Export scale from blender, and import in game, draw with scale

main
parent d187308c2e
commit 2bda33bfca

BIN
art/art.blend (Stored with Git LFS)

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@ -914,6 +914,7 @@ typedef struct PlacedMesh
Mesh *draw_with; Mesh *draw_with;
Vec3 offset; Vec3 offset;
Quat rotation; Quat rotation;
Vec3 scale;
} PlacedMesh; } PlacedMesh;
@ -983,8 +984,15 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
MD_String8 placed_mesh_name = {0}; MD_String8 placed_mesh_name = {0};
ser_MD_String8(&ser, &placed_mesh_name, arena); ser_MD_String8(&ser, &placed_mesh_name, arena);
ser_Vec3(&ser, &new_placed->offset); ser_Vec3(&ser, &new_placed->offset);
Vec3 blender_rotation_euler; Vec3 blender_rotation_euler;
ser_Vec3(&ser, &blender_rotation_euler); ser_Vec3(&ser, &blender_rotation_euler);
Vec3 blender_scale;
ser_Vec3(&ser, &blender_scale);
new_placed->scale.x = blender_scale.x;
new_placed->scale.y = blender_scale.z;
new_placed->scale.z = blender_scale.y;
Mat4 rotation_matrix = M4D(1.0f); Mat4 rotation_matrix = M4D(1.0f);
rotation_matrix = MulM4(Rotate_RH(AngleRad(blender_rotation_euler.x), V3(1,0,0)), rotation_matrix); rotation_matrix = MulM4(Rotate_RH(AngleRad(blender_rotation_euler.x), V3(1,0,0)), rotation_matrix);
@ -995,7 +1003,7 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
MD_StackPush(out.placed_mesh_list, new_placed); MD_StackPush(out.placed_mesh_list, new_placed);
Log("Placed mesh '%.*s' rotation %f %f %f %f\n", MD_S8VArg(placed_mesh_name), qvarg(new_placed->rotation)); Log("Placed mesh '%.*s' rotation %f %f %f %f scale %f %f %f\n", MD_S8VArg(placed_mesh_name), qvarg(new_placed->rotation), v3varg(new_placed->scale));
// load the mesh if we haven't already // load the mesh if we haven't already
@ -2369,6 +2377,7 @@ void draw_placed(Mat4 view, Mat4 projection, PlacedMesh *cur)
Mat4 model = M4D(1.0f); Mat4 model = M4D(1.0f);
model = MulM4(Scale(cur->scale), model);
model = MulM4(QToM4(cur->rotation), model); model = MulM4(QToM4(cur->rotation), model);
/* This works on blender XYZ coords, unmodified. /* This works on blender XYZ coords, unmodified.
model = MulM4(Rotate_RH(AngleRad(cur->rotation_euler.x), V3(1,0,0)), model); model = MulM4(Rotate_RH(AngleRad(cur->rotation_euler.x), V3(1,0,0)), model);
@ -4390,7 +4399,7 @@ void frame(void)
draw_placed(view, projection, cur); draw_placed(view, projection, cur);
} }
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .offset = V3(player->pos.x, 0.0, player->pos.y), .rotation = Make_Q(0, 0, 0, 1)}); draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .offset = V3(player->pos.x, 0.0, player->pos.y), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)});
sg_end_pass(); sg_end_pass();

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