REVIEWED: DrawSphereEx()
, added educational info
This commit is contained in:
parent
953df38ac4
commit
13e3092511
1 changed files with 52 additions and 8 deletions
|
@ -424,6 +424,48 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
|
||||||
// Draw sphere with extended parameters
|
// Draw sphere with extended parameters
|
||||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
|
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
|
||||||
{
|
{
|
||||||
|
#if 0
|
||||||
|
// Basic implementation, do not use it!
|
||||||
|
// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
|
||||||
|
// New optimized version below only requires 4 cos()/sin() calls
|
||||||
|
|
||||||
|
rlPushMatrix();
|
||||||
|
// NOTE: Transformation is applied in inverse order (scale -> translate)
|
||||||
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
||||||
|
rlScalef(radius, radius, radius);
|
||||||
|
|
||||||
|
rlBegin(RL_TRIANGLES);
|
||||||
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
|
||||||
|
for (int i = 0; i < (rings + 2); i++)
|
||||||
|
{
|
||||||
|
for (int j = 0; j < slices; j++)
|
||||||
|
{
|
||||||
|
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
|
||||||
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
|
||||||
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
|
||||||
|
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
|
||||||
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
|
||||||
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
|
||||||
|
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
|
||||||
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
|
||||||
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
|
||||||
|
|
||||||
|
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
|
||||||
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
|
||||||
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
|
||||||
|
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
|
||||||
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))),
|
||||||
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
|
||||||
|
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
|
||||||
|
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
|
||||||
|
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
rlEnd();
|
||||||
|
rlPopMatrix();
|
||||||
|
#endif
|
||||||
|
|
||||||
rlPushMatrix();
|
rlPushMatrix();
|
||||||
// NOTE: Transformation is applied in inverse order (scale -> translate)
|
// NOTE: Transformation is applied in inverse order (scale -> translate)
|
||||||
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
|
||||||
|
@ -440,16 +482,18 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
|
||||||
float cosslice = cosf(sliceangle);
|
float cosslice = cosf(sliceangle);
|
||||||
float sinslice = sinf(sliceangle);
|
float sinslice = sinf(sliceangle);
|
||||||
|
|
||||||
Vector3 vertices[4]; // Store face vertices
|
Vector3 vertices[4] = { 0 }; // Required to store face vertices
|
||||||
vertices[2] = (Vector3){0,1,0};
|
vertices[2] = (Vector3){ 0, 1, 0 };
|
||||||
vertices[3] = (Vector3){sinring, cosring, 0};
|
vertices[3] = (Vector3){ sinring, cosring, 0 };
|
||||||
|
|
||||||
for (int i = 0; i < rings + 1; i++) {
|
for (int i = 0; i < rings + 1; i++)
|
||||||
for (int j = 0; j < slices; j++) {
|
{
|
||||||
|
for (int j = 0; j < slices; j++)
|
||||||
|
{
|
||||||
vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
|
vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
|
||||||
vertices[1] = vertices[3];
|
vertices[1] = vertices[3];
|
||||||
vertices[2] = (Vector3){cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z}; // Rotation matrix around y axis
|
vertices[2] = (Vector3){ cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z }; // Rotation matrix around y axis
|
||||||
vertices[3] = (Vector3){cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z};
|
vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z };
|
||||||
|
|
||||||
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
|
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
|
||||||
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
|
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
|
||||||
|
@ -461,7 +505,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
|
||||||
}
|
}
|
||||||
|
|
||||||
vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring
|
vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring
|
||||||
vertices[3] = (Vector3){cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z}; // Rotation matrix around z axis
|
vertices[3] = (Vector3){ cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z }; // Rotation matrix around z axis
|
||||||
}
|
}
|
||||||
rlEnd();
|
rlEnd();
|
||||||
rlPopMatrix();
|
rlPopMatrix();
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue