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2 changes: 1 addition & 1 deletion examples/models/models_first_person_maze.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ int main(void)

raylib::Image imMap("resources/cubicmap.png"); // Load cubicmap image (RAM)
raylib::Texture cubicmap(imMap); // Convert image to texture to display (VRAM)
Mesh mesh = raylib::Mesh::Cubicmap(imMap, Vector3{ 1.0f, 1.0f, 1.0f });
raylib::MeshUnmanaged mesh = raylib::MeshUnmanaged::Cubicmap(imMap, Vector3{ 1.0f, 1.0f, 1.0f }); // Use MeshUnmanaged, Mesh will be handled by Model
raylib::Model model(mesh);
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Thanks for taking this on! Definitely does make sense since Model ends up taking ownership of the Model.

In addition to having MeshUnmanaged, I think having an overloaded method for raylib::Model(raylib::Mesh) that creates a copy of the Mesh as MeshUnmanaged, and uses that. This way the example code wouldn't need to change, but memory would still be 👌

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I'll merge this forwards, and then we can take it on as a follow up PR.


// NOTE: By default each cube is mapped to one part of texture atlas
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233 changes: 17 additions & 216 deletions include/Mesh.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -8,28 +8,33 @@
#include "./raylib-cpp-utils.hpp"
#include "./BoundingBox.hpp"
#include "./Model.hpp"
#include "./MeshUnmanaged.hpp"

namespace raylib {
/**
* Vertex data definning a mesh
* Vertex data defining a mesh
*
* The Mesh will be unloaded on object destruction.
*
* @see raylib::MeshUnmanaged
*/
class Mesh : public ::Mesh {
class Mesh : public MeshUnmanaged {
public:
Mesh(const ::Mesh& mesh) {
set(mesh);
}
using MeshUnmanaged::MeshUnmanaged;

/**
* Load meshes from model file
* Explicitly forbid the copy constructor.
*/
// static std::vector<Mesh> Load(const std::string& fileName) {
// int count = 0;
// ::Mesh* meshes = LoadMeshes(fileName.c_str(), &count);
// return std::vector<Mesh>(meshes, meshes + count);
// }

Mesh(const Mesh&) = delete;

/**
* Explicitly forbid copy assignment.
*/
Mesh& operator=(const Mesh&) = delete;

/**
* Move constructor.
*/
Mesh(Mesh&& other) {
set(other);

Expand All @@ -50,106 +55,6 @@ class Mesh : public ::Mesh {
other.vboId = nullptr;
}

/**
* Generate polygonal mesh
*/
static ::Mesh Poly(int sides, float radius) {
return ::GenMeshPoly(sides, radius);
}

/**
* Generate plane mesh (with subdivisions)
*/
static ::Mesh Plane(float width, float length, int resX, int resZ) {
return ::GenMeshPlane(width, length, resX, resZ);
}

/**
* Generate cuboid mesh
*/
static ::Mesh Cube(float width, float height, float length) {
return ::GenMeshCube(width, height, length);
}

/**
* Generate sphere mesh (standard sphere)
*/
static ::Mesh Sphere(float radius, int rings, int slices) {
return ::GenMeshSphere(radius, rings, slices);
}

/**
* Generate half-sphere mesh (no bottom cap)
*/
static ::Mesh HemiSphere(float radius, int rings, int slices) {
return ::GenMeshHemiSphere(radius, rings, slices);
}

/**
* Generate cylinder mesh
*/
static ::Mesh Cylinder(float radius, float height, int slices) {
return ::GenMeshCylinder(radius, height, slices);
}

/**
* Generate cone/pyramid mesh
*/
static ::Mesh Cone(float radius, float height, int slices) {
return ::GenMeshCone(radius, height, slices);
}

/**
* Generate torus mesh
*/
static ::Mesh Torus(float radius, float size, int radSeg, int sides) {
return ::GenMeshTorus(radius, size, radSeg, sides);
}

/**
* Generate trefoil knot mesh
*/
static ::Mesh Knot(float radius, float size, int radSeg, int sides) {
return ::GenMeshKnot(radius, size, radSeg, sides);
}

/**
* Generate heightmap mesh from image data
*/
static ::Mesh Heightmap(const ::Image& heightmap, ::Vector3 size) {
return ::GenMeshHeightmap(heightmap, size);
}

/**
* Generate cubes-based map mesh from image data
*/
static ::Mesh Cubicmap(const ::Image& cubicmap, ::Vector3 cubeSize) {
return ::GenMeshCubicmap(cubicmap, cubeSize);
}

GETTERSETTER(int, VertexCount, vertexCount)
GETTERSETTER(int, TriangleCount, triangleCount)
GETTERSETTER(float*, Vertices, vertices)
GETTERSETTER(float *, TexCoords, texcoords)
GETTERSETTER(float *, TexCoords2, texcoords2)
GETTERSETTER(float *, Normals, normals)
GETTERSETTER(float *, Tangents, tangents)
GETTERSETTER(unsigned char *, Colors, colors)
GETTERSETTER(unsigned short *, Indices, indices) // NOLINT
GETTERSETTER(float *, AnimVertices, animVertices)
GETTERSETTER(float *, AnimNormals, animNormals)
GETTERSETTER(unsigned char *, BoneIds, boneIds)
GETTERSETTER(float *, BoneWeights, boneWeights)
GETTERSETTER(unsigned int, VaoId, vaoId)
GETTERSETTER(unsigned int *, VboId, vboId)

Mesh& operator=(const ::Mesh& mesh) {
set(mesh);
return *this;
}

Mesh& operator=(const Mesh&) = delete;

Mesh& operator=(Mesh&& other) noexcept {
if (this == &other) {
return *this;
Expand Down Expand Up @@ -180,110 +85,6 @@ class Mesh : public ::Mesh {
~Mesh() {
Unload();
}

/**
* Upload mesh vertex data to GPU (VRAM)
*/
void Upload(bool dynamic = false) {
::UploadMesh(this, dynamic);
}

/**
* Upload mesh vertex data to GPU (VRAM)
*/
void UpdateBuffer(int index, void *data, int dataSize, int offset = 0) {
::UpdateMeshBuffer(*this, index, data, dataSize, offset);
}

/**
* Draw a 3d mesh with material and transform
*/
void Draw(const ::Material& material, const ::Matrix& transform) const {
::DrawMesh(*this, material, transform);
}

/**
* Draw multiple mesh instances with material and different transforms
*/
void Draw(const ::Material& material, ::Matrix* transforms, int instances) const {
::DrawMeshInstanced(*this, material, transforms, instances);
}

/**
* Export mesh data to file
*
* @throws raylib::RaylibException Throws if failed to export the Mesh.
*/
void Export(const std::string& fileName) {
if (!::ExportMesh(*this, fileName.c_str())) {
throw RaylibException("Failed to export the Mesh");
}
}

/**
* Unload mesh from memory (RAM and/or VRAM)
*/
void Unload() {
if (vboId != nullptr) {
::UnloadMesh(*this);
vboId = nullptr;
}
}

/**
* Compute mesh bounding box limits
*/
raylib::BoundingBox BoundingBox() const {
return ::GetMeshBoundingBox(*this);
}

/**
* Compute mesh bounding box limits
*/
operator raylib::BoundingBox() {
return BoundingBox();
}

/**
* Compute mesh tangents
*/
Mesh& GenTangents() {
::GenMeshTangents(this);
return *this;
}

/**
* Load model from generated mesh
*/
raylib::Model LoadModelFrom() const {
return ::LoadModelFromMesh(*this);
}

/**
* Load model from generated mesh
*/
operator raylib::Model() {
return ::LoadModelFromMesh(*this);
}

protected:
void set(const ::Mesh& mesh) {
vertexCount = mesh.vertexCount;
triangleCount = mesh.triangleCount;
vertices = mesh.vertices;
texcoords = mesh.texcoords;
texcoords2 = mesh.texcoords2;
normals = mesh.normals;
tangents = mesh.tangents;
colors = mesh.colors;
indices = mesh.indices;
animVertices = mesh.animVertices;
animNormals = mesh.animNormals;
boneIds = mesh.boneIds;
boneWeights = mesh.boneWeights;
vaoId = mesh.vaoId;
vboId = mesh.vboId;
}
};
} // namespace raylib

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