* Add support for u8 bone indicies when loading glTF
* Fix segfault for glTF animations not keyframed at 0
When loading glTF animations we lerp between keyframes, and previously
assume that if the frame we are considering has a later keyframe, there
must be a previous keyframe. This is not true if the animation's first
keyframe is some time into the animation. In this case we now
effectively clamp to that first keyframe for any time prior to it.
* Respect parent bones tranform when loading glTF animations
We previously assumed that when loading glTF animations, the bones were
ordered with those higher up the skeleton tree (i.e. closer to the root)
came first in the list of nodes. This may not be true, so now we
repeatedly loop, preparing each level of the skeleton tree one after the
other, starting at the root level. This ensures that any parent
transforms are applied before transforming any child bones.
We also ensure that we have forced the loading of animation data before
attempting to interpolate to generate the animation frames for use
later, without this no animations are applied.
Finally we remove the check that assumed the first node in the nodes
list is the root, and use an invalid index value as the sentinal value
for when a node has no parent. Previously this was 0, which made
distinguishing between root nodes and children of the first node
impossible.
Actually, it seems more logical that rlgl takes care of OpenGL data than the models module...
Also, models module loaded vertex data is unloaded by models module.
* Fixing typecast warnings generated by visual studio 2019 in examples.
* Changes to fixes based on feedback
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
Mostly typecasts, and some int to unsigned short changes, and including the windsock 2 library in the examples.
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
* Add MUSIC_AUDIO_NONE to MusicContextType and format fixes
- Useful to check the context type to see if the format is recognized. Defaulting to wav causes issues where formats are assumed to
be wav.
* Fix memory issues with LoadMusicStream and UnloadMusicStream
- Set ctxType and ctxData even if the format fails to load.
- Set ctxData to NULL if it fails and check for null inside UnloadMusicStream.
- Change RL_MALLOC when loading formats to RL_CALLOC to prevent undefined behavior.
- Add NULL check when unloading xm file.
* Disabling WindowSizeCallback around fullscreen toggle.
#1294 fixed the issue that toggle fullscreen changes the screen size because of the WindowSizeCallback. The proposed edit by @raysan5 was to comment out WindowSizeCallback which I essentially simplified to disable the callback around the set window monitor functions.
The developers using the ToggleFullscreen function should be aware that they need to size the screen correctly on that same frame. Otherwise they should check if fullscreen and size properly using the GetMonitorWidth and GetMonitorHeight functions.
* Update core.c
Fix issue from merge
This solves issue #1322 which in my opinion was prematurely closed. As the monitor resolution is expected to be the maximum that the monitor supports. My change is that as per GLFW documentation you can get all current video modes sorted by max resolution. When you toggle fullscreen the first video mode returned would be the current screen resolution setup but that doesn't help if you want to know the maximum supported.
* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.
* Removed wrongly duplicated function
* Bone loading for gltf model (not working at this point)
* Loading info about vertex to joint connection but animation is still not working
* Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF
* The model almost looks like a real person on animation.
* Fixed model loading with bones.
Also updated license info on the model.
* Cleaned up some code and updated examples.
* Fix identation issues
* Fix identation issues
* Fix identation issues
* Documenting the compiler flags
* Moved some android compiler flags and added documentation on them too.
* Some more restructuring.
Removed unnecessary comments that were self described by the code.
Added some more explanations around certain parts of CMake and especially around compiler flags.
CMake relied on this file for configurations and also was interfering in the regular config.h by having a separate definition if building with CMake. This was not entirely correct so instead we will define compile time definitions separately through CMake (CompileDefinitions.cmake) and also will use the provided EXTERNAL_CONFIG_FLAGS that I found that will not use config.h in through the build process.
I also introduced a new compiler option (CUSTOMIZE_BUILD) that when OFF will use the default config.h and when ON will show other options for redefining your own options.
Fixed an error in rlgl.h where if you have both RLGL_STANDALONE and SUPPORT_VR_SIMULATOR you get a compile time error.
This test file is just testing compilation with the library works correctly but is no longer needed because:
- it is not cross platform
- it taps into the CTest system which is better suited for real unit/integration tests
- it can be incorporated into the pipeline of github actions instead in the future
As described in the official documentation https://cmake.org/cmake/help/v3.0/variable/BUILD_SHARED_LIBS.html this flag is global by default and controls if the library will be built as a shared or a static library allowing us to define only one call to the add_library function (without specifying its type). It is also added as an option to be visible in CMake GUI applications.
* Better ignore support for idea projects.
Added a wildcard at the end because different configurations would have a diffeerent build directory.
* Removed external from being a relative include directory for target raylib.
Fixes#1533
* Delete emscripten.cmake
This file is not needed at this point. EMSDK provides a toolchain file that has a lot more things in it and is better supported. Project currently works fine with the documentation provided in Emscripten SDK on how to build projects.
* First pass file separation.
The main two files are cleaner now. Only important things can be seen. Major changes include:
- raylib_static is now the alias instead of raylib
- Repeating segments are removed and pulled into separate files into <root>/cmake
- File is reordered to make more sense
- Installs are better structured
- Library is build into an output directory "raylib" instead of "src"
- All public header files are now set as a public header file
- Source files need to be listed (it is a bad practice to capture them using wildcards and file globs)
- CMakeLists are better commented
* Second pass on the example dirs.
They are quite complex so I'm more hesitant to do major changes. Also it works pretty well. Noticed that I forgot one of the seperated files and added it into src/CMakeLists.txt.
* Returned the header copy as it was convenient to have the public headers copied.
* A better description to the variable RAYLIB_IS_MAIN
Co-authored-by: Rob Loach <robloach@gmail.com>
* Remove debug message
Co-authored-by: Rob Loach <robloach@gmail.com>
* Improvements based on review.
* Simplify the install condition to not be platform specific as it was before.
Co-authored-by: Alexander Neumann <30894796+Neumann-A@users.noreply.github.com>
* Remove some CMAKE variables as they don't affect the build in any way
Co-authored-by: Alexander Neumann <30894796+Neumann-A@users.noreply.github.com>
Co-authored-by: Rob Loach <robloach@gmail.com>
Co-authored-by: Alexander Neumann <30894796+Neumann-A@users.noreply.github.com>
* Don't create an ortho matrix when the viewport is 0 in any axis.
Not all compilers divide by 0 and return inf, some segfault.
The matrix is not used by anything when minimized, so it just needs to not be called.
* Better fix that always ensures the rlgl matrix is always valid
* Better fix that always ensures the rlgl matrix is always valid
* Added a new utility function to get the current monitor.
Some of the other functions rely on passing on a monitor id but we only have a function for querying the count of monitors available.
* Updated the comment to correctly reflect the function action
This monitor should even probably be passed as an id instead to make it more consistent with the rest of the API but this would break existing applications so I am hesitant to change the function signature directly.
* Add a function to know if two lines intersect each other and if yes, get the intersection point
* Remove indents
* Rework the declaration of the 'Vector2LineIntersect' function, and add the 'Vector2SegmentIntersect' function
* Remove bad indents
* Fix compilation issues
* Fix compilation error
* Fix compilation error
* Replace keyword '_Bool' by 'bool'
Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency...
Still, I kept the *Rec suffix in some functions.
Previous implementation did not consider any padding while drawing the characters on screen (despite being available on the font atlas), so, only minimum character area was drawn.
If some text effect shader was required (shadow, glow, outline...), there was no space in the drawn quad to draw that pixels effect.
This commit corrects that issue.
This is a BREAKING CHANGE!
To address the linked issue, several functions have been renamed and couterpart functions have been created to free loaded memory:
- RENAMED: GetImageData() -> LoadImageColors()
- RENAMED: GetImagePalette() -> LoadImagePalette()
- RENAMED: GetWaveData() -> LoadWaveSamples()
- ADDED: UnloadImageColors()
- ADDED: UnloadImagePalette()
- ADDED: UnloadWaveSamples()
Previous GetKeyPressed() method was actually returning unicode codepoints equivalent values instead of the key-code of the pressed key. So, it has been replaced by GetCharPressed(), returning unicode codepoints and GetKeyPressed() now returns key-codes.
* Changed extension for web from .bc to .a
I did this to support vcpkg expectation. When using the library from vcpkg for web you would install it using vcpkg install raylib:wasm32-emscripten but also vcpkg expects the output lib to be with .a extension instead of .bc
Doesn't make a difference for standalone builds or when raylib is used as a subdirectory dependency.
* Added headers to install targets to fix vcpkg usage
Currently vcpkg works by installing the cmake target into its packages directory. The problem is that install only copies the public header at this point so we need to add the others to the install targets.
I did this to support vcpkg expectation. When using the library from vcpkg for web you would install it using vcpkg install raylib:wasm32-emscripten but also vcpkg expects the output lib to be with .a extension instead of .bc
Doesn't make a difference for standalone builds or when raylib is used as a subdirectory dependency.
* Fixed the build for web using CMake.
I found that the build for me was failing and I added some if defined checks in the core.c file where the glfwSetWindowAttrib was used. (error: implicit declaration of function 'glfwSetWindowAttrib' is invalid in C99 [-Werror,-Wimplicit-function-declaration])
I also changed some values in the toolchain file so that it correctly uses the .bat files when on windows.
* Cleaned up the additional variables (they are not important)
* Added more improvements to cmakelists
Added the option to use the system provided Emscripten toolchain to be more uniform with other libraries.
Fixed and issue which prevented example being built from cmake and also building with html extensions properly.
* Fixed ENUM to STRING because of a missed warning
WARNING: Several functions removed, replaced by SetWindowState() / ClearWindowState() equivalents, only for advance users.
ADDED: ClearWindowState() to reset window state
REMOVED: HideWindow() / UnhideWindow()
REMOVED: DecorateWindow() / UndecorateWindow()