REVIEWED: DrawSphereEx()
, added educational info
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1 changed files with 52 additions and 8 deletions
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@ -424,6 +424,48 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
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// Draw sphere with extended parameters
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
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{
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#if 0
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// Basic implementation, do not use it!
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// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
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// New optimized version below only requires 4 cos()/sin() calls
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rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> translate)
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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rlScalef(radius, radius, radius);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < (rings + 2); i++)
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{
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for (int j = 0; j < slices; j++)
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{
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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}
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}
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rlEnd();
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rlPopMatrix();
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#endif
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rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> translate)
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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@ -440,12 +482,14 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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float cosslice = cosf(sliceangle);
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float sinslice = sinf(sliceangle);
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Vector3 vertices[4]; // Store face vertices
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Vector3 vertices[4] = { 0 }; // Required to store face vertices
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vertices[2] = (Vector3){ 0, 1, 0 };
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vertices[3] = (Vector3){ sinring, cosring, 0 };
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for (int i = 0; i < rings + 1; i++) {
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for (int j = 0; j < slices; j++) {
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for (int i = 0; i < rings + 1; i++)
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{
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for (int j = 0; j < slices; j++)
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{
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vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
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vertices[1] = vertices[3];
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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
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