Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
commit
252bd22738
3 changed files with 116 additions and 2 deletions
10
CHANGELOG
10
CHANGELOG
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@ -30,6 +30,7 @@ Detailed changes:
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[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
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[core] REVIEWED: Android multi-touch (#1869) by @humbe
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[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
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[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
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[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
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[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
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[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
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@ -43,6 +44,7 @@ Detailed changes:
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[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
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[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
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[textures] ADDED: GetImageColor() #2024
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[textures] REMOVED: GenImagePerlinNoise()
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[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
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[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
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[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
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@ -63,6 +65,7 @@ Detailed changes:
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[models] ADDED: GetModelBoundingBox()
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[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
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[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
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[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
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[models] REMOVED: DrawBillboardEx()
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[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
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[models] RENAMED: MeshTangents() to GenMeshTangents()
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@ -87,8 +90,10 @@ Detailed changes:
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[examples] ADDED: core_basic_screen_manager
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[examples] ADDED: core_split_screen (#1806) by @JeffM2501
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[examples] ADDED: core_2d_camera_smooth_pixelperfect (#1771) by @NotManyIdeasDev
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[examples] ADDED: shaders_shapes_outline (#1883) by @GoldenThumbs
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[examples] ADDED: models_magicavoxel_loading (#1940) by @procfxgen
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[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
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[examples] ADDED: models_loading_vox (#1940) by @procfxgen
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[examples] REMOVED: models_material_pbr
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[examples] REMOVED: models_gltf_animation
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[examples] REVIEWED: core_3d_picking
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[examples] REVIEWED: core_input_mouse
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[examples] REVIEWED: core_vr_simulator, RenderTexture usage
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@ -114,6 +119,7 @@ Detailed changes:
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[examples] REVIEWED: raylib_opengl_interop
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[examples] REVIEWED: rlgl_standalone.c
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[examples] REVIEWED: Resources licenses
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[examples] REVIEWED: models resources reorganization
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[build] ADDED: Zig build file (#2014) by @TommiSinivuo
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[build] ADDED: Android VS2019 solution (#2013) by @Kronka
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[build] REMOVED: VS2017 project, outdated
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@ -1383,7 +1383,9 @@ RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);
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RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
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RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
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RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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106
src/rmodels.c
106
src/rmodels.c
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@ -703,6 +703,64 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
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rlPopMatrix();
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}
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// Draw a cylinder with base at startPos and top at endPos
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// NOTE: It could be also used for pyramid and cone
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void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
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{
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if (sides < 3) sides = 3;
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int numVertex = sides*6;
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rlCheckRenderBatchLimit(numVertex);
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if(sides < 3) sides = 3;
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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// Construct a basis of the base and the top face:
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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float baseAngle = (2.0*PI)/sides;
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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 < sides; i++) {
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// compute the four vertices
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float s1 = sinf(baseAngle*(i + 0))*startRadius;
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float c1 = cosf(baseAngle*(i + 0))*startRadius;
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Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
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float s2 = sinf(baseAngle*(i + 1))*startRadius;
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float c2 = cosf(baseAngle*(i + 1))*startRadius;
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Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z };
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float s3 = sinf(baseAngle*(i + 0))*endRadius;
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float c3 = cosf(baseAngle*(i + 0))*endRadius;
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Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z };
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float s4 = sinf(baseAngle*(i + 1))*endRadius;
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float c4 = cosf(baseAngle*(i + 1))*endRadius;
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Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
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if (startRadius > 0) { //
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rlVertex3f(startPos.x, startPos.y, startPos.z); // |
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rlVertex3f(w2.x, w2.y, w2.z); // T0
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rlVertex3f(w1.x, w1.y, w1.z); // |
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} //
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// w2 x.-----------x startPos
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rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 /
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rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. /
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rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. /
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// | 2 \ T 'x w1
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rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos
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rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/
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rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | /
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// '.\|/
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if (endRadius > 0) { // 'x w3
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rlVertex3f(endPos.x, endPos.y, endPos.z); // |
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rlVertex3f(w3.x, w3.y, w3.z); // T3
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rlVertex3f(w4.x, w4.y, w4.z); // |
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} //
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}
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rlEnd();
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}
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// Draw a wired cylinder
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// NOTE: It could be also used for pyramid and cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
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@ -736,6 +794,54 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
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rlPopMatrix();
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}
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// Draw a wired cylinder with base at startPos and top at endPos
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// NOTE: It could be also used for pyramid and cone
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void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
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{
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if (sides < 3) sides = 3;
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int numVertex = sides*6;
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rlCheckRenderBatchLimit(numVertex);
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Vector3 difference = Vector3Subtract(endPos, startPos);
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// Construct a basis of the base and the top face:
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference));
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float baseAngle = (2.0*PI)/sides;
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < sides; i++) {
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// compute the four vertices
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float s1 = sinf(baseAngle*(i + 0))*startRadius;
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float c1 = cosf(baseAngle*(i + 0))*startRadius;
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Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
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float s2 = sinf(baseAngle*(i + 1))*startRadius;
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float c2 = cosf(baseAngle*(i + 1))*startRadius;
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Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z };
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float s3 = sinf(baseAngle*(i + 0))*endRadius;
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float c3 = cosf(baseAngle*(i + 0))*endRadius;
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Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z };
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float s4 = sinf(baseAngle*(i + 1))*endRadius;
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float c4 = cosf(baseAngle*(i + 1))*endRadius;
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Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w4.x, w4.y, w4.z);
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}
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rlEnd();
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}
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// Draw a plane
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
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{
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