Kevin Jerebica
a176afab7e
source code was taken from my project gravity and modified so I can reuse the renderer in other projects. I will also upgrade it, free it from old bugs, put more effort into learning the math behind rendering, etc.
130 lines
4.0 KiB
C
130 lines
4.0 KiB
C
#include "include/object.h"
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#include "include/math.h"
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#include <math.h>
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#include <assimp/cimport.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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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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if (obj->paths_num <= obj->paths_max) {
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obj->paths = (float *) reallocarray(obj->paths, (obj->paths_num+1)*3, sizeof(float));
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}
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if (obj->paths == NULL) {
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fprintf(stderr, "Error: failed allocating memory for paths of object\n");
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return -1;
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}
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memcpy(obj->paths+(obj->paths_num*3), obj->position, 3*sizeof(float));
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if (obj->paths_num < obj->paths_max) {
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obj->paths_num++;
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goto end;
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}
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// pop first element
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memmove(obj->paths, &obj->paths[3], (obj->paths_num)*3*sizeof(float));
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end:
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return 0;
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}
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struct object *create_object(struct object **o, float mass, struct model *model) {
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struct object *no = malloc(sizeof(struct object));
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if (no == NULL) {
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return NULL;
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}
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memset(no, 0, sizeof(struct object));
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no->mass = mass;
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no->scale = 1.0f;
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no->paths_max = MAX_PATHS;
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no->model = model;
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glm_vec4_one(no->position);
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glm_vec3_one(no->color);
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for (int i = 0; i < 3; i++) {
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no->color[i] = 0.5f + (fabs(frand48()) / 2);
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}
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if (*o == NULL) {
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*o = no;
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return no;
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}
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struct object *previous_object = *o;
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no->next = previous_object;
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*o = no;
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return no;
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}
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