Code formatting to match Raylib conventions
This commit is contained in:
parent
31b2f3c70e
commit
a1caf4f4a0
|
|
@ -165,7 +165,8 @@ int main(void)
|
|||
|
||||
// --------------
|
||||
|
||||
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && decalCount < MAX_DECALS) {
|
||||
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && decalCount < MAX_DECALS)
|
||||
{
|
||||
|
||||
// Create the transformation to project the decal
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
|
|
@ -188,12 +189,14 @@ int main(void)
|
|||
// (for each mesh of the model)
|
||||
for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) {
|
||||
Mesh mesh = model.meshes[meshIndex];
|
||||
for (int tri = 0; tri < mesh.triangleCount; tri++) {
|
||||
for (int tri = 0; tri < mesh.triangleCount; tri++)
|
||||
{
|
||||
Vector3 vertices[3];
|
||||
|
||||
// The way we calculate the vertices of the mesh triangle
|
||||
// depend on whether the mesh vertices are indexed or not
|
||||
if (mesh.indices == 0) {
|
||||
if (mesh.indices == 0)
|
||||
{
|
||||
for (int v = 0; v < 3; v++) {
|
||||
vertices[v] = (Vector3) {
|
||||
mesh.vertices[3*3*tri + 3*v + 0],
|
||||
|
|
@ -202,8 +205,10 @@ int main(void)
|
|||
};
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (int v = 0; v < 3; v++) {
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = (Vector3) {
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
|
||||
|
|
@ -215,7 +220,8 @@ int main(void)
|
|||
// Transform all 3 vertices of the triangle
|
||||
// and check if they are inside our decal box
|
||||
int insideCount = 0;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// To splat space
|
||||
Vector3 v = Vector3Transform(vertices[i], splat);
|
||||
|
||||
|
|
@ -228,7 +234,8 @@ int main(void)
|
|||
}
|
||||
|
||||
// If any of them are inside, we add the triangle - we'll clip it later
|
||||
if (insideCount > 0) {
|
||||
if (insideCount > 0)
|
||||
{
|
||||
AddTriangleToMeshBuilder(&mesh_builders[mb_index], vertices);
|
||||
}
|
||||
}
|
||||
|
|
@ -243,7 +250,8 @@ int main(void)
|
|||
{ 0, 0, 1 },
|
||||
{ 0, 0, -1 }
|
||||
};
|
||||
for (int face = 0; face < 6; face++) {
|
||||
for (int face = 0; face < 6; face++)
|
||||
{
|
||||
// Swap current model builder (so we read from the one we just wrote to)
|
||||
mb_index = 1 - mb_index;
|
||||
|
||||
|
|
@ -255,7 +263,8 @@ int main(void)
|
|||
|
||||
float s = 0.5f * decalSize;
|
||||
|
||||
for (int i = 0; i < inMesh->vertexCount; i+=3) {
|
||||
for (int i = 0; i < inMesh->vertexCount; i+=3)
|
||||
{
|
||||
Vector3 nV1, nV2, nV3, nV4;
|
||||
|
||||
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s;
|
||||
|
|
@ -346,9 +355,11 @@ int main(void)
|
|||
MeshBuilder *theMesh = &mesh_builders[mb_index];
|
||||
|
||||
// Allocate room for UVs
|
||||
if (theMesh->vertexCount > 0) {
|
||||
if (theMesh->vertexCount > 0)
|
||||
{
|
||||
theMesh->uvs = (Vector2*)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
|
||||
for (int i = 0; i < theMesh->vertexCount; i++) {
|
||||
for (int i = 0; i < theMesh->vertexCount; i++)
|
||||
{
|
||||
|
||||
// Calculate the UVs based on the projected coords
|
||||
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
|
||||
|
|
@ -381,17 +392,20 @@ int main(void)
|
|||
BeginMode3D(camera);
|
||||
|
||||
// Draw the model at the origin and default scale
|
||||
if (showModel) {
|
||||
if (showModel)
|
||||
{
|
||||
DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
}
|
||||
|
||||
// Draw the decal models
|
||||
for (int i = 0; i < decalCount; i++) {
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
|
||||
}
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.hit) {
|
||||
if (collision.hit)
|
||||
{
|
||||
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
|
||||
|
|
@ -417,7 +431,8 @@ int main(void)
|
|||
int vertexCount = 0;
|
||||
int triangleCount = 0;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++) {
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
vertexCount += model.meshes[i].vertexCount;
|
||||
triangleCount += model.meshes[i].triangleCount;
|
||||
}
|
||||
|
|
@ -427,7 +442,8 @@ int main(void)
|
|||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
for (int i = 0; i < decalCount; i++) {
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
||||
|
|
@ -458,7 +474,8 @@ int main(void)
|
|||
UnloadModel(model);
|
||||
UnloadTexture(modelTexture);
|
||||
|
||||
for (int i = 0; i < decalCount; i++) {
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
UnloadModel(decalModels[i]);
|
||||
}
|
||||
|
||||
|
|
@ -476,10 +493,12 @@ int main(void)
|
|||
// A really simple dynamic array manager
|
||||
void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) {
|
||||
// Reallocate and copy if we need to
|
||||
if (mb->vertexCapacity <= mb->vertexCount + 3 ) {
|
||||
if (mb->vertexCapacity <= mb->vertexCount + 3 )
|
||||
{
|
||||
int newVertexCapacity = (1 + (mb->vertexCapacity / 256)) * 256;
|
||||
Vector3 *newVertices = (Vector3*)MemAlloc(newVertexCapacity * sizeof(Vector3));
|
||||
if (mb->vertexCapacity > 0) {
|
||||
if (mb->vertexCapacity > 0)
|
||||
{
|
||||
memcpy(newVertices, mb->vertices, mb->vertexCount * sizeof(Vector3));
|
||||
MemFree(mb->vertices);
|
||||
}
|
||||
|
|
@ -491,15 +510,18 @@ void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) {
|
|||
int index = mb->vertexCount;
|
||||
mb->vertexCount += 3;
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
mb->vertices[index+i] = vertices[i];
|
||||
}
|
||||
}
|
||||
|
||||
void FreeMeshBuilder(MeshBuilder *mb) {
|
||||
void FreeMeshBuilder(MeshBuilder *mb)
|
||||
{
|
||||
MemFree(mb->vertices);
|
||||
|
||||
if (mb->uvs) {
|
||||
if (mb->uvs)
|
||||
{
|
||||
MemFree(mb->uvs);
|
||||
}
|
||||
|
||||
|
|
@ -507,7 +529,8 @@ void FreeMeshBuilder(MeshBuilder *mb) {
|
|||
}
|
||||
|
||||
// Construct a Raylib Mesh from our MeshBuilder data
|
||||
Mesh BuildMesh(MeshBuilder *mb) {
|
||||
Mesh BuildMesh(MeshBuilder *mb)
|
||||
{
|
||||
Mesh outMesh = { 0 };
|
||||
|
||||
outMesh.vertexCount = mb->vertexCount;
|
||||
|
|
@ -515,15 +538,18 @@ Mesh BuildMesh(MeshBuilder *mb) {
|
|||
|
||||
outMesh.vertices = MemAlloc(outMesh.vertexCount * 3 * sizeof(float));
|
||||
|
||||
if (mb->uvs) {
|
||||
if (mb->uvs)
|
||||
{
|
||||
outMesh.texcoords = MemAlloc(outMesh.vertexCount * 2 * sizeof(float));
|
||||
}
|
||||
|
||||
for (int i = 0; i < mb->vertexCount; i++) {
|
||||
for (int i = 0; i < mb->vertexCount; i++)
|
||||
{
|
||||
outMesh.vertices[3*i+0] = mb->vertices[i].x;
|
||||
outMesh.vertices[3*i+1] = mb->vertices[i].y;
|
||||
outMesh.vertices[3*i+2] = mb->vertices[i].z;
|
||||
if (mb->uvs) {
|
||||
if (mb->uvs)
|
||||
{
|
||||
outMesh.texcoords[2*i+0] = mb->uvs[i].x;
|
||||
outMesh.texcoords[2*i+1] = mb->uvs[i].y;
|
||||
}
|
||||
|
|
@ -534,7 +560,8 @@ Mesh BuildMesh(MeshBuilder *mb) {
|
|||
return outMesh;
|
||||
}
|
||||
|
||||
Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) {
|
||||
Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
|
||||
{
|
||||
float d0 = Vector3DotProduct(v0, p) - s;
|
||||
float d1 = Vector3DotProduct(v1, p) - s;
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user