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@@ -715,6 +715,68 @@ void ExportMesh(Mesh mesh, const char *fileName)
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}
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}
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#if defined(SUPPORT_MESH_GENERATION)
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#if defined(SUPPORT_MESH_GENERATION)
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+// Generate polygonal mesh
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+Mesh GenMeshPoly(int sides, float radius)
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+{
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+ Mesh mesh = { 0 };
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+ int vertexCount = sides*3;
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+
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+ // Vertices definition
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+ Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
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+ for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3)
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+ {
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+ vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f };
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+ vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius };
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+ vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius };
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+ }
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+
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+ // Normals definition
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+ Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
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+ for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
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+
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+ // TexCoords definition
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+ Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2));
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+ for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f };
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+
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+ mesh.vertexCount = vertexCount;
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+ mesh.triangleCount = sides;
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+ mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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+ mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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+ mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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+
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+ // Mesh vertices position array
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+ for (int i = 0; i < mesh.vertexCount; i++)
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+ {
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+ mesh.vertices[3*i] = vertices[i].x;
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+ mesh.vertices[3*i + 1] = vertices[i].y;
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+ mesh.vertices[3*i + 2] = vertices[i].z;
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+ }
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+
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+ // Mesh texcoords array
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+ for (int i = 0; i < mesh.vertexCount; i++)
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+ {
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+ mesh.texcoords[2*i] = texcoords[i].x;
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+ mesh.texcoords[2*i + 1] = texcoords[i].y;
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+ }
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+
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+ // Mesh normals array
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+ for (int i = 0; i < mesh.vertexCount; i++)
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+ {
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+ mesh.normals[3*i] = normals[i].x;
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+ mesh.normals[3*i + 1] = normals[i].y;
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+ mesh.normals[3*i + 2] = normals[i].z;
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+ }
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+
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+ free(vertices);
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+ free(normals);
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+ free(texcoords);
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+
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+ // Upload vertex data to GPU (static mesh)
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+ rlLoadMesh(&mesh, false);
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+
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+ return mesh;
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+}
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+
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// Generate plane mesh (with subdivisions)
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// Generate plane mesh (with subdivisions)
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Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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{
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{
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