From efe62f0e0df426ff64b14edc75dafd934552f1c0 Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 25 Oct 2025 11:15:30 +0200 Subject: [PATCH] Formating review to follow raylib code conventions #5298 --- examples/models/models_decals.c | 397 +++++++++++++++----------------- 1 file changed, 181 insertions(+), 216 deletions(-) diff --git a/examples/models/models_decals.c b/examples/models/models_decals.c index 81bbd2796..af1ecfc6d 100644 --- a/examples/models/models_decals.c +++ b/examples/models/models_decals.c @@ -2,7 +2,7 @@ * * raylib [models] example - decals * -* Example complexity rating: [★★★☆] 3/4 +* Example complexity rating: [★★★★] 4/4 * * Example originally created with raylib 5.6-dev * @@ -17,15 +17,19 @@ ********************************************************************************************/ #include "raylib.h" + #include "raymath.h" -#include +#include // Required for: memcpy() #undef FLT_MAX #define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 #define MAX_DECALS 256 +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- typedef struct MeshBuilder { int vertexCount; int vertexCapacity; @@ -33,14 +37,14 @@ typedef struct MeshBuilder { Vector2 *uvs; } MeshBuilder; -// Utility functions -void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); -void FreeMeshBuilder(MeshBuilder *mb); -Mesh BuildMesh(MeshBuilder *mb); - -Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); - -Mesh GenMeshDecal(Mesh inputMesh, Ray ray); +//------------------------------------------------------------------------------------ +// Module Functions Declaration +//------------------------------------------------------------------------------------ +static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); +static void FreeMeshBuilder(MeshBuilder *mb); +static Mesh BuildMesh(MeshBuilder *mb); +static Mesh GenMeshDecal(Mesh inputMesh, Ray ray); +static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); //------------------------------------------------------------------------------------ // Program main entry point @@ -67,11 +71,10 @@ int main(void) Model model = LoadModel("resources/models/obj/character.obj"); // Apply character skin - Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png"); // Load model texture + Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png"); SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR); - model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture; // Set model diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture; - BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f); @@ -79,14 +82,12 @@ int main(void) camera.position.x *= 0.1f; float modelSize = fminf( - fminf(fabsf(modelBBox.max.x - modelBBox.min.x), - fabsf(modelBBox.max.y - modelBBox.min.y)), - fabsf(modelBBox.max.z - modelBBox.min.z) - ); + fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)), + fabsf(modelBBox.max.z - modelBBox.min.z)); - camera.position = (Vector3){ 0, modelBBox.max.y * 1.2f, modelSize * 3.0f }; + camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f }; - float decalSize = modelSize * .25f; + float decalSize = modelSize*0.25f; float decalOffset = 0.01f; Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize)); @@ -96,7 +97,7 @@ int main(void) decalMaterial.maps[0].color = YELLOW; Image decalImage = LoadImage("resources/raylib_logo.png"); - ImageResizeNN(&decalImage, decalImage.width / 4, decalImage.height / 4); + ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4); Texture decalTexture = LoadTextureFromImage(decalImage); UnloadImage(decalImage); @@ -106,28 +107,23 @@ int main(void) // We're going to use these to build up our decal meshes // They'll resize automatically as we go, we'll free them at the end - MeshBuilder mesh_builders[2] = { {0}, {0} }; + MeshBuilder meshBuilders[2] = { 0 }; bool showModel = true; - Model decalModels[MAX_DECALS] = {0}; + Model decalModels[MAX_DECALS] = { 0 }; int decalCount = 0; - SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - - if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) { - UpdateCamera(&camera, CAMERA_THIRD_PERSON); - } - - if (IsKeyPressed(KEY_SPACE)) { - showModel = !showModel; - } + if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON); + + if (IsKeyPressed(KEY_SPACE)) showModel = !showModel; // Display information about closest hit RayCollision collision = { 0 }; @@ -140,7 +136,7 @@ int main(void) // Check ray collision against bounding box first, before trying the full ray-mesh test RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox); - if ((boxHitInfo.hit) && decalCount < MAX_DECALS) + if ((boxHitInfo.hit) && (decalCount < MAX_DECALS)) { // Check ray collision against model meshes RayCollision meshHitInfo = { 0 }; @@ -153,52 +149,47 @@ int main(void) if (meshHitInfo.hit) { // Save the closest hit mesh - if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; + if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; } } - if (meshHitInfo.hit) - { - collision = meshHitInfo; - } + if (meshHitInfo.hit) collision = meshHitInfo; } - // -------------- - - if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && decalCount < MAX_DECALS) + // Add decal to mesh on hit point + 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)); - Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); + Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f }); // Spin the placement around a bit - splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * ((float)GetRandomValue(-180, 180)))); - + splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180)))); Matrix splatInv = MatrixInvert(splat); // Reset the mesh builders - mesh_builders[0].vertexCount = 0; - mesh_builders[1].vertexCount = 0; + meshBuilders[0].vertexCount = 0; + meshBuilders[1].vertexCount = 0; // We'll be flip-flopping between the two mesh builders // Reading from one and writing to the other, then swapping - int mb_index = 0; + int mbIndex = 0; - // First pass, just get any triangle inside the bounding box - // (for each mesh of the model) - for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) { + // First pass, just get any triangle inside the bounding box (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++) { - Vector3 vertices[3]; + Vector3 vertices[3] = { 0 }; // The way we calculate the vertices of the mesh triangle // depend on whether the mesh vertices are indexed or not if (mesh.indices == 0) { - for (int v = 0; v < 3; v++) { - vertices[v] = (Vector3) { + for (int v = 0; v < 3; v++) + { + vertices[v] = (Vector3){ mesh.vertices[3*3*tri + 3*v + 0], mesh.vertices[3*3*tri + 3*v + 1], mesh.vertices[3*3*tri + 3*v + 2] @@ -209,7 +200,7 @@ int main(void) { for (int v = 0; v < 3; v++) { - vertices[v] = (Vector3) { + vertices[v] = (Vector3){ mesh.vertices[ 3*mesh.indices[3*tri+0] + v], mesh.vertices[ 3*mesh.indices[3*tri+1] + v], mesh.vertices[ 3*mesh.indices[3*tri+2] + v] @@ -225,19 +216,14 @@ int main(void) // To splat space Vector3 v = Vector3Transform(vertices[i], splat); - if (fabsf(v.x) 0) - { - AddTriangleToMeshBuilder(&mesh_builders[mb_index], vertices); - } + if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices); } } @@ -250,20 +236,21 @@ int main(void) { 0, 0, 1 }, { 0, 0, -1 } }; + 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; + mbIndex = 1 - mbIndex; - MeshBuilder *inMesh = &mesh_builders[1-mb_index]; - MeshBuilder *outMesh = &mesh_builders[mb_index]; + MeshBuilder *inMesh = &meshBuilders[1 - mbIndex]; + MeshBuilder *outMesh = &meshBuilders[mbIndex]; // Reset write builder outMesh->vertexCount = 0; - float s = 0.5f * decalSize; + 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; @@ -271,100 +258,101 @@ int main(void) float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s; float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s; - int v1Out = d1 > 0; - int v2Out = d2 > 0; - int v3Out = d3 > 0; + int v1Out = (d1 > 0); + int v2Out = (d2 > 0); + int v3Out = (d3 > 0); - // calculate, how many vertices of the face lie outside of the clipping plane + // Calculate, how many vertices of the face lie outside of the clipping plane int total = v1Out + v2Out + v3Out; - switch ( total ) { - case 0: { - // the entire face lies inside of the plane, no clipping needed + switch (total) + { + case 0: + { + // The entire face lies inside of the plane, no clipping needed AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]}); - break; - } - - case 1: { - // one vertex lies outside of the plane, perform clipping - - if (v1Out) { - nV1 = inMesh->vertices[ i + 1 ]; - nV2 = inMesh->vertices[ i + 2 ]; - nV3 = ClipSegment( inMesh->vertices[ i ], nV1, planes[face], s ); - nV4 = ClipSegment( inMesh->vertices[ i ], nV2, planes[face], s ); + } break; + case 1: + { + // One vertex lies outside of the plane, perform clipping + if (v1Out) + { + nV1 = inMesh->vertices[i + 1]; + nV2 = inMesh->vertices[i + 2]; + nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s); + nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s); } - if (v2Out) { - nV1 = inMesh->vertices[ i ]; - nV2 = inMesh->vertices[ i + 2 ]; - nV3 = ClipSegment( inMesh->vertices[ i + 1 ], nV1, planes[face], s ); - nV4 = ClipSegment( inMesh->vertices[ i + 1 ], nV2, planes[face], s ); + if (v2Out) + { + nV1 = inMesh->vertices[i]; + nV2 = inMesh->vertices[i + 2]; + nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s); + nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s); AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1}); AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4}); break; } - if (v3Out) { - nV1 = inMesh->vertices[ i ]; - nV2 = inMesh->vertices[ i + 1 ]; - nV3 = ClipSegment( inMesh->vertices[ i + 2 ], nV1, planes[face], s ); - nV4 = ClipSegment( inMesh->vertices[ i + 2 ], nV2, planes[face], s ); + if (v3Out) + { + nV1 = inMesh->vertices[i]; + nV2 = inMesh->vertices[i + 1]; + nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s); + nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s); } AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2}); - - break; - } - - case 2: { - // two vertices lies outside of the plane, perform clipping - if (!v1Out) { - nV1 = inMesh->vertices[ i ]; - nV2 = ClipSegment( nV1, inMesh->vertices[ i + 1 ], planes[face], s ); - nV3 = ClipSegment( nV1, inMesh->vertices[ i + 2 ], planes[face], s ); + } break; + case 2: + { + // Two vertices lies outside of the plane, perform clipping + if (!v1Out) + { + nV1 = inMesh->vertices[i]; + nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s); + nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s); AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); } - if (!v2Out) { - nV1 = inMesh->vertices[ i + 1 ]; - nV2 = ClipSegment( nV1, inMesh->vertices[ i + 2 ], planes[face], s ); - nV3 = ClipSegment( nV1, inMesh->vertices[ i ], planes[face], s ); + + if (!v2Out) + { + nV1 = inMesh->vertices[i + 1]; + nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s); + nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s); AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); } - if (!v3Out) { - nV1 = inMesh->vertices[ i + 2 ]; - nV2 = ClipSegment( nV1, inMesh->vertices[ i ], planes[face], s ); - nV3 = ClipSegment( nV1, inMesh->vertices[ i + 1 ], planes[face], s ); + + if (!v3Out) + { + nV1 = inMesh->vertices[i + 2]; + nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s); + nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s); AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); } - break; - } - - case 3: { - // the entire face lies outside of the plane, so let's discard the corresponding vertices - break; - } - + } break; + case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices + default: break; } } } // Now we just need to re-transform the vertices - MeshBuilder *theMesh = &mesh_builders[mb_index]; + MeshBuilder *theMesh = &meshBuilders[mbIndex]; // Allocate room for UVs if (theMesh->vertexCount > 0) { - theMesh->uvs = (Vector2*)MemAlloc(sizeof(Vector2)*theMesh->vertexCount); + theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount); + 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) - theMesh->uvs[i].x = (theMesh->vertices[i].x / decalSize + .5f); - theMesh->uvs[i].y = (theMesh->vertices[i].y / decalSize + .5f); + theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f); + theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f); // From splat space to world space theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv); @@ -378,89 +366,73 @@ int main(void) decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh)); decalModels[decalIndex].materials[0] = decalMaterial; } - } - //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - ClearBackground(RAYWHITE); BeginMode3D(camera); - // Draw the model at the origin and default scale - if (showModel) - { - DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE); - } + 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++) - { - DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE); - } + 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) { - Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f)); Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); - placementCube.transform = MatrixInvert(splat); DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f)); } DrawGrid(10, 10.0f); - EndMode3D(); + + float yPos = 10; + float x0 = GetScreenWidth() - 300; + float x1 = x0 + 100; + float x2 = x1 + 100; + DrawText("Vertices", x1, yPos, 10, LIME); + DrawText("Triangles", x2, yPos, 10, LIME); + yPos += 15; + + int vertexCount = 0; + int triangleCount = 0; + + for (int i = 0; i < model.meshCount; i++) { - float yPos = 10; - float x0 = GetScreenWidth() - 300; - float x1 = x0 + 100; - float x2 = x1 + 100; + vertexCount += model.meshes[i].vertexCount; + triangleCount += model.meshes[i].triangleCount; + } + + DrawText("Main model", x0, yPos, 10, LIME); + DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); + DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); + yPos += 15; + + 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); - DrawText("Vertices", x1, yPos, 10, LIME); - DrawText("Triangles", x2, yPos, 10, LIME); - yPos += 15; - - int vertexCount = 0; - int triangleCount = 0; - - for (int i = 0; i < model.meshCount; i++) - { - vertexCount += model.meshes[i].vertexCount; - triangleCount += model.meshes[i].triangleCount; - } - - DrawText("Main model", x0, yPos, 10, LIME); - DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); - DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); - yPos += 15; - - 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); - - vertexCount += decalModels[i].meshes[0].vertexCount; - triangleCount += decalModels[i].meshes[0].triangleCount; - yPos += 15; - } - - DrawText("TOTAL", x0, yPos, 10, LIME); - DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); - DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); + vertexCount += decalModels[i].meshes[0].vertexCount; + triangleCount += decalModels[i].meshes[0].triangleCount; yPos += 15; } + + DrawText("TOTAL", x0, yPos, 10, LIME); + DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); + DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); + yPos += 15; DrawText("Hold RMB to move camera", 10, 430, 10, GRAY); - DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); @@ -474,15 +446,13 @@ int main(void) UnloadModel(model); UnloadTexture(modelTexture); - for (int i = 0; i < decalCount; i++) - { - UnloadModel(decalModels[i]); - } - + // TODO: WARNING: This line crashes program on closing + //for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]); + UnloadTexture(decalTexture); - FreeMeshBuilder(&mesh_builders[0]); - FreeMeshBuilder(&mesh_builders[1]); + FreeMeshBuilder(&meshBuilders[0]); + FreeMeshBuilder(&meshBuilders[1]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- @@ -490,18 +460,24 @@ int main(void) return 0; } -// A really simple dynamic array manager -void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) { +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +// Add triangles to mesh builder (dynamic array manager) +static 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)); + int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256; + Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3)); + if (mb->vertexCapacity > 0) { - memcpy(newVertices, mb->vertices, mb->vertexCount * sizeof(Vector3)); + memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3)); MemFree(mb->vertices); } + mb->vertices = newVertices; mb->vertexCapacity = newVertexCapacity; } @@ -510,44 +486,33 @@ void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) { int index = mb->vertexCount; mb->vertexCount += 3; - for (int i = 0; i < 3; i++) - { - mb->vertices[index+i] = vertices[i]; - } + for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i]; } -void FreeMeshBuilder(MeshBuilder *mb) +// Free mesh builder +static void FreeMeshBuilder(MeshBuilder *mb) { MemFree(mb->vertices); - - if (mb->uvs) - { - MemFree(mb->uvs); - } - + if (mb->uvs) MemFree(mb->uvs); *mb = (MeshBuilder){ 0 }; } -// Construct a Raylib Mesh from our MeshBuilder data -Mesh BuildMesh(MeshBuilder *mb) +// Build a Mesh from MeshBuilder data +static Mesh BuildMesh(MeshBuilder *mb) { Mesh outMesh = { 0 }; outMesh.vertexCount = mb->vertexCount; - outMesh.triangleCount = mb->vertexCount / 3; - - outMesh.vertices = MemAlloc(outMesh.vertexCount * 3 * sizeof(float)); - - if (mb->uvs) - { - outMesh.texcoords = MemAlloc(outMesh.vertexCount * 2 * sizeof(float)); - } - + outMesh.triangleCount = mb->vertexCount/3; + outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float)); + if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float)); + 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) { outMesh.texcoords[2*i+0] = mb->uvs[i].x; @@ -560,14 +525,14 @@ Mesh BuildMesh(MeshBuilder *mb) return outMesh; } -Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) +// Clip segment +static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) { float d0 = Vector3DotProduct(v0, p) - s; float d1 = Vector3DotProduct(v1, p) - s; - - float s0 = d0 / ( d0 - d1 ); + float s0 = d0/(d0 - d1); Vector3 position = Vector3Lerp(v0, v1, s0); return position; -} \ No newline at end of file +}