, -length/2,
+ width/2, height/2, -length/2,
+ width/2, height/2, length/2,
+ width/2, -height/2, length/2,
+ -width/2, -height/2, -length/2,
+ -width/2, -height/2, length/2,
+ -width/2, height/2, length/2,
+ -width/2, height/2, -length/2
+ };
+
+ float texcoords[] = {
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f
+ };
+
+ float normals[] = {
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 0.0f,-1.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f
+ };
+
+ mesh.vertices = (float *)RL_MALLOC(24*3*sizeof(float));
+ memcpy(mesh.vertices, vertices, 24*3*sizeof(float));
+
+ mesh.texcoords = (float *)RL_MALLOC(24*2*sizeof(float));
+ memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float));
+
+ mesh.normals = (float *)RL_MALLOC(24*3*sizeof(float));
+ memcpy(mesh.normals, normals, 24*3*sizeof(float));
+
+ mesh.indices = (unsigned short *)RL_MALLOC(36*sizeof(unsigned short));
+
+ int k = 0;
+
+ // Indices can be initialized right now
+ for (int i = 0; i < 36; i+=6)
+ {
+ mesh.indices[i] = 4*k;
+ mesh.indices[i+1] = 4*k+1;
+ mesh.indices[i+2] = 4*k+2;
+ mesh.indices[i+3] = 4*k;
+ mesh.indices[i+4] = 4*k+2;
+ mesh.indices[i+5] = 4*k+3;
+
+ k++;
+ }
+
+ 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 *)RL_MALLOC(cube->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(cube->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate sphere mesh (standard sphere)
+Mesh GenMeshSphere(float radius, int rings, int slices)
+{
+ Mesh mesh = { 0 };
+
+ if ((rings >= 3) && (slices >= 3))
+ {
+ 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 *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere");
+
+ return mesh;
+}
+
+// Generate hemi-sphere mesh (half sphere, no bottom cap)
+Mesh GenMeshHemiSphere(float radius, int rings, int slices)
+{
+ Mesh mesh = { 0 };
+
+ if ((rings >= 3) && (slices >= 3))
+ {
+ if (radius < 0.0f) radius = 0.0f;
+
+ 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 *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere");
+
+ return mesh;
+}
+
+// Generate cylinder mesh
+Mesh GenMeshCylinder(float radius, float height, int slices)
+{
+ Mesh mesh = { 0 };
+
+ if (slices >= 3)
+ {
+ // 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 });
+ par_shapes_rotate(cylinder, PI/2.0f, (float[]){ 0, 1, 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 *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder");
+
+ return mesh;
+}
+
+// Generate torus mesh
+Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
+{
+ Mesh mesh = { 0 };
+
+ if ((sides >= 3) && (radSeg >= 3))
+ {
+ 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 *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus");
+
+ return mesh;
+}
+
+// Generate trefoil knot mesh
+Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
+{
+ Mesh mesh = { 0 };
+
+ if ((sides >= 3) && (radSeg >= 3))
+ {
+ 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 *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_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)
+ UploadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot");
+
+ return mesh;
+}
+
+// Generate a mesh from heightmap
+// NOTE: Vertex data is uploaded to GPU
+Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
+{
+ #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
+
+ Mesh mesh = { 0 };
+
+ int mapX = heightmap.width;
+ int mapZ = heightmap.height;
+
+ Color *pixels = LoadImageColors(heightmap);
+
+ // NOTE: One vertex per pixel
+ mesh.triangleCount = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
+
+ mesh.vertexCount = mesh.triangleCount*3;
+
+ mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
+ mesh.colors = NULL;
+
+ int vCounter = 0; // Used to count vertices float by float
+ int tcCounter = 0; // Used to count texcoords float by float
+ int nCounter = 0; // Used to count normals float by float
+
+ int trisCounter = 0;
+
+ Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
+
+ Vector3 vA;
+ Vector3 vB;
+ Vector3 vC;
+ Vector3 vN;
+
+ for (int z = 0; z < mapZ-1; z++)
+ {
+ for (int x = 0; x < mapX-1; x++)
+ {
+ // Fill vertices array with data
+ //----------------------------------------------------------
+
+ // one triangle - 3 vertex
+ mesh.vertices[vCounter] = (float)x*scaleFactor.x;
+ mesh.vertices[vCounter + 1] = (float)GRAY_VALUE(pixels[x + z*mapX])*scaleFactor.y;
+ mesh.vertices[vCounter + 2] = (float)z*scaleFactor.z;
+
+ mesh.vertices[vCounter + 3] = (float)x*scaleFactor.x;
+ mesh.vertices[vCounter + 4] = (float)GRAY_VALUE(pixels[x + (z + 1)*mapX])*scaleFactor.y;
+ mesh.vertices[vCounter + 5] = (float)(z + 1)*scaleFactor.z;
+
+ mesh.vertices[vCounter + 6] = (float)(x + 1)*scaleFactor.x;
+ mesh.vertices[vCounter + 7] = (float)GRAY_VALUE(pixels[(x + 1) + z*mapX])*scaleFactor.y;
+ mesh.vertices[vCounter + 8] = (float)z*scaleFactor.z;
+
+ // another triangle - 3 vertex
+ mesh.vertices[vCounter + 9] = mesh.vertices[vCounter + 6];
+ mesh.vertices[vCounter + 10] = mesh.vertices[vCounter + 7];
+ mesh.vertices[vCounter + 11] = mesh.vertices[vCounter + 8];
+
+ mesh.vertices[vCounter + 12] = mesh.vertices[vCounter + 3];
+ mesh.vertices[vCounter + 13] = mesh.vertices[vCounter + 4];
+ mesh.vertices[vCounter + 14] = mesh.vertices[vCounter + 5];
+
+ mesh.vertices[vCounter + 15] = (float)(x + 1)*scaleFactor.x;
+ mesh.vertices[vCounter + 16] = (float)GRAY_VALUE(pixels[(x + 1) + (z + 1)*mapX])*scaleFactor.y;
+ mesh.vertices[vCounter + 17] = (float)(z + 1)*scaleFactor.z;
+ vCounter += 18; // 6 vertex, 18 floats
+
+ // Fill texcoords array with data
+ //--------------------------------------------------------------
+ mesh.texcoords[tcCounter] = (float)x/(mapX - 1);
+ mesh.texcoords[tcCounter + 1] = (float)z/(mapZ - 1);
+
+ mesh.texcoords[tcCounter + 2] = (float)x/(mapX - 1);
+ mesh.texcoords[tcCounter + 3] = (float)(z + 1)/(mapZ - 1);
+
+ mesh.texcoords[tcCounter + 4] = (float)(x + 1)/(mapX - 1);
+ mesh.texcoords[tcCounter + 5] = (float)z/(mapZ - 1);
+
+ mesh.texcoords[tcCounter + 6] = mesh.texcoords[tcCounter + 4];
+ mesh.texcoords[tcCounter + 7] = mesh.texcoords[tcCounter + 5];
+
+ mesh.texcoords[tcCounter + 8] = mesh.texcoords[tcCounter + 2];
+ mesh.texcoords[tcCounter + 9] = mesh.texcoords[tcCounter + 3];
+
+ mesh.texcoords[tcCounter + 10] = (float)(x + 1)/(mapX - 1);
+ mesh.texcoords[tcCounter + 11] = (float)(z + 1)/(mapZ - 1);
+ tcCounter += 12; // 6 texcoords, 12 floats
+
+ // Fill normals array with data
+ //--------------------------------------------------------------
+ for (int i = 0; i < 18; i += 9)
+ {
+ vA.x = mesh.vertices[nCounter + i];
+ vA.y = mesh.vertices[nCounter + i + 1];
+ vA.z = mesh.vertices[nCounter + i + 2];
+
+ vB.x = mesh.vertices[nCounter + i + 3];
+ vB.y = mesh.vertices[nCounter + i + 4];
+ vB.z = mesh.vertices[nCounter + i + 5];
+
+ vC.x = mesh.vertices[nCounter + i + 6];
+ vC.y = mesh.vertices[nCounter + i + 7];
+ vC.z = mesh.vertices[nCounter + i + 8];
+
+ vN = Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
+
+ mesh.normals[nCounter + i] = vN.x;
+ mesh.normals[nCounter + i + 1] = vN.y;
+ mesh.normals[nCounter + i + 2] = vN.z;
+
+ mesh.normals[nCounter + i + 3] = vN.x;
+ mesh.normals[nCounter + i + 4] = vN.y;
+ mesh.normals[nCounter + i + 5] = vN.z;
+
+ mesh.normals[nCounter + i + 6] = vN.x;
+ mesh.normals[nCounter + i + 7] = vN.y;
+ mesh.normals[nCounter + i + 8] = vN.z;
+ }
+
+ nCounter += 18; // 6 vertex, 18 floats
+ trisCounter += 2;
+ }
+ }
+
+ UnloadImageColors(pixels); // Unload pixels color data
+
+ // Upload vertex data to GPU (static mesh)
+ UploadMesh(&mesh, false);
+
+ return mesh;
+}
+
+// Generate a cubes mesh from pixel data
+// NOTE: Vertex data is uploaded to GPU
+Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
+{
+ #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
+
+ Mesh mesh = { 0 };
+
+ Color *pixels = LoadImageColors(cubicmap);
+
+ int mapWidth = cubicmap.width;
+ int mapHeight = cubicmap.height;
+
+ // NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
+ int maxTriangles = cubicmap.width*cubicmap.height*12;
+
+ int vCounter = 0; // Used to count vertices
+ int tcCounter = 0; // Used to count texcoords
+ int nCounter = 0; // Used to count normals
+
+ float w = cubeSize.x;
+ float h = cubeSize.z;
+ float h2 = cubeSize.y;
+
+ Vector3 *mapVertices = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3));
+ Vector2 *mapTexcoords = (Vector2 *)RL_MALLOC(maxTriangles*3*sizeof(Vector2));
+ Vector3 *mapNormals = (Vector3 *)RL_MALLOC(maxTriangles*3*sizeof(Vector3));
+
+ // Define the 6 normals of the cube, we will combine them accordingly later...
+ Vector3 n1 = { 1.0f, 0.0f, 0.0f };
+ Vector3 n2 = { -1.0f, 0.0f, 0.0f };
+ Vector3 n3 = { 0.0f, 1.0f, 0.0f };
+ Vector3 n4 = { 0.0f, -1.0f, 0.0f };
+ Vector3 n5 = { 0.0f, 0.0f, -1.0f };
+ Vector3 n6 = { 0.0f, 0.0f, 1.0f };
+
+ // NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
+ typedef struct RectangleF {
+ float x;
+ float y;
+ float width;
+ float height;
+ } RectangleF;
+
+ RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
+ RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
+ RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
+ RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
+ RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
+ RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
+
+ for (int z = 0; z < mapHeight; ++z)
+ {
+ for (int x = 0; x < mapWidth; ++x)
+ {
+ // Define the 8 vertex of the cube, we will combine them accordingly later...
+ Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };
+ Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) };
+ Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) };
+ Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) };
+ Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) };
+ Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) };
+ Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) };
+ Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
+
+ // We check pixel color to be WHITE -> draw full cube
+ if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE))
+ {
+ // Define triangles and checking collateral cubes
+ //------------------------------------------------
+
+ // Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
+ // WARNING: Not required for a WHITE cubes, created to allow seeing the map from outside
+ mapVertices[vCounter] = v1;
+ mapVertices[vCounter + 1] = v2;
+ mapVertices[vCounter + 2] = v3;
+ mapVertices[vCounter + 3] = v1;
+ mapVertices[vCounter + 4] = v3;
+ mapVertices[vCounter + 5] = v4;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n3;
+ mapNormals[nCounter + 1] = n3;
+ mapNormals[nCounter + 2] = n3;
+ mapNormals[nCounter + 3] = n3;
+ mapNormals[nCounter + 4] = n3;
+ mapNormals[nCounter + 5] = n3;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
+ mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
+ mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y };
+ tcCounter += 6;
+
+ // Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
+ mapVertices[vCounter] = v6;
+ mapVertices[vCounter + 1] = v8;
+ mapVertices[vCounter + 2] = v7;
+ mapVertices[vCounter + 3] = v6;
+ mapVertices[vCounter + 4] = v5;
+ mapVertices[vCounter + 5] = v8;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n4;
+ mapNormals[nCounter + 1] = n4;
+ mapNormals[nCounter + 2] = n4;
+ mapNormals[nCounter + 3] = n4;
+ mapNormals[nCounter + 4] = n4;
+ mapNormals[nCounter + 5] = n4;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height };
+ mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y };
+ mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
+ tcCounter += 6;
+
+ // Checking cube on bottom of current cube
+ if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
+ {
+ // Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
+ // NOTE: Collateral occluded faces are not generated
+ mapVertices[vCounter] = v2;
+ mapVertices[vCounter + 1] = v7;
+ mapVertices[vCounter + 2] = v3;
+ mapVertices[vCounter + 3] = v3;
+ mapVertices[vCounter + 4] = v7;
+ mapVertices[vCounter + 5] = v8;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n6;
+ mapNormals[nCounter + 1] = n6;
+ mapNormals[nCounter + 2] = n6;
+ mapNormals[nCounter + 3] = n6;
+ mapNormals[nCounter + 4] = n6;
+ mapNormals[nCounter + 5] = n6;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ frontTexUV.x, frontTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y };
+ mapTexcoords[tcCounter + 3] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ frontTexUV.x, frontTexUV.y + frontTexUV.height };
+ mapTexcoords[tcCounter + 5] = (Vector2){ frontTexUV.x + frontTexUV.width, frontTexUV.y + frontTexUV.height };
+ tcCounter += 6;
+ }
+
+ // Checking cube on top of current cube
+ if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
+ {
+ // Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
+ // NOTE: Collateral occluded faces are not generated
+ mapVertices[vCounter] = v1;
+ mapVertices[vCounter + 1] = v5;
+ mapVertices[vCounter + 2] = v6;
+ mapVertices[vCounter + 3] = v1;
+ mapVertices[vCounter + 4] = v4;
+ mapVertices[vCounter + 5] = v5;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n5;
+ mapNormals[nCounter + 1] = n5;
+ mapNormals[nCounter + 2] = n5;
+ mapNormals[nCounter + 3] = n5;
+ mapNormals[nCounter + 4] = n5;
+ mapNormals[nCounter + 5] = n5;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y + backTexUV.height };
+ mapTexcoords[tcCounter + 3] = (Vector2){ backTexUV.x + backTexUV.width, backTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ backTexUV.x, backTexUV.y };
+ mapTexcoords[tcCounter + 5] = (Vector2){ backTexUV.x, backTexUV.y + backTexUV.height };
+ tcCounter += 6;
+ }
+
+ // Checking cube on right of current cube
+ if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
+ {
+ // Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
+ // NOTE: Collateral occluded faces are not generated
+ mapVertices[vCounter] = v3;
+ mapVertices[vCounter + 1] = v8;
+ mapVertices[vCounter + 2] = v4;
+ mapVertices[vCounter + 3] = v4;
+ mapVertices[vCounter + 4] = v8;
+ mapVertices[vCounter + 5] = v5;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n1;
+ mapNormals[nCounter + 1] = n1;
+ mapNormals[nCounter + 2] = n1;
+ mapNormals[nCounter + 3] = n1;
+ mapNormals[nCounter + 4] = n1;
+ mapNormals[nCounter + 5] = n1;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ rightTexUV.x, rightTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y };
+ mapTexcoords[tcCounter + 3] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ rightTexUV.x, rightTexUV.y + rightTexUV.height };
+ mapTexcoords[tcCounter + 5] = (Vector2){ rightTexUV.x + rightTexUV.width, rightTexUV.y + rightTexUV.height };
+ tcCounter += 6;
+ }
+
+ // Checking cube on left of current cube
+ if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
+ {
+ // Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
+ // NOTE: Collateral occluded faces are not generated
+ mapVertices[vCounter] = v1;
+ mapVertices[vCounter + 1] = v7;
+ mapVertices[vCounter + 2] = v2;
+ mapVertices[vCounter + 3] = v1;
+ mapVertices[vCounter + 4] = v6;
+ mapVertices[vCounter + 5] = v7;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n2;
+ mapNormals[nCounter + 1] = n2;
+ mapNormals[nCounter + 2] = n2;
+ mapNormals[nCounter + 3] = n2;
+ mapNormals[nCounter + 4] = n2;
+ mapNormals[nCounter + 5] = n2;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ leftTexUV.x, leftTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y };
+ mapTexcoords[tcCounter + 3] = (Vector2){ leftTexUV.x, leftTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ leftTexUV.x, leftTexUV.y + leftTexUV.height };
+ mapTexcoords[tcCounter + 5] = (Vector2){ leftTexUV.x + leftTexUV.width, leftTexUV.y + leftTexUV.height };
+ tcCounter += 6;
+ }
+ }
+ // We check pixel color to be BLACK, we will only draw floor and roof
+ else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK))
+ {
+ // Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
+ mapVertices[vCounter] = v1;
+ mapVertices[vCounter + 1] = v3;
+ mapVertices[vCounter + 2] = v2;
+ mapVertices[vCounter + 3] = v1;
+ mapVertices[vCounter + 4] = v4;
+ mapVertices[vCounter + 5] = v3;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n4;
+ mapNormals[nCounter + 1] = n4;
+ mapNormals[nCounter + 2] = n4;
+ mapNormals[nCounter + 3] = n4;
+ mapNormals[nCounter + 4] = n4;
+ mapNormals[nCounter + 5] = n4;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ topTexUV.x, topTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ topTexUV.x, topTexUV.y + topTexUV.height };
+ mapTexcoords[tcCounter + 3] = (Vector2){ topTexUV.x, topTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y };
+ mapTexcoords[tcCounter + 5] = (Vector2){ topTexUV.x + topTexUV.width, topTexUV.y + topTexUV.height };
+ tcCounter += 6;
+
+ // Define bottom triangles (2 tris, 6 vertex --> v6-v8-v7, v6-v5-v8)
+ mapVertices[vCounter] = v6;
+ mapVertices[vCounter + 1] = v7;
+ mapVertices[vCounter + 2] = v8;
+ mapVertices[vCounter + 3] = v6;
+ mapVertices[vCounter + 4] = v8;
+ mapVertices[vCounter + 5] = v5;
+ vCounter += 6;
+
+ mapNormals[nCounter] = n3;
+ mapNormals[nCounter + 1] = n3;
+ mapNormals[nCounter + 2] = n3;
+ mapNormals[nCounter + 3] = n3;
+ mapNormals[nCounter + 4] = n3;
+ mapNormals[nCounter + 5] = n3;
+ nCounter += 6;
+
+ mapTexcoords[tcCounter] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
+ mapTexcoords[tcCounter + 1] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y + bottomTexUV.height };
+ mapTexcoords[tcCounter + 2] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
+ mapTexcoords[tcCounter + 3] = (Vector2){ bottomTexUV.x + bottomTexUV.width, bottomTexUV.y };
+ mapTexcoords[tcCounter + 4] = (Vector2){ bottomTexUV.x, bottomTexUV.y + bottomTexUV.height };
+ mapTexcoords[tcCounter + 5] = (Vector2){ bottomTexUV.x, bottomTexUV.y };
+ tcCounter += 6;
+ }
+ }
+ }
+
+ // Move data from mapVertices temp arays to vertices float array
+ mesh.vertexCount = vCounter;
+ mesh.triangleCount = vCounter/3;
+
+ mesh.vertices = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(mesh.vertexCount*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
+ mesh.colors = NULL;
+
+ int fCounter = 0;
+
+ // Move vertices data
+ for (int i = 0; i < vCounter; i++)
+ {
+ mesh.vertices[fCounter] = mapVertices[i].x;
+ mesh.vertices[fCounter + 1] = mapVertices[i].y;
+ mesh.vertices[fCounter + 2] = mapVertices[i].z;
+ fCounter += 3;
+ }
+
+ fCounter = 0;
+
+ // Move normals data
+ for (int i = 0; i < nCounter; i++)
+ {
+ mesh.normals[fCounter] = mapNormals[i].x;
+ mesh.normals[fCounter + 1] = mapNormals[i].y;
+ mesh.normals[fCounter + 2] = mapNormals[i].z;
+ fCounter += 3;
+ }
+
+ fCounter = 0;
+
+ // Move texcoords data
+ for (int i = 0; i < tcCounter; i++)
+ {
+ mesh.texcoords[fCounter] = mapTexcoords[i].x;
+ mesh.texcoords[fCounter + 1] = mapTexcoords[i].y;
+ fCounter += 2;
+ }
+
+ RL_FREE(mapVertices);
+ RL_FREE(mapNormals);
+ RL_FREE(mapTexcoords);
+
+ UnloadImageColors(pixels); // Unload pixels color data
+
+ // Upload vertex data to GPU (static mesh)
+ UploadMesh(&mesh, false);
+
+ return mesh;
+}
+#endif // SUPPORT_MESH_GENERATION
+
+// Compute mesh bounding box limits
+// NOTE: minVertex and maxVertex should be transformed by model transform matrix
+BoundingBox MeshBoundingBox(Mesh mesh)
+{
+ // Get min and max vertex to construct bounds (AABB)
+ Vector3 minVertex = { 0 };
+ Vector3 maxVertex = { 0 };
+
+ if (mesh.vertices != NULL)
+ {
+ minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
+ maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] };
+
+ for (int i = 1; i < mesh.vertexCount; i++)
+ {
+ minVertex = Vector3Min(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
+ maxVertex = Vector3Max(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] });
+ }
+ }
+
+ // Create the bounding box
+ BoundingBox box = { 0 };
+ box.min = minVertex;
+ box.max = maxVertex;
+
+ return box;
+}
+
+// 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)
+{
+ if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
+ else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
+
+ Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
+ Vector3 *tan2 = (Vector3 *)RL_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, Vector3Scale(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
+ }
+
+ RL_FREE(tan1);
+ RL_FREE(tan2);
+
+ // Load a new tangent attributes buffer
+ mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
+
+ TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
+}
+
+// Compute mesh binormals (aka bitangent)
+void MeshBinormals(Mesh *mesh)
+{
+ 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] };
+ //Vector3 binormal = Vector3Scale(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]);
+
+ // TODO: Register computed binormal in mesh->binormal?
+ }
+}
+
+// Draw a model (with texture if set)
+void DrawModel(Model model, Vector3 position, float scale, Color tint)
+{
+ Vector3 vScale = { scale, scale, scale };
+ Vector3 rotationAxis = { 0.0f, 1.0f, 0.0f };
+
+ DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
+}
+
+// Draw a model with extended parameters
+void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
+{
+ // Calculate transformation matrix from function parameters
+ // Get transform matrix (rotation -> scale -> translation)
+ Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
+ Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
+ Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
+
+ Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
+
+ // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
+ model.transform = MatrixMultiply(model.transform, matTransform);
+
+ for (int i = 0; i < model.meshCount; i++)
+ {
+ Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color;
+
+ Color colorTint = WHITE;
+ colorTint.r = (unsigned char)((((float)color.r/255.0)*((float)tint.r/255.0))*255.0f);
+ colorTint.g = (unsigned char)((((float)color.g/255.0)*((float)tint.g/255.0))*255.0f);
+ colorTint.b = (unsigned char)((((float)color.b/255.0)*((float)tint.b/255.0))*255.0f);
+ colorTint.a = (unsigned char)((((float)color.a/255.0)*((float)tint.a/255.0))*255.0f);
+
+ model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint;
+ DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
+ model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color;
+ }
+}
+
+// Draw a model wires (with texture if set)
+void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
+{
+ rlEnableWireMode();
+
+ DrawModel(model, position, scale, tint);
+
+ rlDisableWireMode();
+}
+
+// Draw a model wires (with texture if set) with extended parameters
+void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
+{
+ rlEnableWireMode();
+
+ DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
+
+ rlDisableWireMode();
+}
+
+// Draw a billboard
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
+{
+ Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
+
+ DrawBillboardRec(camera, texture, source, center, size, tint);
+}
+
+// Draw a billboard (part of a texture defined by a rectangle)
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint)
+{
+ // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
+ Vector2 sizeRatio = { size, size*(float)source.height/source.width };
+
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ Vector3 right = { matView.m0, matView.m4, matView.m8 };
+ //Vector3 up = { matView.m1, matView.m5, matView.m9 };
+
+ // NOTE: Billboard locked on axis-Y
+ Vector3 up = { 0.0f, 1.0f, 0.0f };
+/*
+ a-------b
+ | |
+ | * |
+ | |
+ d-------c
+*/
+ right = Vector3Scale(right, sizeRatio.x/2);
+ up = Vector3Scale(up, sizeRatio.y/2);
+
+ Vector3 p1 = Vector3Add(right, up);
+ Vector3 p2 = Vector3Subtract(right, up);
+
+ Vector3 a = Vector3Subtract(center, p2);
+ Vector3 b = Vector3Add(center, p1);
+ Vector3 c = Vector3Add(center, p2);
+ Vector3 d = Vector3Subtract(center, p1);
+
+ rlCheckRenderBatchLimit(4);
+
+ rlSetTexture(texture.id);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+
+ // Bottom-left corner for texture and quad
+ rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
+ rlVertex3f(a.x, a.y, a.z);
+
+ // Top-left corner for texture and quad
+ rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
+ rlVertex3f(d.x, d.y, d.z);
+
+ // Top-right corner for texture and quad
+ rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
+ rlVertex3f(c.x, c.y, c.z);
+
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
+ rlVertex3f(b.x, b.y, b.z);
+ rlEnd();
+
+ rlSetTexture(0);
+}
+
+// Draw a bounding box with wires
+void DrawBoundingBox(BoundingBox box, Color color)
+{
+ Vector3 size;
+
+ size.x = fabsf(box.max.x - box.min.x);
+ size.y = fabsf(box.max.y - box.min.y);
+ size.z = fabsf(box.max.z - box.min.z);
+
+ Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
+
+ DrawCubeWires(center, size.x, size.y, size.z, color);
+}
+
+// Detect collision between two spheres
+bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
+{
+ bool collision = false;
+
+ // Simple way to check for collision, just checking distance between two points
+ // Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
+ /*
+ float dx = center1.x - center2.x; // X distance between centers
+ float dy = center1.y - center2.y; // Y distance between centers
+ float dz = center1.z - center2.z; // Z distance between centers
+
+ float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
+
+ if (distance <= (radius1 + radius2)) collision = true;
+ */
+
+ // Check for distances squared to avoid sqrtf()
+ if (Vector3DotProduct(Vector3Subtract(center2, center1), Vector3Subtract(center2, center1)) <= (radius1 + radius2)*(radius1 + radius2)) collision = true;
+
+ return collision;
+}
+
+// Detect collision between two boxes
+// NOTE: Boxes are defined by two points minimum and maximum
+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
+{
+ bool collision = true;
+
+ if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x))
+ {
+ if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false;
+ if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false;
+ }
+ else collision = false;
+
+ return collision;
+}
+
+// Detect collision between box and sphere
+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
+{
+ bool collision = false;
+
+ float dmin = 0;
+
+ if (center.x < box.min.x) dmin += powf(center.x - box.min.x, 2);
+ else if (center.x > box.max.x) dmin += powf(center.x - box.max.x, 2);
+
+ if (center.y < box.min.y) dmin += powf(center.y - box.min.y, 2);
+ else if (center.y > box.max.y) dmin += powf(center.y - box.max.y, 2);
+
+ if (center.z < box.min.z) dmin += powf(center.z - box.min.z, 2);
+ else if (center.z > box.max.z) dmin += powf(center.z - box.max.z, 2);
+
+ if (dmin <= (radius*radius)) collision = true;
+
+ return collision;
+}
+
+// Detect collision between ray and sphere
+bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius)
+{
+ bool collision = false;
+
+ Vector3 raySpherePos = Vector3Subtract(center, ray.position);
+ float distance = Vector3Length(raySpherePos);
+ float vector = Vector3DotProduct(raySpherePos, ray.direction);
+ float d = radius*radius - (distance*distance - vector*vector);
+
+ if (d >= 0.0f) collision = true;
+
+ return collision;
+}
+
+// Detect collision between ray and sphere with extended parameters and collision point detection
+bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
+{
+ bool collision = false;
+
+ Vector3 raySpherePos = Vector3Subtract(center, ray.position);
+ float distance = Vector3Length(raySpherePos);
+ float vector = Vector3DotProduct(raySpherePos, ray.direction);
+ float d = radius*radius - (distance*distance - vector*vector);
+
+ if (d >= 0.0f) collision = true;
+
+ // Check if ray origin is inside the sphere to calculate the correct collision point
+ float collisionDistance = 0;
+
+ if (distance < radius) collisionDistance = vector + sqrtf(d);
+ else collisionDistance = vector - sqrtf(d);
+
+ // Calculate collision point
+ Vector3 cPoint = Vector3Add(ray.position, Vector3Scale(ray.direction, collisionDistance));
+
+ collisionPoint->x = cPoint.x;
+ collisionPoint->y = cPoint.y;
+ collisionPoint->z = cPoint.z;
+
+ return collision;
+}
+
+// Detect collision between ray and bounding box
+bool CheckCollisionRayBox(Ray ray, BoundingBox box)
+{
+ bool collision = false;
+
+ float t[8];
+ t[0] = (box.min.x - ray.position.x)/ray.direction.x;
+ t[1] = (box.max.x - ray.position.x)/ray.direction.x;
+ t[2] = (box.min.y - ray.position.y)/ray.direction.y;
+ t[3] = (box.max.y - ray.position.y)/ray.direction.y;
+ t[4] = (box.min.z - ray.position.z)/ray.direction.z;
+ t[5] = (box.max.z - ray.position.z)/ray.direction.z;
+ t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
+ t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
+
+ collision = !(t[7] < 0 || t[6] > t[7]);
+
+ return collision;
+}
+// Get collision info between ray and mesh
+RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
+{
+ RayHitInfo result = { 0 };
+
+ // Check if mesh vertex data on CPU for testing
+ if (mesh.vertices != NULL)
+ {
+ int triangleCount = mesh.triangleCount;
+
+ // Test against all triangles in mesh
+ for (int i = 0; i < triangleCount; i++)
+ {
+ Vector3 a, b, c;
+ Vector3* vertdata = (Vector3*)mesh.vertices;
+
+ if (mesh.indices)
+ {
+ a = vertdata[mesh.indices[i*3 + 0]];
+ b = vertdata[mesh.indices[i*3 + 1]];
+ c = vertdata[mesh.indices[i*3 + 2]];
+ }
+ else
+ {
+ a = vertdata[i*3 + 0];
+ b = vertdata[i*3 + 1];
+ c = vertdata[i*3 + 2];
+ }
+
+ a = Vector3Transform(a, transform);
+ b = Vector3Transform(b, transform);
+ c = Vector3Transform(c, transform);
+
+ RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
+
+ if (triHitInfo.hit)
+ {
+ // Save the closest hit triangle
+ if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
+ }
+ }
+ }
+ return result;
+}
+
+// Get collision info between ray and model
+RayHitInfo GetCollisionRayModel(Ray ray, Model model)
+{
+ RayHitInfo result = { 0 };
+
+ for (int m = 0; m < model.meshCount; m++)
+ {
+ RayHitInfo meshHitInfo = GetCollisionRayMesh(ray, model.meshes[m], model.transform);
+
+ if (meshHitInfo.hit)
+ {
+ // Save the closest hit mesh
+ if ((!result.hit) || (result.distance > meshHitInfo.distance)) result = meshHitInfo;
+ }
+ }
+
+ return result;
+}
+
+// Get collision info between ray and triangle
+// NOTE: Based on https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
+RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
+{
+ #define EPSILON 0.000001 // A small number
+
+ Vector3 edge1, edge2;
+ Vector3 p, q, tv;
+ float det, invDet, u, v, t;
+ RayHitInfo result = {0};
+
+ // Find vectors for two edges sharing V1
+ edge1 = Vector3Subtract(p2, p1);
+ edge2 = Vector3Subtract(p3, p1);
+
+ // Begin calculating determinant - also used to calculate u parameter
+ p = Vector3CrossProduct(ray.direction, edge2);
+
+ // If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
+ det = Vector3DotProduct(edge1, p);
+
+ // Avoid culling!
+ if ((det > -EPSILON) && (det < EPSILON)) return result;
+
+ invDet = 1.0f/det;
+
+ // Calculate distance from V1 to ray origin
+ tv = Vector3Subtract(ray.position, p1);
+
+ // Calculate u parameter and test bound
+ u = Vector3DotProduct(tv, p)*invDet;
+
+ // The intersection lies outside of the triangle
+ if ((u < 0.0f) || (u > 1.0f)) return result;
+
+ // Prepare to test v parameter
+ q = Vector3CrossProduct(tv, edge1);
+
+ // Calculate V parameter and test bound
+ v = Vector3DotProduct(ray.direction, q)*invDet;
+
+ // The intersection lies outside of the triangle
+ if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
+
+ t = Vector3DotProduct(edge2, q)*invDet;
+
+ if (t > EPSILON)
+ {
+ // Ray hit, get hit point and normal
+ result.hit = true;
+ result.distance = t;
+ result.hit = true;
+ result.normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
+ result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, t));
+ }
+
+ return result;
+}
+
+// Get collision info between ray and ground plane (Y-normal plane)
+RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
+{
+ #define EPSILON 0.000001 // A small number
+
+ RayHitInfo result = { 0 };
+
+ if (fabsf(ray.direction.y) > EPSILON)
+ {
+ float distance = (ray.position.y - groundHeight)/-ray.direction.y;
+
+ if (distance >= 0.0)
+ {
+ result.hit = true;
+ result.distance = distance;
+ result.normal = (Vector3){ 0.0, 1.0, 0.0 };
+ result.position = Vector3Add(ray.position, Vector3Scale(ray.direction, distance));
+ result.position.y = groundHeight;
+ }
+ }
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+#if defined(SUPPORT_FILEFORMAT_OBJ)
+// Load OBJ mesh data
+static Model LoadOBJ(const char *fileName)
+{
+ Model model = { 0 };
+
+ tinyobj_attrib_t attrib = { 0 };
+ tinyobj_shape_t *meshes = NULL;
+ unsigned int meshCount = 0;
+
+ tinyobj_material_t *materials = NULL;
+ unsigned int materialCount = 0;
+
+ char *fileData = LoadFileText(fileName);
+
+ if (fileData != NULL)
+ {
+ unsigned int dataSize = (unsigned int)strlen(fileData);
+ char currentDir[1024] = { 0 };
+ strcpy(currentDir, GetWorkingDirectory());
+ const char *workingDir = GetDirectoryPath(fileName);
+ if (CHDIR(workingDir) != 0)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
+ }
+
+ unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
+ int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileData, dataSize, flags);
+
+ if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
+ else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
+
+ model.meshCount = materialCount;
+
+ // Init model materials array
+ if (materialCount > 0)
+ {
+ model.materialCount = materialCount;
+ model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
+ TraceLog(LOG_INFO, "MODEL: model has %i material meshes", materialCount);
+ }
+ else
+ {
+ model.meshCount = 1;
+ TraceLog(LOG_INFO, "MODEL: No materials, putting all meshes in a default material");
+ }
+
+ model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
+ model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
+
+ // count the faces for each material
+ int *matFaces = RL_CALLOC(meshCount, sizeof(int));
+
+ for (unsigned int mi = 0; mi < meshCount; mi++)
+ {
+ for (unsigned int fi = 0; fi < meshes[mi].length; fi++)
+ {
+ int idx = attrib.material_ids[meshes[mi].face_offset + fi];
+ if (idx == -1) idx = 0; // for no material face (which could be the whole model)
+ matFaces[idx]++;
+ }
+ }
+
+ //--------------------------------------
+ // create the material meshes
+
+ // running counts / indexes for each material mesh as we are
+ // building them at the same time
+ int *vCount = RL_CALLOC(model.meshCount, sizeof(int));
+ int *vtCount = RL_CALLOC(model.meshCount, sizeof(int));
+ int *vnCount = RL_CALLOC(model.meshCount, sizeof(int));
+ int *faceCount = RL_CALLOC(model.meshCount, sizeof(int));
+
+ // allocate space for each of the material meshes
+ for (int mi = 0; mi < model.meshCount; mi++)
+ {
+ model.meshes[mi].vertexCount = matFaces[mi]*3;
+ model.meshes[mi].triangleCount = matFaces[mi];
+ model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
+ model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float));
+ model.meshes[mi].normals = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float));
+ model.meshMaterial[mi] = mi;
+ }
+
+ // scan through the combined sub meshes and pick out each material mesh
+ for (unsigned int af = 0; af < attrib.num_faces; af++)
+ {
+ int mm = attrib.material_ids[af]; // mesh material for this face
+ if (mm == -1) { mm = 0; } // no material object..
+
+ // Get indices for the face
+ tinyobj_vertex_index_t idx0 = attrib.faces[3*af + 0];
+ tinyobj_vertex_index_t idx1 = attrib.faces[3*af + 1];
+ tinyobj_vertex_index_t idx2 = attrib.faces[3*af + 2];
+
+ // Fill vertices buffer (float) using vertex index of the face
+ for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3;
+
+ if (attrib.num_texcoords > 0)
+ {
+ // Fill texcoords buffer (float) using vertex index of the face
+ // NOTE: Y-coordinate must be flipped upside-down to account for
+ // raylib's upside down textures...
+ model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
+ model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount[mm] += 2;
+ model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
+ model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount[mm] += 2;
+ model.meshes[mm].texcoords[vtCount[mm] + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
+ model.meshes[mm].texcoords[vtCount[mm] + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount[mm] += 2;
+ }
+
+ if (attrib.num_normals > 0)
+ {
+ // Fill normals buffer (float) using vertex index of the face
+ for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount[mm] +=3;
+ for (int v = 0; v < 3; v++) { model.meshes[mm].normals[vnCount[mm] + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount[mm] +=3;
+ }
+ }
+
+ // Init model materials
+ for (unsigned int m = 0; m < materialCount; m++)
+ {
+ // Init material to default
+ // NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
+ model.materials[m] = LoadMaterialDefault();
+
+ model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // Get default texture, in case no texture is defined
+
+ if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
+ else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault();
+
+ model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
+ model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
+
+ if (materials[m].specular_texname != NULL) model.materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
+ model.materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
+ model.materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
+
+ if (materials[m].bump_texname != NULL) model.materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
+ model.materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
+ model.materials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
+
+ model.materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
+
+ if (materials[m].displacement_texname != NULL) model.materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
+ }
+
+ tinyobj_attrib_free(&attrib);
+ tinyobj_shapes_free(meshes, meshCount);
+ tinyobj_materials_free(materials, materialCount);
+
+ RL_FREE(fileData);
+ RL_FREE(matFaces);
+
+ RL_FREE(vCount);
+ RL_FREE(vtCount);
+ RL_FREE(vnCount);
+ RL_FREE(faceCount);
+
+ if (CHDIR(currentDir) != 0)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir);
+ }
+ }
+
+ return model;
+}
+#endif
+
+#if defined(SUPPORT_FILEFORMAT_IQM)
+// Load IQM mesh data
+static Model LoadIQM(const char *fileName)
+{
+ #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
+ #define IQM_VERSION 2 // only IQM version 2 supported
+
+ #define BONE_NAME_LENGTH 32 // BoneInfo name string length
+ #define MESH_NAME_LENGTH 32 // Mesh name string length
+ #define MATERIAL_NAME_LENGTH 32 // Material name string length
+
+ unsigned int fileSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &fileSize);
+ unsigned char *fileDataPtr = fileData;
+
+ // IQM file structs
+ //-----------------------------------------------------------------------------------
+ typedef struct IQMHeader {
+ char magic[16];
+ unsigned int version;
+ unsigned int filesize;
+ unsigned int flags;
+ unsigned int num_text, ofs_text;
+ unsigned int num_meshes, ofs_meshes;
+ unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
+ unsigned int num_triangles, ofs_triangles, ofs_adjacency;
+ unsigned int num_joints, ofs_joints;
+ unsigned int num_poses, ofs_poses;
+ unsigned int num_anims, ofs_anims;
+ unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
+ unsigned int num_comment, ofs_comment;
+ unsigned int num_extensions, ofs_extensions;
+ } IQMHeader;
+
+ typedef struct IQMMesh {
+ unsigned int name;
+ unsigned int material;
+ unsigned int first_vertex, num_vertexes;
+ unsigned int first_triangle, num_triangles;
+ } IQMMesh;
+
+ typedef struct IQMTriangle {
+ unsigned int vertex[3];
+ } IQMTriangle;
+
+ typedef struct IQMJoint {
+ unsigned int name;
+ int parent;
+ float translate[3], rotate[4], scale[3];
+ } IQMJoint;
+
+ typedef struct IQMVertexArray {
+ unsigned int type;
+ unsigned int flags;
+ unsigned int format;
+ unsigned int size;
+ unsigned int offset;
+ } IQMVertexArray;
+
+ // NOTE: Below IQM structures are not used but listed for reference
+ /*
+ typedef struct IQMAdjacency {
+ unsigned int triangle[3];
+ } IQMAdjacency;
+
+ typedef struct IQMPose {
+ int parent;
+ unsigned int mask;
+ float channeloffset[10];
+ float channelscale[10];
+ } IQMPose;
+
+ typedef struct IQMAnim {
+ unsigned int name;
+ unsigned int first_frame, num_frames;
+ float framerate;
+ unsigned int flags;
+ } IQMAnim;
+
+ typedef struct IQMBounds {
+ float bbmin[3], bbmax[3];
+ float xyradius, radius;
+ } IQMBounds;
+ */
+ //-----------------------------------------------------------------------------------
+
+ // IQM vertex data types
+ enum {
+ IQM_POSITION = 0,
+ IQM_TEXCOORD = 1,
+ IQM_NORMAL = 2,
+ IQM_TANGENT = 3, // NOTE: Tangents unused by default
+ IQM_BLENDINDEXES = 4,
+ IQM_BLENDWEIGHTS = 5,
+ IQM_COLOR = 6, // NOTE: Vertex colors unused by default
+ IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default
+ };
+
+ Model model = { 0 };
+
+ IQMMesh *imesh = NULL;
+ IQMTriangle *tri = NULL;
+ IQMVertexArray *va = NULL;
+ IQMJoint *ijoint = NULL;
+
+ float *vertex = NULL;
+ float *normal = NULL;
+ float *text = NULL;
+ char *blendi = NULL;
+ unsigned char *blendw = NULL;
+
+ // In case file can not be read, return an empty model
+ if (fileDataPtr == NULL) return model;
+
+ // Read IQM header
+ IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
+
+ if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
+ return model;
+ }
+
+ if (iqmHeader->version != IQM_VERSION)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
+ return model;
+ }
+
+ //fileDataPtr += sizeof(IQMHeader); // Move file data pointer
+
+ // Meshes data processing
+ imesh = RL_MALLOC(sizeof(IQMMesh)*iqmHeader->num_meshes);
+ //fseek(iqmFile, iqmHeader->ofs_meshes, SEEK_SET);
+ //fread(imesh, sizeof(IQMMesh)*iqmHeader->num_meshes, 1, iqmFile);
+ memcpy(imesh, fileDataPtr + iqmHeader->ofs_meshes, iqmHeader->num_meshes*sizeof(IQMMesh));
+
+ model.meshCount = iqmHeader->num_meshes;
+ model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
+
+ model.materialCount = model.meshCount;
+ model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
+ model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
+
+ char name[MESH_NAME_LENGTH] = { 0 };
+ char material[MATERIAL_NAME_LENGTH] = { 0 };
+
+ for (int i = 0; i < model.meshCount; i++)
+ {
+ //fseek(iqmFile, iqmHeader->ofs_text + imesh[i].name, SEEK_SET);
+ //fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile);
+ memcpy(name, fileDataPtr + iqmHeader->ofs_text + imesh[i].name, MESH_NAME_LENGTH*sizeof(char));
+
+ //fseek(iqmFile, iqmHeader->ofs_text + imesh[i].material, SEEK_SET);
+ //fread(material, sizeof(char)*MATERIAL_NAME_LENGTH, 1, iqmFile);
+ memcpy(material, fileDataPtr + iqmHeader->ofs_text + imesh[i].material, MATERIAL_NAME_LENGTH*sizeof(char));
+
+ model.materials[i] = LoadMaterialDefault();
+
+ TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material);
+
+ model.meshes[i].vertexCount = imesh[i].num_vertexes;
+
+ model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions
+ model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
+ model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
+
+ model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
+ model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
+
+ model.meshes[i].triangleCount = imesh[i].num_triangles;
+ model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
+
+ // Animated verted data, what we actually process for rendering
+ // NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
+ model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
+ model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
+ }
+
+ // Triangles data processing
+ tri = RL_MALLOC(iqmHeader->num_triangles*sizeof(IQMTriangle));
+ //fseek(iqmFile, iqmHeader->ofs_triangles, SEEK_SET);
+ //fread(tri, iqmHeader->num_triangles*sizeof(IQMTriangle), 1, iqmFile);
+ memcpy(tri, fileDataPtr + iqmHeader->ofs_triangles, iqmHeader->num_triangles*sizeof(IQMTriangle));
+
+ for (int m = 0; m < model.meshCount; m++)
+ {
+ int tcounter = 0;
+
+ for (unsigned int i = imesh[m].first_triangle; i < (imesh[m].first_triangle + imesh[m].num_triangles); i++)
+ {
+ // IQM triangles indexes are stored in counter-clockwise, but raylib processes the index in linear order,
+ // expecting they point to the counter-clockwise vertex triangle, so we need to reverse triangle indexes
+ // NOTE: raylib renders vertex data in counter-clockwise order (standard convention) by default
+ model.meshes[m].indices[tcounter + 2] = tri[i].vertex[0] - imesh[m].first_vertex;
+ model.meshes[m].indices[tcounter + 1] = tri[i].vertex[1] - imesh[m].first_vertex;
+ model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
+ tcounter += 3;
+ }
+ }
+
+ // Vertex arrays data processing
+ va = RL_MALLOC(iqmHeader->num_vertexarrays*sizeof(IQMVertexArray));
+ //fseek(iqmFile, iqmHeader->ofs_vertexarrays, SEEK_SET);
+ //fread(va, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray), 1, iqmFile);
+ memcpy(va, fileDataPtr + iqmHeader->ofs_vertexarrays, iqmHeader->num_vertexarrays*sizeof(IQMVertexArray));
+
+ for (unsigned int i = 0; i < iqmHeader->num_vertexarrays; i++)
+ {
+ switch (va[i].type)
+ {
+ case IQM_POSITION:
+ {
+ vertex = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float));
+ //fseek(iqmFile, va[i].offset, SEEK_SET);
+ //fread(vertex, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile);
+ memcpy(vertex, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float));
+
+ for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
+ {
+ int vCounter = 0;
+ for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
+ {
+ model.meshes[m].vertices[vCounter] = vertex[i];
+ model.meshes[m].animVertices[vCounter] = vertex[i];
+ vCounter++;
+ }
+ }
+ } break;
+ case IQM_NORMAL:
+ {
+ normal = RL_MALLOC(iqmHeader->num_vertexes*3*sizeof(float));
+ //fseek(iqmFile, va[i].offset, SEEK_SET);
+ //fread(normal, iqmHeader->num_vertexes*3*sizeof(float), 1, iqmFile);
+ memcpy(normal, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*3*sizeof(float));
+
+ for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
+ {
+ int vCounter = 0;
+ for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
+ {
+ model.meshes[m].normals[vCounter] = normal[i];
+ model.meshes[m].animNormals[vCounter] = normal[i];
+ vCounter++;
+ }
+ }
+ } break;
+ case IQM_TEXCOORD:
+ {
+ text = RL_MALLOC(iqmHeader->num_vertexes*2*sizeof(float));
+ //fseek(iqmFile, va[i].offset, SEEK_SET);
+ //fread(text, iqmHeader->num_vertexes*2*sizeof(float), 1, iqmFile);
+ memcpy(text, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*2*sizeof(float));
+
+ for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
+ {
+ int vCounter = 0;
+ for (unsigned int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
+ {
+ model.meshes[m].texcoords[vCounter] = text[i];
+ vCounter++;
+ }
+ }
+ } break;
+ case IQM_BLENDINDEXES:
+ {
+ blendi = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(char));
+ //fseek(iqmFile, va[i].offset, SEEK_SET);
+ //fread(blendi, iqmHeader->num_vertexes*4*sizeof(char), 1, iqmFile);
+ memcpy(blendi, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(char));
+
+ for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
+ {
+ int boneCounter = 0;
+ for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
+ {
+ model.meshes[m].boneIds[boneCounter] = blendi[i];
+ boneCounter++;
+ }
+ }
+ } break;
+ case IQM_BLENDWEIGHTS:
+ {
+ blendw = RL_MALLOC(iqmHeader->num_vertexes*4*sizeof(unsigned char));
+ //fseek(iqmFile, va[i].offset, SEEK_SET);
+ //fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
+ memcpy(blendw, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char));
+
+ for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
+ {
+ int boneCounter = 0;
+ for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
+ {
+ model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f;
+ boneCounter++;
+ }
+ }
+ } break;
+ }
+ }
+
+ // Bones (joints) data processing
+ ijoint = RL_MALLOC(iqmHeader->num_joints*sizeof(IQMJoint));
+ //fseek(iqmFile, iqmHeader->ofs_joints, SEEK_SET);
+ //fread(ijoint, iqmHeader->num_joints*sizeof(IQMJoint), 1, iqmFile);
+ memcpy(ijoint, fileDataPtr + iqmHeader->ofs_joints, iqmHeader->num_joints*sizeof(IQMJoint));
+
+ model.boneCount = iqmHeader->num_joints;
+ model.bones = RL_MALLOC(iqmHeader->num_joints*sizeof(BoneInfo));
+ model.bindPose = RL_MALLOC(iqmHeader->num_joints*sizeof(Transform));
+
+ for (unsigned int i = 0; i < iqmHeader->num_joints; i++)
+ {
+ // Bones
+ model.bones[i].parent = ijoint[i].parent;
+ //fseek(iqmFile, iqmHeader->ofs_text + ijoint[i].name, SEEK_SET);
+ //fread(model.bones[i].name, BONE_NAME_LENGTH*sizeof(char), 1, iqmFile);
+ memcpy(model.bones[i].name, fileDataPtr + iqmHeader->ofs_text + ijoint[i].name, BONE_NAME_LENGTH*sizeof(char));
+
+ // Bind pose (base pose)
+ model.bindPose[i].translation.x = ijoint[i].translate[0];
+ model.bindPose[i].translation.y = ijoint[i].translate[1];
+ model.bindPose[i].translation.z = ijoint[i].translate[2];
+
+ model.bindPose[i].rotation.x = ijoint[i].rotate[0];
+ model.bindPose[i].rotation.y = ijoint[i].rotate[1];
+ model.bindPose[i].rotation.z = ijoint[i].rotate[2];
+ model.bindPose[i].rotation.w = ijoint[i].rotate[3];
+
+ model.bindPose[i].scale.x = ijoint[i].scale[0];
+ model.bindPose[i].scale.y = ijoint[i].scale[1];
+ model.bindPose[i].scale.z = ijoint[i].scale[2];
+ }
+
+ // Build bind pose from parent joints
+ for (int i = 0; i < model.boneCount; i++)
+ {
+ if (model.bones[i].parent >= 0)
+ {
+ model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
+ model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
+ model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
+ model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
+ }
+ }
+
+ RL_FREE(fileData);
+
+ RL_FREE(imesh);
+ RL_FREE(tri);
+ RL_FREE(va);
+ RL_FREE(vertex);
+ RL_FREE(normal);
+ RL_FREE(text);
+ RL_FREE(blendi);
+ RL_FREE(blendw);
+ RL_FREE(ijoint);
+
+ return model;
+}
+
+// Load IQM animation data
+static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCount)
+{
+#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
+#define IQM_VERSION 2 // only IQM version 2 supported
+
+ unsigned int fileSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &fileSize);
+ unsigned char *fileDataPtr = fileData;
+
+ typedef struct IQMHeader {
+ char magic[16];
+ unsigned int version;
+ unsigned int filesize;
+ unsigned int flags;
+ unsigned int num_text, ofs_text;
+ unsigned int num_meshes, ofs_meshes;
+ unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
+ unsigned int num_triangles, ofs_triangles, ofs_adjacency;
+ unsigned int num_joints, ofs_joints;
+ unsigned int num_poses, ofs_poses;
+ unsigned int num_anims, ofs_anims;
+ unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
+ unsigned int num_comment, ofs_comment;
+ unsigned int num_extensions, ofs_extensions;
+ } IQMHeader;
+
+ typedef struct IQMPose {
+ int parent;
+ unsigned int mask;
+ float channeloffset[10];
+ float channelscale[10];
+ } IQMPose;
+
+ typedef struct IQMAnim {
+ unsigned int name;
+ unsigned int first_frame, num_frames;
+ float framerate;
+ unsigned int flags;
+ } IQMAnim;
+
+ // In case file can not be read, return an empty model
+ if (fileDataPtr == NULL) return NULL;
+
+ // Read IQM header
+ IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
+
+ if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
+ return NULL;
+ }
+
+ if (iqmHeader->version != IQM_VERSION)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
+ return NULL;
+ }
+
+ // Get bones data
+ IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
+ //fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
+ //fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
+ memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
+
+ // Get animations data
+ *animCount = iqmHeader->num_anims;
+ IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
+ //fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
+ //fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
+ memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
+
+ ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
+
+ // frameposes
+ unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
+ //fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
+ //fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
+ memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
+
+ for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
+ {
+ animations[a].frameCount = anim[a].num_frames;
+ animations[a].boneCount = iqmHeader->num_poses;
+ animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
+ animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
+ // animations[a].framerate = anim.framerate; // TODO: Use framerate?
+
+ for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
+ {
+ strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
+ animations[a].bones[j].parent = poses[j].parent;
+ }
+
+ for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
+
+ int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
+
+ for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
+ {
+ for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
+ {
+ animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
+
+ if (poses[i].mask & 0x01)
+ {
+ animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
+
+ if (poses[i].mask & 0x02)
+ {
+ animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
+
+ if (poses[i].mask & 0x04)
+ {
+ animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
+
+ if (poses[i].mask & 0x08)
+ {
+ animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
+
+ if (poses[i].mask & 0x10)
+ {
+ animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
+
+ if (poses[i].mask & 0x20)
+ {
+ animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
+
+ if (poses[i].mask & 0x40)
+ {
+ animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
+
+ if (poses[i].mask & 0x80)
+ {
+ animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
+
+ if (poses[i].mask & 0x100)
+ {
+ animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
+
+ if (poses[i].mask & 0x200)
+ {
+ animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
+ }
+ }
+
+ // Build frameposes
+ for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
+ {
+ for (int i = 0; i < animations[a].boneCount; i++)
+ {
+ if (animations[a].bones[i].parent >= 0)
+ {
+ animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
+ animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
+ animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
+ animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
+ }
+ }
+ }
+ }
+
+ RL_FREE(fileData);
+
+ RL_FREE(framedata);
+ RL_FREE(poses);
+ RL_FREE(anim);
+
+ return animations;
+}
+
+#endif
+
+#if defined(SUPPORT_FILEFORMAT_GLTF)
+
+static const unsigned char base64Table[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 62, 0, 0, 0, 63, 52, 53,
+ 54, 55, 56, 57, 58, 59, 60, 61, 0, 0,
+ 0, 0, 0, 0, 0, 0, 1, 2, 3, 4,
+ 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
+ 15, 16, 17, 18, 19, 20, 21, 22, 23, 24,
+ 25, 0, 0, 0, 0, 0, 0, 26, 27, 28,
+ 29, 30, 31, 32, 33, 34, 35, 36, 37, 38,
+ 39, 40, 41, 42, 43, 44, 45, 46, 47, 48,
+ 49, 50, 51
+};
+
+static int GetSizeBase64(char *input)
+{
+ int size = 0;
+
+ for (int i = 0; input[4*i] != 0; i++)
+ {
+ if (input[4*i + 3] == '=')
+ {
+ if (input[4*i + 2] == '=') size += 1;
+ else size += 2;
+ }
+ else size += 3;
+ }
+
+ return size;
+}
+
+static unsigned char *DecodeBase64(char *input, int *size)
+{
+ *size = GetSizeBase64(input);
+
+ unsigned char *buf = (unsigned char *)RL_MALLOC(*size);
+ for (int i = 0; i < *size/3; i++)
+ {
+ unsigned char a = base64Table[(int)input[4*i]];
+ unsigned char b = base64Table[(int)input[4*i + 1]];
+ unsigned char c = base64Table[(int)input[4*i + 2]];
+ unsigned char d = base64Table[(int)input[4*i + 3]];
+
+ buf[3*i] = (a << 2) | (b >> 4);
+ buf[3*i + 1] = (b << 4) | (c >> 2);
+ buf[3*i + 2] = (c << 6) | d;
+ }
+
+ if (*size%3 == 1)
+ {
+ int n = *size/3;
+ unsigned char a = base64Table[(int)input[4*n]];
+ unsigned char b = base64Table[(int)input[4*n + 1]];
+ buf[*size - 1] = (a << 2) | (b >> 4);
+ }
+ else if (*size%3 == 2)
+ {
+ int n = *size/3;
+ unsigned char a = base64Table[(int)input[4*n]];
+ unsigned char b = base64Table[(int)input[4*n + 1]];
+ unsigned char c = base64Table[(int)input[4*n + 2]];
+ buf[*size - 2] = (a << 2) | (b >> 4);
+ buf[*size - 1] = (b << 4) | (c >> 2);
+ }
+ return buf;
+}
+
+// Load texture from cgltf_image
+static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Color tint)
+{
+ Image rimage = { 0 };
+
+ if (image->uri)
+ {
+ if ((strlen(image->uri) > 5) &&
+ (image->uri[0] == 'd') &&
+ (image->uri[1] == 'a') &&
+ (image->uri[2] == 't') &&
+ (image->uri[3] == 'a') &&
+ (image->uri[4] == ':'))
+ {
+ // Data URI
+ // Format: data:<mediatype>;base64,<data>
+
+ // Find the comma
+ int i = 0;
+ while ((image->uri[i] != ',') && (image->uri[i] != 0)) i++;
+
+ if (image->uri[i] == 0) TRACELOG(LOG_WARNING, "IMAGE: glTF data URI is not a valid image");
+ else
+ {
+ int size = 0;
+ unsigned char *data = DecodeBase64(image->uri + i + 1, &size);
+
+ int width, height;
+ unsigned char *raw = stbi_load_from_memory(data, size, &width, &height, NULL, 4);
+ RL_FREE(data);
+
+ rimage.data = raw;
+ rimage.width = width;
+ rimage.height = height;
+ rimage.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
+ rimage.mipmaps = 1;
+
+ // TODO: Tint shouldn't be applied here!
+ ImageColorTint(&rimage, tint);
+ }
+ }
+ else
+ {
+ rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri));
+
+ // TODO: Tint shouldn't be applied here!
+ ImageColorTint(&rimage, tint);
+ }
+ }
+ else if (image->buffer_view)
+ {
+ unsigned char *data = RL_MALLOC(image->buffer_view->size);
+ int n = (int)image->buffer_view->offset;
+ int stride = (int)image->buffer_view->stride ? (int)image->buffer_view->stride : 1;
+
+ for (unsigned int i = 0; i < image->buffer_view->size; i++)
+ {
+ data[i] = ((unsigned char *)image->buffer_view->buffer->data)[n];
+ n += stride;
+ }
+
+ int width, height;
+ unsigned char *raw = stbi_load_from_memory(data, (int)image->buffer_view->size, &width, &height, NULL, 4);
+ RL_FREE(data);
+
+ rimage.data = raw;
+ rimage.width = width;
+ rimage.height = height;
+ rimage.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
+ rimage.mipmaps = 1;
+
+ // TODO: Tint shouldn't be applied here!
+ ImageColorTint(&rimage, tint);
+ }
+ else rimage = GenImageColor(1, 1, tint);
+
+ return rimage;
+}
+
+
+static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void *variable, unsigned int elements, unsigned int size)
+{
+ if (acc->count == 2)
+ {
+ if (index > 1) return false;
+
+ memcpy(variable, index == 0 ? acc->min : acc->max, elements*size);
+ return true;
+ }
+
+ unsigned int stride = size*elements;
+ memset(variable, 0, stride);
+
+ if (acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) return false;
+
+ void* readPosition = ((char *)acc->buffer_view->buffer->data) + (index*stride) + acc->buffer_view->offset + acc->offset;
+ memcpy(variable, readPosition, stride);
+ return true;
+}
+
+// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb
+static Model LoadGLTF(const char *fileName)
+{
+ /***********************************************************************************
+
+ Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) and Hristo Stamenov(@object71)
+
+ Features:
+ - Supports .gltf and .glb files
+ - Supports embedded (base64) or external textures
+ - Loads all raylib supported material textures, values and colors
+ - Supports multiple mesh per model and multiple primitives per model
+
+ Some restrictions (not exhaustive):
+ - Triangle-only meshes
+ - Not supported node hierarchies or transforms
+ - Only supports unsigned short indices (no byte/unsigned int)
+ - Only supports float for texture coordinates (no byte/unsigned short)
+
+ *************************************************************************************/
+
+ Model model = { 0 };
+
+ // glTF file loading
+ unsigned int dataSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &dataSize);
+
+ if (fileData == NULL) return model;
+
+ // glTF data loading
+ cgltf_options options = { 0 };
+ cgltf_data *data = NULL;
+ cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
+
+ if (result == cgltf_result_success)
+ {
+ TRACELOG(LOG_INFO, "MODEL: [%s] glTF meshes (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->meshes_count);
+ TRACELOG(LOG_INFO, "MODEL: [%s] glTF materials (%s) count: %i", fileName, (data->file_type == 2)? "glb" : "gltf", data->materials_count);
+
+ // Read data buffers
+ result = cgltf_load_buffers(&options, data, fileName);
+ if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
+
+ int primitivesCount = 0;
+
+ for (unsigned int i = 0; i < data->meshes_count; i++)
+ primitivesCount += (int)data->meshes[i].primitives_count;
+
+ // Process glTF data and map to model
+ model.meshCount = primitivesCount;
+ model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
+ model.materialCount = (int)data->materials_count + 1;
+ model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
+ model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
+ model.boneCount = (int)data->nodes_count;
+ model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
+ model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
+
+ InitGLTFBones(&model, data);
+ LoadGLTFMaterial(&model, fileName, data);
+
+ int primitiveIndex = 0;
+
+ for (unsigned int i = 0; i < data->meshes_count; i++)
+ {
+ for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
+ {
+ for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
+ {
+ if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+ model.meshes[primitiveIndex].vertexCount = (int)acc->count;
+ int bufferSize = model.meshes[primitiveIndex].vertexCount*3*sizeof(float);
+ model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
+ model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
+
+ if (acc->component_type == cgltf_component_type_r_32f)
+ {
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].vertices + (a*3), 3, sizeof(float));
+ }
+ }
+ else if (acc->component_type == cgltf_component_type_r_32u)
+ {
+ int readValue[3];
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, readValue, 3, sizeof(int));
+ model.meshes[primitiveIndex].vertices[(a*3) + 0] = (float)readValue[0];
+ model.meshes[primitiveIndex].vertices[(a*3) + 1] = (float)readValue[1];
+ model.meshes[primitiveIndex].vertices[(a*3) + 2] = (float)readValue[2];
+ }
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short vertices
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF vertices must be float or int", fileName);
+ }
+
+ memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
+ }
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+
+ int bufferSize = (int)(acc->count*3*sizeof(float));
+ model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
+ model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
+
+ if (acc->component_type == cgltf_component_type_r_32f)
+ {
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].normals + (a*3), 3, sizeof(float));
+ }
+ }
+ else if (acc->component_type == cgltf_component_type_r_32u)
+ {
+ int readValue[3];
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, readValue, 3, sizeof(int));
+ model.meshes[primitiveIndex].normals[(a*3) + 0] = (float)readValue[0];
+ model.meshes[primitiveIndex].normals[(a*3) + 1] = (float)readValue[1];
+ model.meshes[primitiveIndex].normals[(a*3) + 2] = (float)readValue[2];
+ }
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short normals
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
+ }
+
+ memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
+ }
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+
+ if (acc->component_type == cgltf_component_type_r_32f)
+ {
+ model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float));
+
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a*2), 2, sizeof(float));
+ }
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short texture coordinates
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF texture coordinates must be float", fileName);
+ }
+ }
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+ LoadGLTFBoneAttribute(&model, acc, data, primitiveIndex);
+ }
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
+ {
+ cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
+
+ model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
+
+ if (acc->component_type == cgltf_component_type_r_32f)
+ {
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, model.meshes[primitiveIndex].boneWeights + (a*4), 4, sizeof(float));
+ }
+ }
+ else if (acc->component_type == cgltf_component_type_r_32u)
+ {
+ unsigned int readValue[4];
+ for (int a = 0; a < acc->count; a++)
+ {
+ GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int));
+ model.meshes[primitiveIndex].normals[(a*4) + 0] = (float)readValue[0];
+ model.meshes[primitiveIndex].normals[(a*4) + 1] = (float)readValue[1];
+ model.meshes[primitiveIndex].normals[(a*4) + 2] = (float)readValue[2];
+ model.meshes[primitiveIndex].normals[(a*4) + 3] = (float)readValue[3];
+ }
+ }
+ else
+ {
+ // TODO: Support normalized unsigned byte/unsigned short weights
+ TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
+ }
+ }
+ }
+
+ cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
+ LoadGLTFModelIndices(&model, acc, primitiveIndex);
+
+ if (data->meshes[i].primitives[p].material)
+ {
+ // Compute the offset
+ model.meshMaterial[primitiveIndex] = (int)(data->meshes[i].primitives[p].material - data->materials);
+ }
+ else
+ {
+ model.meshMaterial[primitiveIndex] = model.materialCount - 1;
+ }
+
+ BindGLTFPrimitiveToBones(&model, data, primitiveIndex);
+
+ primitiveIndex++;
+ }
+
+ }
+
+ cgltf_free(data);
+ }
+ else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
+
+ RL_FREE(fileData);
+
+ return model;
+}
+
+static void InitGLTFBones(Model* model, const cgltf_data* data)
+{
+ for (unsigned int j = 0; j < data->nodes_count; j++)
+ {
+ strcpy(model->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
+ model->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
+ }
+
+ for (unsigned int i = 0; i < data->nodes_count; i++)
+ {
+ if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3*sizeof(float));
+ else model->bindPose[i].translation = Vector3Zero();
+
+ if (data->nodes[i].has_rotation) memcpy(&model->bindPose[i].rotation, data->nodes[i].rotation, 4*sizeof(float));
+ else model->bindPose[i].rotation = QuaternionIdentity();
+
+ model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation);
+
+ if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3*sizeof(float));
+ else model->bindPose[i].scale = Vector3One();
+ }
+
+ {
+ bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
+ int numberCompletedBones = 0;
+
+ while (numberCompletedBones < model->boneCount) {
+ for (int i = 0; i < model->boneCount; i++)
+ {
+ if (completedBones[i]) continue;
+
+ if (model->bones[i].parent < 0) {
+ completedBones[i] = true;
+ numberCompletedBones++;
+ continue;
+ }
+
+ if (!completedBones[model->bones[i].parent]) continue;
+
+ Transform* currentTransform = &model->bindPose[i];
+ BoneInfo* currentBone = &model->bones[i];
+ int root = currentBone->parent;
+ if (root >= model->boneCount)
+ root = 0;
+ Transform* parentTransform = &model->bindPose[root];
+
+ currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
+ currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
+ currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
+ currentTransform->scale = Vector3Multiply(currentTransform->scale, parentTransform->scale);
+ completedBones[i] = true;
+ numberCompletedBones++;
+ }
+ }
+
+ RL_FREE(completedBones);
+ }
+}
+
+static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data)
+{
+ for (int i = 0; i < model->materialCount - 1; i++)
+ {
+ model->materials[i] = LoadMaterialDefault();
+ Color tint = (Color){ 255, 255, 255, 255 };
+ const char *texPath = GetDirectoryPath(fileName);
+
+ // Ensure material follows raylib support for PBR (metallic/roughness flow)
+ if (data->materials[i].has_pbr_metallic_roughness)
+ {
+ tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
+ tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
+ tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
+ tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
+
+ model->materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint;
+
+ if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
+ {
+ Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
+ UnloadImage(albedo);
+ }
+
+ tint = WHITE; // Set tint to white after it's been used by Albedo
+
+ if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
+ {
+ Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
+
+ float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
+ model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
+
+ float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
+ model->materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic;
+
+ UnloadImage(metallicRoughness);
+ }
+
+ if (data->materials[i].normal_texture.texture)
+ {
+ Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
+ UnloadImage(normalImage);
+ }
+
+ if (data->materials[i].occlusion_texture.texture)
+ {
+ Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
+ UnloadImage(occulsionImage);
+ }
+
+ if (data->materials[i].emissive_texture.texture)
+ {
+ Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
+ model->materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
+ tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
+ tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
+ tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
+ model->materials[i].maps[MATERIAL_MAP_EMISSION].color = tint;
+ UnloadImage(emissiveImage);
+ }
+ }
+ }
+
+ model->materials[model->materialCount - 1] = LoadMaterialDefault();
+}
+
+static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex)
+{
+ if (jointsAccessor->component_type == cgltf_component_type_r_16u)
+ {
+ model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
+ short* bones = RL_MALLOC(sizeof(short)*jointsAccessor->count*4);
+
+ for (int a = 0; a < jointsAccessor->count; a++)
+ {
+ GLTFReadValue(jointsAccessor, a, bones + (a*4), 4, sizeof(short));
+ }
+
+ for (unsigned int a = 0; a < jointsAccessor->count*4; a++)
+ {
+ cgltf_node* skinJoint = data->skins->joints[bones[a]];
+
+ for (unsigned int k = 0; k < data->nodes_count; k++)
+ {
+ if (&(data->nodes[k]) == skinJoint)
+ {
+ model->meshes[primitiveIndex].boneIds[a] = k;
+ break;
+ }
+ }
+ }
+ RL_FREE(bones);
+ }
+ else if (jointsAccessor->component_type == cgltf_component_type_r_8u)
+ {
+ model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
+ unsigned char* bones = RL_MALLOC(sizeof(unsigned char)*jointsAccessor->count*4);
+
+ for (int a = 0; a < jointsAccessor->count; a++)
+ {
+ GLTFReadValue(jointsAccessor, a, bones + (a*4), 4, sizeof(unsigned char));
+ }
+
+ for (unsigned int a = 0; a < jointsAccessor->count*4; a++)
+ {
+ cgltf_node* skinJoint = data->skins->joints[bones[a]];
+
+ for (unsigned int k = 0; k < data->nodes_count; k++)
+ {
+ if (&(data->nodes[k]) == skinJoint)
+ {
+ model->meshes[primitiveIndex].boneIds[a] = k;
+ break;
+ }
+ }
+ }
+ RL_FREE(bones);
+ }
+ else
+ {
+ // TODO: Support other size of bone index?
+ TRACELOG(LOG_WARNING, "MODEL: glTF bones in unexpected format");
+ }
+}
+
+static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex)
+{
+ if (model->meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
+ {
+ for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
+ {
+ if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
+ {
+ model->meshes[primitiveIndex].boneIds = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(int));
+ model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(float));
+
+ for (int b = 0; b < 4*model->meshes[primitiveIndex].vertexCount; b++)
+ {
+ if (b%4 == 0)
+ {
+ model->meshes[primitiveIndex].boneIds[b] = nodeId;
+ model->meshes[primitiveIndex].boneWeights[b] = 1.0f;
+ }
+ else
+ {
+ model->meshes[primitiveIndex].boneIds[b] = 0;
+ model->meshes[primitiveIndex].boneWeights[b] = 0.0f;
+ }
+
+ }
+
+ Vector3 boundVertex = { 0 };
+ Vector3 boundNormal = { 0 };
+
+ Vector3 outTranslation = { 0 };
+ Quaternion outRotation = { 0 };
+ Vector3 outScale = { 0 };
+
+ int vCounter = 0;
+ int boneCounter = 0;
+ int boneId = 0;
+
+ for (int i = 0; i < model->meshes[primitiveIndex].vertexCount; i++)
+ {
+ boneId = model->meshes[primitiveIndex].boneIds[boneCounter];
+ outTranslation = model->bindPose[boneId].translation;
+ outRotation = model->bindPose[boneId].rotation;
+ outScale = model->bindPose[boneId].scale;
+
+ // Vertices processing
+ boundVertex = (Vector3){ model->meshes[primitiveIndex].vertices[vCounter], model->meshes[primitiveIndex].vertices[vCounter + 1], model->meshes[primitiveIndex].vertices[vCounter + 2] };
+ boundVertex = Vector3Multiply(boundVertex, outScale);
+ boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
+ boundVertex = Vector3Add(boundVertex, outTranslation);
+ model->meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
+ model->meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
+ model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
+
+ // Normals processing
+ if (model->meshes[primitiveIndex].normals != NULL)
+ {
+ boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
+ boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
+ model->meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
+ model->meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
+ model->meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
+ }
+
+ vCounter += 3;
+ boneCounter += 4;
+ }
+ }
+ }
+ }
+}
+
+static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, int primitiveIndex)
+{
+ if (indexAccessor)
+ {
+ if (indexAccessor->component_type == cgltf_component_type_r_16u || indexAccessor->component_type == cgltf_component_type_r_16)
+ {
+ model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count/3;
+ model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
+
+ unsigned short readValue = 0;
+ for (int a = 0; a < indexAccessor->count; a++)
+ {
+ GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(short));
+ model->meshes[primitiveIndex].indices[a] = readValue;
+ }
+ }
+ else if (indexAccessor->component_type == cgltf_component_type_r_8u || indexAccessor->component_type == cgltf_component_type_r_8)
+ {
+ model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count/3;
+ model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
+
+ unsigned char readValue = 0;
+ for (int a = 0; a < indexAccessor->count; a++)
+ {
+ GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(char));
+ model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
+ }
+ }
+ else if (indexAccessor->component_type == cgltf_component_type_r_32u)
+ {
+ model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count/3;
+ model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
+
+ unsigned int readValue;
+ for (int a = 0; a < indexAccessor->count; a++)
+ {
+ GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(unsigned int));
+ model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
+ }
+ }
+ }
+ else
+ {
+ // Unindexed mesh
+ model->meshes[primitiveIndex].triangleCount = model->meshes[primitiveIndex].vertexCount/3;
+ }
+}
+
+// LoadGLTF loads in animation data from given filename
+static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount)
+{
+ /***********************************************************************************
+
+ Function implemented by Hristo Stamenov (@object71)
+
+ Features:
+ - Supports .gltf and .glb files
+
+ Some restrictions (not exhaustive):
+ - ...
+
+ *************************************************************************************/
+
+ // glTF file loading
+ unsigned int dataSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &dataSize);
+
+ ModelAnimation *animations = NULL;
+
+ if (fileData == NULL) return animations;
+
+ // glTF data loading
+ cgltf_options options = { 0 };
+ cgltf_data *data = NULL;
+ cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
+
+ if (result == cgltf_result_success)
+ {
+ TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
+ "gltf", data->animations_count);
+
+ result = cgltf_load_buffers(&options, data, fileName);
+ if (result != cgltf_result_success) TRACELOG(LOG_WARNING, "MODEL: [%s] unable to load glTF animations data", fileName);
+ animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
+ *animCount = (int)data->animations_count;
+
+ for (unsigned int a = 0; a < data->animations_count; a++)
+ {
+ // gltf animation consists of the following structures:
+ // - nodes - bones
+ // - channels - single transformation type on a single bone
+ // - node - bone
+ // - transformation type (path) - translation, rotation, scale
+ // - sampler - animation samples
+ // - input - points in time this transformation happens
+ // - output - the transformation amount at the given input points in time
+ // - interpolation - the type of interpolation to use between the frames
+
+ cgltf_animation *animation = data->animations + a;
+
+ ModelAnimation *output = animations + a;
+
+ // 30 frames sampled per second
+ const float timeStep = (1.0f/30.0f);
+ float animationDuration = 0.0f;
+
+ // Getting the max animation time to consider for animation duration
+ for (unsigned int i = 0; i < animation->channels_count; i++)
+ {
+ cgltf_animation_channel* channel = animation->channels + i;
+ int frameCounts = (int)channel->sampler->input->count;
+ float lastFrameTime = 0.0f;
+
+ if (GLTFReadValue(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1, sizeof(float)))
+ {
+ animationDuration = fmaxf(lastFrameTime, animationDuration);
+ }
+ }
+
+ output->frameCount = (int)(animationDuration / timeStep);
+ output->boneCount = (int)data->nodes_count;
+ output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
+ output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
+ // output->framerate = // TODO: Use framerate instead of const timestep
+
+ // Name and parent bones
+ for (unsigned int j = 0; j < data->nodes_count; j++)
+ {
+ strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
+ output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
+ }
+
+ // Allocate data for frames
+ // Initiate with zero bone translations
+ for (int frame = 0; frame < output->frameCount; frame++)
+ {
+ output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
+
+ for (unsigned int i = 0; i < data->nodes_count; i++)
+ {
+ output->framePoses[frame][i].translation = Vector3Zero();
+ output->framePoses[frame][i].rotation = QuaternionIdentity();
+ output->framePoses[frame][i].rotation = QuaternionNormalize(output->framePoses[frame][i].rotation);
+ output->framePoses[frame][i].scale = Vector3One();
+ }
+ }
+
+ // for each single transformation type on single bone
+ for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
+ {
+ cgltf_animation_channel* channel = animation->channels + channelId;
+ cgltf_animation_sampler* sampler = channel->sampler;
+
+ int boneId = (int)(channel->target_node - data->nodes);
+
+ for (int frame = 0; frame < output->frameCount; frame++)
+ {
+ bool shouldSkipFurtherTransformation = true;
+ int outputMin = 0;
+ int outputMax = 0;
+ float frameTime = frame*timeStep;
+ float lerpPercent = 0.0f;
+
+ // For this transformation:
+ // getting between which input values the current frame time position
+ // and also what is the percent to use in the linear interpolation later
+ for (unsigned int j = 0; j < sampler->input->count; j++)
+ {
+ float inputFrameTime;
+ if (GLTFReadValue(sampler->input, j, &inputFrameTime, 1, sizeof(float)))
+ {
+ if (frameTime < inputFrameTime)
+ {
+ shouldSkipFurtherTransformation = false;
+ outputMin = (j == 0) ? 0 : j - 1;
+ outputMax = j;
+
+ float previousInputTime = 0.0f;
+ if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float)))
+ {
+ if ((inputFrameTime - previousInputTime) != 0)
+ {
+ lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
+ }
+ }
+
+ break;
+ }
+ }
+ else break;
+ }
+
+ // If the current transformation has no information for the current frame time point
+ if (shouldSkipFurtherTransformation) continue;
+
+ if (channel->target_path == cgltf_animation_path_type_translation)
+ {
+ Vector3 translationStart;
+ Vector3 translationEnd;
+
+ bool success = GLTFReadValue(sampler->output, outputMin, &translationStart, 3, sizeof(float));
+ success = GLTFReadValue(sampler->output, outputMax, &translationEnd, 3, sizeof(float)) || success;
+
+ if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
+ }
+ if (channel->target_path == cgltf_animation_path_type_rotation)
+ {
+ Quaternion rotationStart;
+ Quaternion rotationEnd;
+
+ bool success = GLTFReadValue(sampler->output, outputMin, &rotationStart, 4, sizeof(float));
+ success = GLTFReadValue(sampler->output, outputMax, &rotationEnd, 4, sizeof(float)) || success;
+
+ if (success)
+ {
+ output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
+ output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
+ }
+ }
+ if (channel->target_path == cgltf_animation_path_type_scale)
+ {
+ Vector3 scaleStart;
+ Vector3 scaleEnd;
+
+ bool success = GLTFReadValue(sampler->output, outputMin, &scaleStart, 3, sizeof(float));
+ success = GLTFReadValue(sampler->output, outputMax, &scaleEnd, 3, sizeof(float)) || success;
+
+ if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
+ }
+ }
+ }
+
+ // Build frameposes
+ for (int frame = 0; frame < output->frameCount; frame++)
+ {
+ bool *completedBones = RL_CALLOC(output->boneCount, sizeof(bool));
+ int numberCompletedBones = 0;
+
+ while (numberCompletedBones < output->boneCount)
+ {
+ for (int i = 0; i < output->boneCount; i++)
+ {
+ if (completedBones[i]) continue;
+
+ if (output->bones[i].parent < 0)
+ {
+ completedBones[i] = true;
+ numberCompletedBones++;
+ continue;
+ }
+
+ if (!completedBones[output->bones[i].parent]) continue;
+
+ output->framePoses[frame][i].rotation = QuaternionMultiply(output->framePoses[frame][output->bones[i].parent].rotation, output->framePoses[frame][i].rotation);
+ output->framePoses[frame][i].translation = Vector3RotateByQuaternion(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].rotation);
+ output->framePoses[frame][i].translation = Vector3Add(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].translation);
+ output->framePoses[frame][i].scale = Vector3Multiply(output->framePoses[frame][i].scale, output->framePoses[frame][output->bones[i].parent].scale);
+ completedBones[i] = true;
+ numberCompletedBones++;
+ }
+ }
+
+ RL_FREE(completedBones);
+ }
+
+ }
+
+ cgltf_free(data);
+ }
+ else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
+
+ RL_FREE(fileData);
+
+ return animations;
+}
+
+#endif