507 lines
No EOL
19 KiB
C
507 lines
No EOL
19 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - 3D dynamic UV mesh painter
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*
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* Example demonstrates 3D dynamic UV mesh painting using raycasting.
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 PanicTitan (@PanicTitan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stdlib.h> // Required for: NULL
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#include <string.h> // Required for: memset()
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#include <math.h> // Required for: fabsf(), floorf()
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//--------------------------------------------------------------------------------------
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// Global Definitions
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//--------------------------------------------------------------------------------------
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#define CANVAS_SIZE 512
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#define MAX_PALETTE_COLORS 8
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//--------------------------------------------------------------------------------------
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// Types and Structures Definition
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//--------------------------------------------------------------------------------------
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typedef enum ToolMode {
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TOOL_PAINT = 0,
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TOOL_COLOR_PICKER
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} ToolMode;
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typedef enum ShapeType {
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SHAPE_SPHERE = 0,
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SHAPE_CUBE,
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SHAPE_CYLINDER,
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SHAPE_TORUS
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} ShapeType;
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typedef struct AppContext {
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Camera camera; // 3D camera positioning
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Model model; // Current active 3D model
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Image canvasImage; // CPU RAM pixel buffer
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Texture2D canvasTexture; // GPU VRAM texture bound to model material
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BoundingBox modelBBox; // Transformed bounding box for fast ray testing
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// Painter tool state
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ToolMode currentTool; // Active tool mode
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ShapeType currentShape; // Active mesh shape
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Color activeColor; // Selected drawing color
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int brushRadius; // Brush stroke radius (in pixels)
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// Stroke interpolation state
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Vector2 lastHitUV; // Last valid UV hit coordinate
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bool hasLastHit; // Stroke continuity flag
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// Swatch palette
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Color palette[MAX_PALETTE_COLORS]; // Palette color array
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int paletteCount; // Total color swatches
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} AppContext;
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//--------------------------------------------------------------------------------------
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// Module Global Variables
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//--------------------------------------------------------------------------------------
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static AppContext g_App = { 0 };
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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static Vector3 CalculateBarycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
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static bool GetMeshHitUV(Ray ray, Model model, Vector2 *outUV);
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static void ChangeMeshShape(ShapeType newShape);
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static bool DrawCustomButton(Rectangle rec, const char *label, bool active);
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void UpdateDrawFrame(void); // Main frame loop (web & desktop)
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 960;
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const int screenHeight = 580;
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// SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d dynamic mesh painter");
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// Camera setup (Zoomed out to comfortably frame 3D primitives)
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g_App.camera.position = (Vector3){ 0.0f, 3.5f, 6.5f };
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g_App.camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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g_App.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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g_App.camera.fovy = 45.0f;
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g_App.camera.projection = CAMERA_PERSPECTIVE;
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// Initialize CPU canvas buffer and dynamic GPU texture
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g_App.canvasImage = GenImageColor(CANVAS_SIZE, CANVAS_SIZE, RAYWHITE);
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ImageDrawRectangleLines(&g_App.canvasImage, 0, 0, CANVAS_SIZE, CANVAS_SIZE, LIGHTGRAY);
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g_App.canvasTexture = LoadTextureFromImage(g_App.canvasImage);
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SetTextureFilter(g_App.canvasTexture, TEXTURE_FILTER_BILINEAR);
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// Generate starting 3D primitive mesh
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ChangeMeshShape(SHAPE_SPHERE);
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// Default painter configuration
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g_App.currentTool = TOOL_PAINT;
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g_App.activeColor = RED;
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g_App.brushRadius = 12;
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g_App.hasLastHit = false;
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// Palette swatches initialization
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g_App.palette[0] = RED;
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g_App.palette[1] = ORANGE;
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g_App.palette[2] = GOLD;
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g_App.palette[3] = LIME;
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g_App.palette[4] = SKYBLUE;
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g_App.palette[5] = PURPLE;
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g_App.palette[6] = DARKGRAY;
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g_App.palette[7] = WHITE;
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g_App.paletteCount = MAX_PALETTE_COLORS;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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while (!WindowShouldClose())
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{
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UpdateDrawFrame();
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(g_App.model);
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UnloadImage(g_App.canvasImage);
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UnloadTexture(g_App.canvasTexture);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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#endif
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return 0;
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}
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//--------------------------------------------------------------------------------------
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// Frame Update and Render Logic
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//--------------------------------------------------------------------------------------
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void UpdateDrawFrame(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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const int screenWidth = GetScreenWidth();
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const int screenHeight = GetScreenHeight();
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Vector2 mousePos = GetMousePosition();
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// UI Panel collision boundary check
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Rectangle uiPanelRec = (Rectangle){ 10.0f, 10.0f, 230.0f, 490.0f };
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bool isMouseOverUI = CheckCollisionPointRec(mousePos, uiPanelRec);
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// Orbit camera controls (Right Mouse Button Drag)
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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{
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UpdateCamera(&g_App.camera, CAMERA_THIRD_PERSON);
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}
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// 3D Painting & Color Picker Processing
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if (!isMouseOverUI && IsMouseButtonDown(MOUSE_BUTTON_LEFT))
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{
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Ray ray = GetScreenToWorldRay(mousePos, g_App.camera);
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Vector2 hitUV = { 0 };
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if (GetMeshHitUV(ray, g_App.model, &hitUV))
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{
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int imgW = g_App.canvasImage.width;
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int imgH = g_App.canvasImage.height;
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int px = (int)(hitUV.x * (float)imgW);
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int py = (int)(hitUV.y * (float)imgH);
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if (g_App.currentTool == TOOL_PAINT)
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{
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float du = fabsf(hitUV.x - g_App.lastHitUV.x);
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float dv = fabsf(hitUV.y - g_App.lastHitUV.y);
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// Seam jump guard: prevent continuous stroke rendering across UV boundaries
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if (g_App.hasLastHit && (du < 0.25f) && (dv < 0.25f))
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{
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int lastPx = (int)(g_App.lastHitUV.x * (float)imgW);
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int lastPy = (int)(g_App.lastHitUV.y * (float)imgH);
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float dist = Vector2Distance((Vector2){ (float)lastPx, (float)lastPy }, (Vector2){ (float)px, (float)py });
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int steps = (int)(dist / 2.0f) + 1;
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for (int i = 0; i <= steps; i++)
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{
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float t = (float)i / (float)steps;
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int cx = (int)Lerp((float)lastPx, (float)px, t);
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int cy = (int)Lerp((float)lastPy, (float)py, t);
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ImageDrawCircle(&g_App.canvasImage, cx, cy, g_App.brushRadius, g_App.activeColor);
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}
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}
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else
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{
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ImageDrawCircle(&g_App.canvasImage, px, py, g_App.brushRadius, g_App.activeColor);
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}
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UpdateTexture(g_App.canvasTexture, g_App.canvasImage.data);
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g_App.lastHitUV = hitUV;
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g_App.hasLastHit = true;
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}
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else if (g_App.currentTool == TOOL_COLOR_PICKER)
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{
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g_App.activeColor = GetImageColor(g_App.canvasImage, px, py);
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g_App.currentTool = TOOL_PAINT;
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g_App.hasLastHit = false;
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}
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}
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else
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{
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g_App.hasLastHit = false;
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}
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}
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else
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{
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g_App.hasLastHit = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground((Color){ 30, 32, 40, 255 });
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// 3D Scene Rendering
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BeginMode3D(g_App.camera);
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DrawModel(g_App.model, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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EndMode3D();
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// 2D Controls & UI Panel
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DrawRectangleRec(uiPanelRec, Fade(BLACK, 0.8f));
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DrawRectangleLinesEx(uiPanelRec, 2.0f, DARKGRAY);
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DrawText("3D MESH PAINTER", 25, 22, 18, GOLD);
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// Tool Mode Toggles
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if (DrawCustomButton((Rectangle){ 25, 55, 95, 32 }, "PAINT", g_App.currentTool == TOOL_PAINT))
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{
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g_App.currentTool = TOOL_PAINT;
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}
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if (DrawCustomButton((Rectangle){ 125, 55, 95, 32 }, "PICKER", g_App.currentTool == TOOL_COLOR_PICKER))
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{
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g_App.currentTool = TOOL_COLOR_PICKER;
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}
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// Primitive Shape Selector
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DrawText("Mesh Shape:", 25, 100, 12, LIGHTGRAY);
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if (DrawCustomButton((Rectangle){ 25, 120, 95, 28 }, "SPHERE", g_App.currentShape == SHAPE_SPHERE))
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{
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ChangeMeshShape(SHAPE_SPHERE);
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}
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if (DrawCustomButton((Rectangle){ 125, 120, 95, 28 }, "CUBE", g_App.currentShape == SHAPE_CUBE))
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{
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ChangeMeshShape(SHAPE_CUBE);
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}
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if (DrawCustomButton((Rectangle){ 25, 153, 95, 28 }, "CYLINDER", g_App.currentShape == SHAPE_CYLINDER))
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{
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ChangeMeshShape(SHAPE_CYLINDER);
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}
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if (DrawCustomButton((Rectangle){ 125, 153, 95, 28 }, "TORUS", g_App.currentShape == SHAPE_TORUS))
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{
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ChangeMeshShape(SHAPE_TORUS);
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}
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// Active Color Display
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DrawText("Active Color:", 25, 195, 12, LIGHTGRAY);
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DrawRectangle(125, 193, 95, 20, g_App.activeColor);
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DrawRectangleLines(125, 193, 95, 20, WHITE);
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// Color Palette Grid
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DrawText("Palette Swatches:", 25, 225, 12, LIGHTGRAY);
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for (int i = 0; i < g_App.paletteCount; i++)
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{
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int sx = 25 + (i % 4) * 48;
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int sy = 245 + (i / 4) * 45;
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Rectangle swatchRec = (Rectangle){ (float)sx, (float)sy, 40.0f, 38.0f };
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DrawRectangleRec(swatchRec, g_App.palette[i]);
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DrawRectangleLinesEx(swatchRec, 1.0f, WHITE);
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if (CheckCollisionPointRec(mousePos, swatchRec) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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g_App.activeColor = g_App.palette[i];
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}
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}
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// Brush Size Adjustments
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DrawText(TextFormat("Brush Size: %dpx", g_App.brushRadius), 25, 345, 12, LIGHTGRAY);
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if (DrawCustomButton((Rectangle){ 25, 365, 95, 30 }, "SIZE -", false))
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{
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if (g_App.brushRadius > 2) g_App.brushRadius -= 2;
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}
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if (DrawCustomButton((Rectangle){ 125, 365, 95, 30 }, "SIZE +", false))
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{
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if (g_App.brushRadius < 64) g_App.brushRadius += 2;
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}
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// Canvas Actions
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if (DrawCustomButton((Rectangle){ 25, 410, 95, 30 }, "CLEAR", false))
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{
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ImageClearBackground(&g_App.canvasImage, RAYWHITE);
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ImageDrawRectangleLines(&g_App.canvasImage, 0, 0, CANVAS_SIZE, CANVAS_SIZE, LIGHTGRAY);
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UpdateTexture(g_App.canvasTexture, g_App.canvasImage.data);
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}
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if (DrawCustomButton((Rectangle){ 125, 410, 95, 30 }, "FILL", false))
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{
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ImageClearBackground(&g_App.canvasImage, g_App.activeColor);
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UpdateTexture(g_App.canvasTexture, g_App.canvasImage.data);
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}
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// Instructions Footer & Overlay Info
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DrawText("Left Click: Paint / Pick Color | Right Click Drag: Orbit Camera", 260, screenHeight - 25, 12, RAYWHITE);
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DrawFPS(screenWidth - 90, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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//--------------------------------------------------------------------------------------
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// Module Functions Definition
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//--------------------------------------------------------------------------------------
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// Dynamic Primitive Mesh Generator
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static void ChangeMeshShape(ShapeType newShape)
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{
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if (g_App.model.meshCount > 0)
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{
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UnloadModel(g_App.model);
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}
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Mesh mesh = { 0 };
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switch (newShape)
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{
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case SHAPE_SPHERE: mesh = GenMeshSphere(1.5f, 48, 48); break;
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case SHAPE_CUBE: mesh = GenMeshCube(2.2f, 2.2f, 2.2f); break;
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case SHAPE_CYLINDER: mesh = GenMeshCylinder(1.2f, 2.5f, 36); break;
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case SHAPE_TORUS: mesh = GenMeshTorus(0.6f, 1.6f, 32, 48); break;
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default: mesh = GenMeshSphere(1.5f, 48, 48); break;
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}
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g_App.model = LoadModelFromMesh(mesh);
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// GenMeshCylinder builds upwards from Y=0 to Y=height (2.5). Translate down by height/2 to center at origin.
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if (newShape == SHAPE_CYLINDER)
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{
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g_App.model.transform = MatrixTranslate(0.0f, -1.25f, 0.0f);
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}
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g_App.model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = g_App.canvasTexture;
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// Compute bounding box and apply model transformation
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BoundingBox bbox = GetMeshBoundingBox(g_App.model.meshes[0]);
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bbox.min = Vector3Transform(bbox.min, g_App.model.transform);
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bbox.max = Vector3Transform(bbox.max, g_App.model.transform);
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g_App.modelBBox = bbox;
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g_App.currentShape = newShape;
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g_App.hasLastHit = false;
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}
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// Computes Barycentric Weights for UV Interpolation inside a 3D Triangle
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static Vector3 CalculateBarycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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{
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Vector3 v0 = Vector3Subtract(b, a);
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Vector3 v1 = Vector3Subtract(c, a);
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Vector3 v2 = Vector3Subtract(p, a);
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float d00 = Vector3DotProduct(v0, v0);
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float d01 = Vector3DotProduct(v0, v1);
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float d11 = Vector3DotProduct(v1, v1);
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float d20 = Vector3DotProduct(v2, v0);
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float d21 = Vector3DotProduct(v2, v1);
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float denom = d00 * d11 - d01 * d01;
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if (fabsf(denom) < 1e-6f) return (Vector3){ 0.33f, 0.33f, 0.34f };
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float v = (d11 * d20 - d01 * d21) / denom;
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float w = (d00 * d21 - d01 * d20) / denom;
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float u = 1.0f - v - w;
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return (Vector3){ u, v, w };
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}
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// Raycasts against the model mesh and calculates exact UV texture space coordinates
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static bool GetMeshHitUV(Ray ray, Model model, Vector2 *outUV)
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{
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if (model.meshCount == 0 || model.meshes[0].texcoords == NULL) return false;
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// Fast bounding box pre-pass using transformed bounding box
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RayCollision boxHit = GetRayCollisionBox(ray, g_App.modelBBox);
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if (!boxHit.hit) return false;
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Mesh mesh = model.meshes[0];
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float closestDistance = 999999.0f;
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bool foundHit = false;
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Vector2 interpolatedUV = { 0 };
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for (int tri = 0; tri < mesh.triangleCount; tri++)
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{
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int idx0, idx1, idx2;
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if (mesh.indices != NULL)
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{
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idx0 = mesh.indices[3 * tri + 0];
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idx1 = mesh.indices[3 * tri + 1];
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idx2 = mesh.indices[3 * tri + 2];
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}
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else
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{
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idx0 = 3 * tri + 0;
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idx1 = 3 * tri + 1;
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idx2 = 3 * tri + 2;
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}
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Vector3 a = Vector3Transform((Vector3){ mesh.vertices[3 * idx0 + 0], mesh.vertices[3 * idx0 + 1], mesh.vertices[3 * idx0 + 2] }, model.transform);
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Vector3 b = Vector3Transform((Vector3){ mesh.vertices[3 * idx1 + 0], mesh.vertices[3 * idx1 + 1], mesh.vertices[3 * idx1 + 2] }, model.transform);
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Vector3 c = Vector3Transform((Vector3){ mesh.vertices[3 * idx2 + 0], mesh.vertices[3 * idx2 + 1], mesh.vertices[3 * idx2 + 2] }, model.transform);
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// Backface culling check: ignore triangles oriented away from camera ray
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Vector3 edge1 = Vector3Subtract(b, a);
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Vector3 edge2 = Vector3Subtract(c, a);
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Vector3 normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
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if (Vector3DotProduct(normal, ray.direction) >= 0.0f) continue;
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RayCollision triHit = GetRayCollisionTriangle(ray, a, b, c);
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if (triHit.hit && triHit.distance < closestDistance)
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{
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closestDistance = triHit.distance;
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foundHit = true;
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Vector2 uvA = (Vector2){ mesh.texcoords[2 * idx0 + 0], mesh.texcoords[2 * idx0 + 1] };
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Vector2 uvB = (Vector2){ mesh.texcoords[2 * idx1 + 0], mesh.texcoords[2 * idx1 + 1] };
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Vector2 uvC = (Vector2){ mesh.texcoords[2 * idx2 + 0], mesh.texcoords[2 * idx2 + 1] };
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Vector3 weights = CalculateBarycentric(triHit.point, a, b, c);
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interpolatedUV.x = weights.x * uvA.x + weights.y * uvB.x + weights.z * uvC.x;
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interpolatedUV.y = weights.x * uvA.y + weights.y * uvB.y + weights.z * uvC.y;
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|
|
|
// Wrap UV values within [0.0..1.0] range
|
|
interpolatedUV.x = interpolatedUV.x - floorf(interpolatedUV.x);
|
|
interpolatedUV.y = interpolatedUV.y - floorf(interpolatedUV.y);
|
|
}
|
|
}
|
|
|
|
if (foundHit && (outUV != NULL))
|
|
{
|
|
*outUV = interpolatedUV;
|
|
}
|
|
|
|
return foundHit;
|
|
}
|
|
|
|
// Custom GUI Button Control
|
|
static bool DrawCustomButton(Rectangle rec, const char *label, bool active)
|
|
{
|
|
Vector2 mousePos = GetMousePosition();
|
|
bool hovered = CheckCollisionPointRec(mousePos, rec);
|
|
bool clicked = hovered && IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
|
|
|
|
Color btnColor = active ? GOLD : (hovered ? LIGHTGRAY : GRAY);
|
|
Color textColor = active ? BLACK : (hovered ? BLACK : RAYWHITE);
|
|
|
|
DrawRectangleRec(rec, btnColor);
|
|
DrawRectangleLinesEx(rec, 1.5f, DARKGRAY);
|
|
|
|
int fontSize = 10;
|
|
int textWidth = MeasureText(label, fontSize);
|
|
DrawText(label, (int)(rec.x + rec.width * 0.5f - textWidth * 0.5f), (int)(rec.y + rec.height * 0.5f - fontSize * 0.5f), fontSize, textColor);
|
|
|
|
return clicked;
|
|
} |