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Review formatting to follow raylib conventions
This commit is contained in:
107
src/rmodels.c
107
src/rmodels.c
@ -4190,39 +4190,36 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
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static Model LoadOBJ(const char *fileName)
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{
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tinyobj_attrib_t objAttributes = { 0 };
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tinyobj_shape_t* objShapes = NULL;
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tinyobj_shape_t *objShapes = NULL;
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unsigned int objShapeCount = 0;
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tinyobj_material_t* objMaterials = NULL;
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tinyobj_material_t *objMaterials = NULL;
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unsigned int objMaterialCount = 0;
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Model model = { 0 };
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model.transform = MatrixIdentity();
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char* fileText = LoadFileText(fileName);
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char *fileText = LoadFileText(fileName);
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if (fileText == NULL)
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{
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TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName);
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TRACELOG(LOG_ERROR, "MODEL: [%s] Unable to read obj file", fileName);
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return model;
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}
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char currentDir[1024] = { 0 };
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strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
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const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
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if (CHDIR(workingDir) != 0)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
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}
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const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
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if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
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unsigned int dataSize = (unsigned int)strlen(fileText);
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unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
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int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags);
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if (ret != TINYOBJ_SUCCESS)
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{
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TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName);
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TRACELOG(LOG_ERROR, "MODEL: Unable to read obj data %s", fileName);
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return model;
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}
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@ -4233,52 +4230,51 @@ static Model LoadOBJ(const char *fileName)
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int lastMaterial = -1;
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unsigned int meshIndex = 0;
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// count meshes
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// Count meshes
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unsigned int nextShapeEnd = objAttributes.num_face_num_verts;
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// see how many verts till the next shape
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// See how many verts till the next shape
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if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
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// walk all the faces
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// Walk all the faces
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for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
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{
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if (faceId >= nextShapeEnd)
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{
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// try to find the last vert in the next shape
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// Try to find the last vert in the next shape
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nextShape++;
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if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
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else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
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else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
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meshIndex++;
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}
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else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
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else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial))
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{
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meshIndex++;// if this is a new material, we need to allocate a new mesh
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meshIndex++; // If this is a new material, we need to allocate a new mesh
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}
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lastMaterial = objAttributes.material_ids[faceId];
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faceVertIndex += objAttributes.face_num_verts[faceId];
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}
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// allocate the base meshes and materials
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// Allocate the base meshes and materials
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model.meshCount = meshIndex + 1;
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model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount);
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model.meshes = (Mesh *)MemAlloc(sizeof(Mesh)*model.meshCount);
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if (objMaterialCount > 0)
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{
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model.materialCount = objMaterialCount;
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model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount);
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model.materials = (Material *)MemAlloc(sizeof(Material)*objMaterialCount);
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}
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else // we must allocate at least one material
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else // We must allocate at least one material
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{
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model.materialCount = 1;
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model.materials = (Material*)MemAlloc(sizeof(Material) * 1);
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model.materials = (Material *)MemAlloc(sizeof(Material)*1);
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}
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model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount);
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model.meshMaterial = (int *)MemAlloc(sizeof(int)*model.meshCount);
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// see how many verts are in each mesh
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unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount);
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// See how many verts are in each mesh
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unsigned int *localMeshVertexCounts = (unsigned int *)MemAlloc(sizeof(unsigned int)*model.meshCount);
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faceVertIndex = 0;
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nextShapeEnd = objAttributes.num_face_num_verts;
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@ -4287,23 +4283,22 @@ static Model LoadOBJ(const char *fileName)
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unsigned int localMeshVertexCount = 0;
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nextShape = 1;
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if (objShapeCount > 1)
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nextShapeEnd = objShapes[nextShape].face_offset;
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if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
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// walk all the faces
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// Walk all the faces
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for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
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{
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bool newMesh = false; // do we need a new mesh?
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bool newMesh = false; // Do we need a new mesh?
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if (faceId >= nextShapeEnd)
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{
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// try to find the last vert in the next shape
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// Try to find the last vert in the next shape
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nextShape++;
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if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
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else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
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newMesh = true;
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}
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else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
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else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial))
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{
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newMesh = true;
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}
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@ -4321,50 +4316,52 @@ static Model LoadOBJ(const char *fileName)
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faceVertIndex += objAttributes.face_num_verts[faceId];
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localMeshVertexCount += objAttributes.face_num_verts[faceId];
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}
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localMeshVertexCounts[meshIndex] = localMeshVertexCount;
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for (int i = 0; i < model.meshCount; i++)
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{
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// allocate the buffers for each mesh
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// Allocate the buffers for each mesh
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unsigned int vertexCount = localMeshVertexCounts[i];
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model.meshes[i].vertexCount = vertexCount;
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model.meshes[i].triangleCount = vertexCount / 3;
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model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
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model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
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model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2);
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model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4);
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model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
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model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
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model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
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model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
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}
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MemFree(localMeshVertexCounts);
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localMeshVertexCounts = NULL;
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// fill meshes
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// Fill meshes
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faceVertIndex = 0;
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nextShapeEnd = objAttributes.num_face_num_verts;
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// see how many verts till the next shape
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// See how many verts till the next shape
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nextShape = 1;
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if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
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lastMaterial = -1;
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meshIndex = 0;
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localMeshVertexCount = 0;
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// walk all the faces
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// Walk all the faces
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for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
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{
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bool newMesh = false; // do we need a new mesh?
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bool newMesh = false; // Do we need a new mesh?
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if (faceId >= nextShapeEnd)
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{
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// try to find the last vert in the next shape
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// Try to find the last vert in the next shape
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nextShape++;
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if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
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else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
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else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
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newMesh = true;
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}
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// if this is a new material, we need to allocate a new mesh
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// If this is a new material, we need to allocate a new mesh
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if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
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lastMaterial = objAttributes.material_ids[faceId];
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@ -4375,8 +4372,7 @@ static Model LoadOBJ(const char *fileName)
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}
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int matId = 0;
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if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount)
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matId = lastMaterial;
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if ((lastMaterial >= 0) && (lastMaterial < (int)objMaterialCount)) matId = lastMaterial;
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model.meshMaterial[meshIndex] = matId;
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@ -4386,19 +4382,15 @@ static Model LoadOBJ(const char *fileName)
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int normalIndex = objAttributes.faces[faceVertIndex].vn_idx;
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int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx;
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for (int i = 0; i < 3; i++)
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model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i];
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for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i];
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for (int i = 0; i < 3; i++)
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model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i];
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for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i];
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for (int i = 0; i < 2; i++)
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model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i];
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for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i];
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model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1];
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model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
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for (int i = 0; i < 4; i++)
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model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255;
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for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255;
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faceVertIndex++;
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localMeshVertexCount++;
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@ -4412,8 +4404,7 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_shapes_free(objShapes, objShapeCount);
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tinyobj_materials_free(objMaterials, objMaterialCount);
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for (int i = 0; i < model.meshCount; i++)
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UploadMesh(model.meshes + i, true);
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for (int i = 0; i < model.meshCount; i++) UploadMesh(model.meshes + i, true);
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// Restore current working directory
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if (CHDIR(currentDir) != 0)
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