Add DrawCylinder(Wires)Ex (#2049)
* Add DrawCylinderEx and DrawCylinderWiresEx * Modify examples/models/models_geometric_shapes.c to show the usage of DrawCylinder(Wires)Ex * Simplified DrawCylinder and DrawCylinderWires to use the -Ex versions. * This reverts commitsf49b2598dd
and4542b32e4e
. * Fixed formatting. Renamed base_angle to baseAngle. Remove most of the raymath.h calls. Co-authored-by: Horrowind <you@example.com>
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@ -1384,7 +1384,9 @@ 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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