2009-03-29 10:30:52 +00:00

797 lines
20 KiB
C++

//
// Copyright (c) 2009 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#include <stdio.h>
#include <stdlib.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include <float.h>
#ifdef WIN32
# include <io.h>
#else
# include <dirent.h>
#endif
#include "SDL.h"
#include "SDL_Opengl.h"
#include "GLFont.h"
#include "RecastTimer.h"
#include "MeshLoaderObj.h"
#include "Recast.h"
#include "RecastLog.h"
#include "RecastDebugDraw.h"
#include "imgui.h"
#ifdef WIN32
# define snprintf _snprintf
#endif
bool intersectSegmentTriangle(const float* sp, const float* sq,
const float* a, const float* b, const float* c,
float &t)
{
float v, w;
float ab[3], ac[3], qp[3], ap[3], norm[3], e[3];
vsub(ab, b, a);
vsub(ac, c, a);
vsub(qp, sp, sq);
// Compute triangle normal. Can be precalculated or cached if
// intersecting multiple segments against the same triangle
vcross(norm, ab, ac);
// Compute denominator d. If d <= 0, segment is parallel to or points
// away from triangle, so exit early
float d = vdot(qp, norm);
if (d <= 0.0f) return false;
// Compute intersection t value of pq with plane of triangle. A ray
// intersects iff 0 <= t. Segment intersects iff 0 <= t <= 1. Delay
// dividing by d until intersection has been found to pierce triangle
vsub(ap, sp, a);
t = vdot(ap, norm);
if (t < 0.0f) return false;
if (t > d) return false; // For segment; exclude this code line for a ray test
// Compute barycentric coordinate components and test if within bounds
vcross(e, qp, ap);
v = vdot(ac, e);
if (v < 0.0f || v > d) return false;
w = -vdot(ab, e);
if (w < 0.0f || v + w > d) return false;
// Segment/ray intersects triangle. Perform delayed division
t /= d;
return true;
}
static bool raycast(rcMeshLoaderObj& mesh, float* src, float* dst, float& tmin)
{
float dir[3];
vsub(dir, dst, src);
int nt = mesh.getTriCount();
const float* verts = mesh.getVerts();
const float* normals = mesh.getNormals();
const int* tris = mesh.getTris();
tmin = 1.0f;
bool hit = false;
for (int i = 0; i < nt*3; i += 3)
{
const float* n = &normals[i];
if (vdot(dir, n) > 0)
continue;
float t = 1;
if (intersectSegmentTriangle(src, dst,
&verts[tris[i]*3],
&verts[tris[i+1]*3],
&verts[tris[i+2]*3], t))
{
if (t < tmin)
tmin = t;
hit = true;
}
}
return hit;
}
struct FileList
{
static const int MAX_FILES = 256;
inline FileList() : size(0) {}
inline ~FileList()
{
clear();
}
void clear()
{
for (int i = 0; i < size; ++i)
delete [] files[i];
size = 0;
}
void add(const char* path)
{
if (size >= MAX_FILES)
return;
int n = strlen(path);
files[size] = new char[n+1];
strcpy(files[size], path);
size++;
}
char* files[MAX_FILES];
int size;
};
void scanDirectory(const char* path, const char* ext, FileList& list)
{
list.clear();
#ifdef WIN32
_finddata_t dir;
char pathWithExt[MAX_PATH];
long fh;
strcpy(pathWithExt, path);
strcat(pathWithExt, "/*");
strcat(pathWithExt, ext);
fh = _findfirst(pathWithExt, &dir);
if (fh == -1L)
return;
do
{
list.add(dir.name);
}
while (_findnext(fh, &dir) == 0);
_findclose(fh);
#else
dirent* current = 0;
DIR* dp = opendir(path);
if (!dp)
return;
while ((current = readdir(dp)) != 0)
{
int len = strlen(current->d_name);
if (len > 4 && strncmp(current->d_name+len-4, ext, 4) == 0)
{
list.add(current->d_name);
}
}
closedir(dp);
#endif
}
enum DrawMode
{
DRAWMODE_POLYMESH,
DRAWMODE_POLYMESH_TRANS,
DRAWMODE_MESH,
DRAWMODE_VOXELS,
DRAWMODE_VOXELS_WALKABLE,
DRAWMODE_COMPACT,
DRAWMODE_COMPACT_DISTANCE,
DRAWMODE_COMPACT_REGIONS,
DRAWMODE_RAW_CONTOURS,
DRAWMODE_CONTOURS,
MAX_DRAWMODE,
};
GLFont g_font;
void drawText(int x, int y, int dir, const char* text, unsigned int col)
{
if (dir < 0)
g_font.drawText((float)x - g_font.getTextLength(text), (float)y, text, col);
else
g_font.drawText((float)x, (float)y, text, col);
}
rcMeshLoaderObj* g_mesh = 0;
unsigned char* g_triangleFlags = 0;
rcHeightfield* g_solid = 0;
rcCompactHeightfield* g_chf = 0;
rcContourSet* g_cset = 0;
rcPolyMesh* g_polyMesh = 0;
rcConfig g_cfg;
rcLog g_log;
static bool buildNavigation()
{
delete g_solid;
delete g_chf;
delete g_cset;
delete g_polyMesh;
delete [] g_triangleFlags;
g_solid = 0;
g_chf = 0;
g_cset = 0;
g_polyMesh = 0;
g_triangleFlags = 0;
g_log.clear();
rcSetLog(&g_log);
if (!g_mesh)
{
g_log.log(RC_LOG_ERROR, "Input mesh is not valid.");
return false;
}
rcTimeVal startTime = rcGetPerformanceTimer();
rcCalcBounds(g_mesh->getVerts(), g_mesh->getVertCount(), g_cfg.bmin, g_cfg.bmax);
rcCalcGridSize(g_cfg.bmin, g_cfg.bmax, g_cfg.cs, &g_cfg.width, &g_cfg.height);
g_log.log(RC_LOG_PROGRESS, "Building navigation");
g_log.log(RC_LOG_PROGRESS, " - %d x %d", g_cfg.width, g_cfg.height);
g_log.log(RC_LOG_PROGRESS, " - %d verts, %d tris", g_mesh->getVertCount(), g_mesh->getTriCount());
g_triangleFlags = new unsigned char[g_mesh->getTriCount()];
memset(g_triangleFlags, 0, g_mesh->getTriCount());
rcMarkWalkableTriangles(g_cfg.walkableSlopeAngle,
g_mesh->getTris(), g_mesh->getNormals(), g_mesh->getTriCount(),
g_triangleFlags);
g_solid = new rcHeightfield;
g_chf = new rcCompactHeightfield;
g_cset = new rcContourSet;
g_polyMesh = new rcPolyMesh;
if (!rcBuildNavMesh(g_cfg, g_mesh->getVerts(), g_mesh->getVertCount(),
g_mesh->getTris(), g_triangleFlags, g_mesh->getTriCount(),
*g_solid, *g_chf, *g_cset, *g_polyMesh))
{
g_log.log(RC_LOG_ERROR, "Could not build navmesh.");
return false;
}
rcTimeVal endTime = rcGetPerformanceTimer();
g_log.log(RC_LOG_PROGRESS, "Build time: %.1f ms", rcGetDeltaTimeUsec(startTime, endTime)/1000.0f);
g_log.log(RC_LOG_PROGRESS, "NavMesh");
g_log.log(RC_LOG_PROGRESS, " - %d verts, %d polys", g_polyMesh->nverts, g_polyMesh->npolys);
const int navMeshDataSize = g_polyMesh->nverts*3*sizeof(unsigned short) +
g_polyMesh->npolys*g_polyMesh->nvp*2*sizeof(unsigned short);
g_log.log(RC_LOG_PROGRESS, " - Approx data size %.1f kB", (float)navMeshDataSize/1024.f);
for (int i = 0; i < g_log.getMessageCount(); ++i)
{
printf("%s\n", g_log.getMessageText(i));
}
return true;
}
int main(int argc, char *argv[])
{
// Init SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
printf("Could not initialise SDL\n");
return -1;
}
// Init OpenGL
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
int width = 1200;
int height = 700;
SDL_Surface* screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL);
if (!screen)
{
printf("Could not initialise SDL opengl\n");
return -1;
}
SDL_WM_SetCaption("Recast Demo", 0);
if(!g_font.create("font.cfnt"))
{
printf("Could not load font\n");
SDL_Quit();
return -1;
}
float cellSize = 0.3f;
float cellHeight = 0.2f;
float agentHeight = 2.0f;
float agentRadius = 0.3f;
float agentMaxClimb = 0.9f;
float agentMaxSlope = 45.0f;
float regionMinSize = 50;
float regionMergeSize = 20;
float edgeMaxLen = 12.0f;
float edgeMaxError = 1.5f;
float vertsPerPoly = 6.0f;
int drawMode = DRAWMODE_POLYMESH;
bool showLevels = false;
bool showLog = false;
char curLevel[256] = "Choose Level...";
bool mouseOverMenu = false;
FileList fileList;
float t = 0.0f;
Uint32 lastTime = SDL_GetTicks();
int mx = 0, my = 0;
float rx = 45;
float ry = -45;
float moveW = 0, moveS = 0, moveA = 0, moveD = 0;
float camx = 0, camy = 0, camz = 0, camr=10;
float origrx, origry;
int origx, origy;
bool rotate = false;
float rays[3], raye[3];
float spos[3] = {0,0,0};
glEnable(GL_CULL_FACE);
float fogCol[4] = { 0.1f,0.12f,0.14f,1 };
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0);
glFogf(GL_FOG_END, 10);
glFogfv(GL_FOG_COLOR, fogCol);
bool done = false;
while(!done)
{
// Handle input events.
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_KEYDOWN:
// Handle any key presses here.
if(event.key.keysym.sym == SDLK_ESCAPE)
{
done = true;
}
break;
case SDL_MOUSEBUTTONDOWN:
// Handle mouse clicks here.
if (!mouseOverMenu)
{
if (event.button.button == SDL_BUTTON_LEFT)
{
// Rotate view
rotate = true;
origx = mx;
origy = my;
origrx = rx;
origry = ry;
}
else if (event.button.button == SDL_BUTTON_RIGHT)
{
// Hit test mesh.
if (g_mesh)
{
float t;
if (raycast(*g_mesh, rays, raye, t))
{
spos[0] = rays[0] + (raye[0] - rays[0])*t;
spos[1] = rays[1] + (raye[1] - rays[1])*t;
spos[2] = rays[2] + (raye[2] - rays[2])*t;
}
}
}
}
break;
case SDL_MOUSEBUTTONUP:
// Handle mouse clicks here.
if(event.button.button == SDL_BUTTON_LEFT)
{
rotate = false;
}
break;
case SDL_MOUSEMOTION:
mx = event.motion.x;
my = height - 1 - event.motion.y;
if (rotate)
{
int dx = mx - origx;
int dy = my - origy;
rx = origrx - dy*0.25f;
ry = origry + dx*0.25f;
}
break;
case SDL_QUIT:
done = true;
break;
default:
break;
}
}
Uint32 time = SDL_GetTicks();
float dt = (time - lastTime) / 1000.0f;
lastTime = time;
t += dt;
// Update and render
glViewport(0, 0, width, height);
glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
// Render 3d
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0f, (float)width/(float)height, 1.0f, camr);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(rx,1,0,0);
glRotatef(ry,0,1,0);
glTranslatef(-camx, -camy, -camz);
// Get hit ray position and direction.
GLdouble proj[16];
GLdouble model[16];
GLint view[4];
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetDoublev(GL_MODELVIEW_MATRIX, model);
glGetIntegerv(GL_VIEWPORT, view);
GLdouble x, y, z;
gluUnProject(mx, my, 0.0f, model, proj, view, &x, &y, &z);
rays[0] = (float)x; rays[1] = (float)y; rays[2] = (float)z;
gluUnProject(mx, my, 1.0f, model, proj, view, &x, &y, &z);
raye[0] = (float)x; raye[1] = (float)y; raye[2] = (float)z;
// Handle keyboard movement.
Uint8* keystate = SDL_GetKeyState(NULL);
moveW = rcClamp(moveW + dt * 4 * (keystate[SDLK_w] ? 1 : -1), 0.0f, 1.0f);
moveS = rcClamp(moveS + dt * 4 * (keystate[SDLK_s] ? 1 : -1), 0.0f, 1.0f);
moveA = rcClamp(moveA + dt * 4 * (keystate[SDLK_a] ? 1 : -1), 0.0f, 1.0f);
moveD = rcClamp(moveD + dt * 4 * (keystate[SDLK_d] ? 1 : -1), 0.0f, 1.0f);
float keybSpeed = 22.0f;
if (SDL_GetModState() & KMOD_SHIFT)
keybSpeed *= 4.0f;
float movex = (moveD - moveA) * keybSpeed * dt;
float movey = (moveS - moveW) * keybSpeed * dt;
camx += movex * (float)model[0];
camy += movex * (float)model[4];
camz += movex * (float)model[8];
camx += movey * (float)model[2];
camy += movey * (float)model[6];
camz += movey * (float)model[10];
glEnable(GL_FOG);
if (drawMode == DRAWMODE_MESH)
{
if (g_mesh)
rcDebugDrawMesh(*g_mesh, g_triangleFlags);
}
else if (drawMode != DRAWMODE_POLYMESH_TRANS)
{
if (g_mesh)
rcDebugDrawMesh(*g_mesh, 0);
}
glDepthMask(GL_FALSE);
if (drawMode == DRAWMODE_POLYMESH || drawMode == DRAWMODE_POLYMESH_TRANS)
{
if (g_polyMesh)
rcDebugDrawPolyMesh(*g_polyMesh, g_cfg.bmin, g_cfg.cs, g_cfg.ch);
}
glDepthMask(GL_TRUE);
if (drawMode == DRAWMODE_COMPACT)
{
if (g_chf)
rcDebugDrawCompactHeightfieldSolid(*g_chf);
}
if (drawMode == DRAWMODE_COMPACT_DISTANCE)
{
if (g_chf)
rcDebugDrawCompactHeightfieldDistance(*g_chf);
}
if (drawMode == DRAWMODE_COMPACT_REGIONS)
{
if (g_chf)
rcDebugDrawCompactHeightfieldRegions(*g_chf);
}
if (drawMode == DRAWMODE_VOXELS)
{
if (g_solid)
rcDebugDrawHeightfieldSolid(*g_solid, g_cfg.bmin, g_cfg.cs, g_cfg.ch);
}
if (drawMode == DRAWMODE_VOXELS_WALKABLE)
{
if (g_solid)
rcDebugDrawHeightfieldWalkable(*g_solid, g_cfg.bmin, g_cfg.cs, g_cfg.ch);
}
if (drawMode == DRAWMODE_RAW_CONTOURS)
{
if (g_cset)
rcDebugDrawRawContours(*g_cset, g_cfg.bmin, g_cfg.cs, g_cfg.ch);
}
if (drawMode == DRAWMODE_CONTOURS)
{
if (g_cset)
rcDebugDrawContours(*g_cset, g_cfg.bmin, g_cfg.cs, g_cfg.ch);
}
glDisable(GL_FOG);
if (g_mesh)
{
// Agent dimensions.
const float r = agentRadius;
const float h = agentHeight;
float col[4];
col[0] = 0.6f; col[1] = 0.1f; col[2] = 0.1f; col[3] = 0.75f;
rcDebugDrawCylinderWire(spos[0]-r, spos[1]+0.02f, spos[2]-r, spos[0]+r, spos[1]+h, spos[2]+r, col);
glColor4ub(0,0,0,196);
glBegin(GL_LINES);
glVertex3f(spos[0], spos[1]-agentMaxClimb, spos[2]);
glVertex3f(spos[0], spos[1]+agentMaxClimb, spos[2]);
glVertex3f(spos[0]-r/2, spos[1]+0.02f, spos[2]);
glVertex3f(spos[0]+r/2, spos[1]+0.02f, spos[2]);
glVertex3f(spos[0], spos[1]+0.02f, spos[2]-r/2);
glVertex3f(spos[0], spos[1]+0.02f, spos[2]+r/2);
glEnd();
// Mesh bbox.
col[0] = 1.0f; col[1] = 1.0f; col[2] = 1.0f; col[3] = 0.25f;
rcDebugDrawBoxWire(g_cfg.bmin[0], g_cfg.bmin[1], g_cfg.bmin[2],
g_cfg.bmax[0], g_cfg.bmax[1], g_cfg.bmax[2], col);
}
// Render GUI
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
imguiBeginFrame();
mouseOverMenu = false;
static int propScroll = 0;
if (imguiBeginScrollArea(GENID, "Properties", width - 250 - 10, 10, 250, height-20, &propScroll))
mouseOverMenu = true;
if (imguiButton(GENID, curLevel))
{
showLevels = true;
scanDirectory("meshes", ".obj", fileList);
}
imguiSeparator();
if (g_mesh)
{
if (imguiButton(GENID, "Build"))
{
memset(&g_cfg, 0, sizeof(g_cfg));
g_cfg.cs = cellSize;
g_cfg.ch = cellHeight;
g_cfg.walkableSlopeAngle = agentMaxSlope;
g_cfg.walkableHeight = (int)ceilf(agentHeight / g_cfg.ch);
g_cfg.walkableClimb = (int)ceilf(agentMaxClimb / g_cfg.ch);
g_cfg.walkableRadius = (int)ceilf(agentRadius / g_cfg.cs);
g_cfg.maxEdgeLen = (int)(edgeMaxLen / cellSize);
g_cfg.maxSimplificationError = edgeMaxError;
g_cfg.minRegionSize = (int)rcSqr(regionMinSize);
g_cfg.mergeRegionSize = (int)rcSqr(regionMergeSize);
g_cfg.maxVertsPerPoly = (int)vertsPerPoly;
buildNavigation();
}
}
imguiSeparator();
if (imguiCheck(GENID, "Show Log", showLog))
showLog = !showLog;
imguiSeparator();
imguiLabel(GENID, "Rasterization");
imguiSlider(GENID, "Cell Size", &cellSize, 0.1f, 1.0f, 0.01f);
imguiSlider(GENID, "Cell Height", &cellHeight, 0.1f, 1.0f, 0.01f);
if (g_mesh)
{
int gw = 0, gh = 0;
rcCalcGridSize(g_cfg.bmin, g_cfg.bmax, cellSize, &gw, &gh);
char text[64];
snprintf(text, 64, "Grid %d x %d", gw, gh);
imguiValue(GENID, text);
}
imguiSeparator();
imguiLabel(GENID, "Agent");
imguiSlider(GENID, "Height", &agentHeight, 0.1f, 5.0f, 0.1f);
imguiSlider(GENID, "Ragius", &agentRadius, 0.1f, 5.0f, 0.1f);
imguiSlider(GENID, "Max Climb", &agentMaxClimb, 0.1f, 5.0f, 0.1f);
imguiSlider(GENID, "Max Slope", &agentMaxSlope, 0.0f, 90.0f, 1.0f);
imguiSeparator();
imguiLabel(GENID, "Region");
imguiSlider(GENID, "Min Region Size", &regionMinSize, 0.0f, 150.0f, 1.0f);
imguiSlider(GENID, "Merged Region Size", &regionMergeSize, 0.0f, 150.0f, 1.0f);
imguiSeparator();
imguiLabel(GENID, "Polygonization");
imguiSlider(GENID, "Max Edge Length", &edgeMaxLen, 0.0f, 50.0f, 1.0f);
imguiSlider(GENID, "Max Edge Error", &edgeMaxError, 0.1f, 3.0f, 0.1f);
imguiSlider(GENID, "Verts Per Poly", &vertsPerPoly, 3.0f, 12.0f, 1.0f);
imguiSeparator();
imguiLabel(GENID, "Draw");
if (imguiCheck(GENID, "Input Mesh", drawMode == DRAWMODE_MESH))
drawMode = DRAWMODE_MESH;
if (imguiCheck(GENID, "Navmesh", drawMode == DRAWMODE_POLYMESH))
drawMode = DRAWMODE_POLYMESH;
if (imguiCheck(GENID, "Navmesh Trans", drawMode == DRAWMODE_POLYMESH_TRANS))
drawMode = DRAWMODE_POLYMESH_TRANS;
if (imguiCheck(GENID, "Voxels", drawMode == DRAWMODE_VOXELS))
drawMode = DRAWMODE_VOXELS;
if (imguiCheck(GENID, "Walkable Voxels", drawMode == DRAWMODE_VOXELS_WALKABLE))
drawMode = DRAWMODE_VOXELS_WALKABLE;
if (imguiCheck(GENID, "Compact", drawMode == DRAWMODE_COMPACT))
drawMode = DRAWMODE_COMPACT;
if (imguiCheck(GENID, "Compact Distance", drawMode == DRAWMODE_COMPACT_DISTANCE))
drawMode = DRAWMODE_COMPACT_DISTANCE;
if (imguiCheck(GENID, "Compact Regions", drawMode == DRAWMODE_COMPACT_REGIONS))
drawMode = DRAWMODE_COMPACT_REGIONS;
if (imguiCheck(GENID, "Raw Contours", drawMode == DRAWMODE_RAW_CONTOURS))
drawMode = DRAWMODE_RAW_CONTOURS;
if (imguiCheck(GENID, "Contours", drawMode == DRAWMODE_CONTOURS))
drawMode = DRAWMODE_CONTOURS;
imguiEndScrollArea();
// Log
if (showLog)
{
static int logScroll = 0;
if (imguiBeginScrollArea(GENID, "Log", 10, 10, width - 300, 200, &logScroll))
mouseOverMenu = true;
for (int i = 0; i < g_log.getMessageCount(); ++i)
imguiLabel(GENID1(i), g_log.getMessageText(i));
imguiEndScrollArea();
}
// Level selection dialog.
if (showLevels)
{
static int scroll = 0;
if (imguiBeginScrollArea(GENID, "Choose Level", width-10-250-10-200, height-10-250, 200, 250, &scroll))
mouseOverMenu = true;
int levelToLoad = -1;
for (int i = 0; i < fileList.size; ++i)
{
if (imguiItem(GENID1(i), fileList.files[i]))
levelToLoad = i;
}
if (levelToLoad != -1)
{
strncpy(curLevel, fileList.files[levelToLoad], sizeof(curLevel));
curLevel[sizeof(curLevel)-1] = '\0';
showLevels = false;
delete g_mesh;
delete g_solid;
delete g_chf;
delete g_cset;
delete g_polyMesh;
delete [] g_triangleFlags;
g_mesh = 0;
g_solid = 0;
g_chf = 0;
g_cset = 0;
g_polyMesh = 0;
g_triangleFlags = 0;
g_mesh = new rcMeshLoaderObj;
char path[256];
strcpy(path, "meshes/");
strcat(path, curLevel);
if (!g_mesh->load(path))
{
printf("Could not load mesh\n");
delete g_mesh;
g_mesh = 0;
}
if (g_mesh)
{
rcCalcBounds(g_mesh->getVerts(), g_mesh->getVertCount(), g_cfg.bmin, g_cfg.bmax);
// Reset camera.
camr = sqrtf(rcSqr(g_cfg.bmax[0]-g_cfg.bmin[0]) +
rcSqr(g_cfg.bmax[1]-g_cfg.bmin[1]) +
rcSqr(g_cfg.bmax[2]-g_cfg.bmin[2])) / 2;
camx = (g_cfg.bmax[0] + g_cfg.bmin[0]) / 2 + camr;
camy = (g_cfg.bmax[1] + g_cfg.bmin[1]) / 2 + camr;
camz = (g_cfg.bmax[2] + g_cfg.bmin[2]) / 2 + camr;
camr *= 3;
rx = 45;
ry = -45;
glFogf(GL_FOG_START, camr*0.5f);
glFogf(GL_FOG_END, camr*2.5f);
}
}
imguiEndScrollArea();
}
imguiEndFrame();
imguiRender(&drawText);
g_font.drawText(10.0f, (float)height-20.0f, "W/S/A/D: Move LMB: Rotate RMB: Place character", GLFont::RGBA(255,255,255,128));
glEnable(GL_DEPTH_TEST);
SDL_GL_SwapBuffers();
}
SDL_Quit();
delete g_mesh;
delete g_solid;
delete g_chf;
delete g_cset;
delete g_polyMesh;
delete [] g_triangleFlags;
return 0;
}