Repository: refactor models loading and objects
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parent
ce7aff2a11
commit
1919712792
34
gravity.c
34
gravity.c
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@ -21,6 +21,10 @@ float camera_sensitivity = 0.01f;
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float movement_speed = 2.0f;
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GLint screen_viewport[4]; // viewport: x,y,width,height
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int toggle_tracing = 0; // true or false
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long added_particles = 0;
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// tmp
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struct model *sphere_model;
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// opengl
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unsigned int shader_program;
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@ -144,7 +148,7 @@ void display() {
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glm_lookat(camera_pos, camera_center, camera_up, view);
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glm_mat4_identity(projection);
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glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 10000.0f, projection);
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glm_perspective(glm_rad(fov), (float) screen_viewport[2]/(float) screen_viewport[3], 0.01f, 100000.0f, projection);
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view_uniform = glGetUniformLocation(shader_program, "view");
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projection_uniform = glGetUniformLocation(shader_program, "projection");
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@ -158,6 +162,7 @@ void display() {
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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mat4 translation_matrix;
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glm_mat4_identity(translation_matrix);
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struct model *obj_model = obj->model;
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// calculate gravity
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for (struct object *target = objects; target != NULL; target = target->next) {
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@ -204,7 +209,7 @@ void display() {
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glUniform1f(scale_uniform, obj->scale);
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glBindVertexArray(obj->vao);
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glDrawElements(GL_TRIANGLES, obj->indices_num, GL_UNSIGNED_INT, (void *) 0);
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glDrawElements(GL_TRIANGLES, obj_model->indices_num, GL_UNSIGNED_INT, (void *) 0);
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glBindVertexArray(obj->pvao);
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@ -230,6 +235,7 @@ void setup() {
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glGetIntegerv(GL_VIEWPORT, screen_viewport);
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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struct model *obj_model = obj->model;
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glGenVertexArrays(1, &obj->vao);
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glGenVertexArrays(1, &obj->pvao);
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glGenBuffers(1, &obj->vbo);
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@ -240,19 +246,19 @@ void setup() {
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glBindVertexArray(obj->vao);
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glBindBuffer(GL_ARRAY_BUFFER,obj->vbo);
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glBufferData(GL_ARRAY_BUFFER,obj->vertices_num*3*sizeof(float),obj->vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER,obj_model->vertices_num*3*sizeof(float),obj_model->vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, obj->nbo);
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glBufferData(GL_ARRAY_BUFFER, obj->normals_num*3*sizeof(float), obj->normals, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, obj_model->normals_num*3*sizeof(float), obj_model->normals, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *) 0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,obj->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,obj->indices_num*sizeof(unsigned int),obj->indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, obj_model->indices_num*sizeof(unsigned int), obj_model->indices, GL_STATIC_DRAW);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -329,7 +335,9 @@ void keyboard(unsigned char key, int x, int y) {
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break;
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case 'c':
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case 'C': {
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struct object *a = create_object(1000000.0f, "assets/models/sphere.obj");
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added_particles++;
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fprintf(stdout, "INFO: ADDED PARTICLES COUNT %ld\n", added_particles);
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struct object *a = create_object(1000000.0f, sphere_model);
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float n = 0.05f;
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vec4 a_pos = {frand48() * 100, frand48() * 100, -150.0f, 0.0f};
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@ -429,9 +437,15 @@ int main(int argc, char **argv) {
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}
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// scene setup
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struct object *a = create_object(100000000.0f, "assets/models/kub.obj");
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struct object *b = create_object(100000.0f, "assets/models/kub.obj");
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struct object *c = create_object(10000000.0f, "assets/models/sphere.obj");
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sphere_model = load_model("assets/models/sphere.obj");
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if (sphere_model == NULL) {
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fprintf(stderr, "Error: loading model");
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return EXIT_FAILURE;
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}
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struct object *a = create_object(100000000.0f, sphere_model);
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struct object *b = create_object(100000.0f, sphere_model);
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struct object *c = create_object(10000000.0f, sphere_model);
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float distance = -500.0f;
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vec4 a_pos = {0.0f, 0.0f, distance, 0.0f};
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@ -457,6 +471,8 @@ int main(int argc, char **argv) {
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// b->scale = 2.0f;
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a->scale = 5.0f;
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b->scale = 10.0f;
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// camera_lock = b;
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setup();
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glutMainLoop();
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16
math.c
16
math.c
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@ -13,25 +13,25 @@ float frand48(void) {
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}
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void calculate_gravity(struct object *src, struct object *target, vec3 force) {
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vec4 tmp;
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glm_vec4_sub(target->position, src->position, tmp);
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vec4 v4distance;
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glm_vec4_sub(target->position, src->position, v4distance);
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vec3 distance;
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glm_vec3(tmp, distance);
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vec3 v3distance;
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glm_vec3(v4distance, v3distance);
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float distance_xy = sqrt((distance[0] * distance[0]) + (distance[1] * distance[1]));
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float distance_xyz = sqrt((distance_xy * distance_xy) + (distance[2] * distance[2]));
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float distance_xy = sqrt((v3distance[0] * v3distance[0]) + (v3distance[1] * v3distance[1]));
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float distance_xyz = sqrt((distance_xy * distance_xy) + (v3distance[2] * v3distance[2]));
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float force_scale = 4.0f;
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float g = 6.67f * 1e-11f;
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float top = g * src->mass * target->mass;
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for (int i = 0; i < 3; i++) {
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distance[i] = (distance[i] * distance[i] * distance[i]);
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v3distance[i] = (v3distance[i] * v3distance[i] * v3distance[i]);
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}
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for (int i = 0; i < 3; i++) {
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if (distance[i] == 0) {
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if (v3distance[i] == 0) {
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force[i] = 0.0f;
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continue;
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}
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88
object.c
88
object.c
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@ -8,7 +8,7 @@
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struct object *objects;
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int load_model_to_object(const char *path, struct object *obj) {
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/*int load_model_to_object(const char *path, struct object *obj) {
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const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate);
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if (scene == NULL) {
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@ -64,6 +64,74 @@ int load_model_to_object(const char *path, struct object *obj) {
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aiReleaseImport(scene);
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return 0;
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}*/
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struct model *load_model(const char *path) {
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struct model *new_model = (struct model *) calloc(1, sizeof(struct model));
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const struct aiScene *scene = aiImportFile(path, aiProcess_Triangulate);
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if (scene == NULL) {
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fprintf(stderr, "Error: failed importing file from path '%s'", path);
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}
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for (int mesh_index = 0; mesh_index < scene->mNumMeshes; mesh_index++) {
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struct aiMesh *mesh = scene->mMeshes[mesh_index];
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// fetch vertices
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for (int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) {
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struct aiVector3D *vertex = &(mesh->mVertices[vertex_index]);
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long start = new_model->vertices_num*3;
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new_model->vertices_num++;
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new_model->vertices = (float *) realloc(new_model->vertices, new_model->vertices_num*3*sizeof(float));
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if (new_model->vertices == NULL) {
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fprintf(stderr, "Error: failed allocating memory for vertices\n");
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goto error;
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}
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memcpy(&new_model->vertices[start], vertex, sizeof(float)*3);
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}
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// fetch indices
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for (int face_index = 0; face_index < mesh->mNumFaces; face_index++) {
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struct aiFace *face = &(mesh->mFaces[face_index]);
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long start = new_model->indices_num;
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new_model->indices_num += face->mNumIndices;
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new_model->indices = (unsigned int *) realloc(new_model->indices, sizeof(unsigned int)*new_model->indices_num);
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if (new_model->indices == NULL) {
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fprintf(stderr, "Error: failed allocating memory for indices\n");
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goto error;
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}
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memcpy(&new_model->indices[start], face->mIndices, sizeof(unsigned int)*face->mNumIndices);
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}
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// fetch normals
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for (int normal_index = 0; normal_index < mesh->mNumVertices; normal_index++) {
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struct aiVector3D *normal = &(mesh->mNormals[normal_index]);
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long start = new_model->normals_num*3;
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new_model->normals_num++;
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new_model->normals = (float *) realloc(new_model->normals, new_model->normals_num*3*sizeof(float));
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if (new_model->normals == NULL) {
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fprintf(stderr, "Error: failed allocating memory for normals\n");
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goto error;
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}
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memcpy(&new_model->normals[start], normal, sizeof(float)*3);
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}
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}
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return new_model;
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error:
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aiReleaseImport(scene);
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free(new_model->vertices);
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free(new_model->indices);
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free(new_model->normals);
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free(new_model);
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return NULL;
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}
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int record_path(struct object *obj) {
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@ -90,7 +158,7 @@ end:
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return 0;
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}
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struct object *create_object(float mass, const char *model) {
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struct object *create_object(float mass, struct model *model) {
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struct object *new_object = (struct object *) calloc(1, sizeof(struct object));
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if (new_object == NULL) {
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@ -102,8 +170,8 @@ struct object *create_object(float mass, const char *model) {
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new_object->mass = mass;
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new_object->scale = 1.0f;
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new_object->paths_max = MAX_PATHS;
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new_object->model = model;
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glm_vec4_one(new_object->position);
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glm_vec4_one(new_object->rotation);
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glm_vec3_one(new_object->color);
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// choose random color
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@ -111,22 +179,14 @@ struct object *create_object(float mass, const char *model) {
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new_object->color[i] = 0.5f + (fabs(frand48()) / 2);
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}
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if (load_model_to_object(model, new_object) == -1) {
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fprintf(stderr, "Error: failed loading model '%s' to object", model);
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goto error;
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}
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if (objects == NULL) {
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objects = new_object;
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goto end;
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}
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struct object *object = objects;
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while (object->next != NULL) {
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object = object->next;
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}
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object->next = new_object;
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struct object *previous_object = objects;
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new_object->next = previous_object;
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objects = new_object;
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end:
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return new_object;
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26
object.h
26
object.h
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@ -3,13 +3,21 @@
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#include <cglm/cglm.h>
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#define MAX_PATHS 5500
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#define MAX_PATHS 2000
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struct model {
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float *vertices;
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unsigned int *indices;
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float *normals;
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long vertices_num;
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long indices_num;
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long normals_num;
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};
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struct object {
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vec4 translation_force;
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vec4 rotation_force;
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vec4 position;
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vec4 rotation;
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vec3 color;
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float mass;
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void *next;
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@ -18,12 +26,7 @@ struct object {
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int paths_num;
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int paths_max;
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float *vertices;
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unsigned int *indices;
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float *normals;
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long vertices_num;
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long indices_num;
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long normals_num;
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struct model *model;
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float scale;
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unsigned int vao; // array object for the actual object
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@ -37,8 +40,9 @@ struct object {
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extern struct object *objects;
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int load_model_to_object(const char *path, struct object *obj);
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//int load_model_to_object(const char *path, struct object *obj);
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struct model *load_model(const char *path);
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int record_path(struct object *obj);
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struct object *create_object(float mass, const char *model);
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struct object *create_object(float mass, struct model *model);
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#endif
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