Fix #4024, cylinder drawing was incorrect due to imprecise angle (#4034)

* Fix #4024, cylinder drawing was incorrect due to imprecise angle
stepping (mostly noticeable with semi-transparent cylinders)

* Fix var name and spacing
This commit is contained in:
Paul Melis 2024-06-04 11:46:57 +02:00 committed by GitHub
parent 39f12859dc
commit e1379afb01
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@ -508,6 +508,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
{
if (sides < 3) sides = 3;
const float angleStep = 360.0f/sides;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -517,43 +519,44 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (radiusTop > 0)
{
// Draw Body -------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); //Bottom Right
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); //Bottom Right
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); //Top Left
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); //Top Right
}
// Draw Cap --------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop);
}
}
else
{
// Draw Cone -------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom);
}
}
// Draw Base -----------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
rlVertex3f(0, 0, 0);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom);
}
rlEnd();
rlPopMatrix();
}
@ -623,25 +626,27 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
{
if (sides < 3) sides = 3;
const float angleStep = 360.0f/sides;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom);
}
rlEnd();
rlPopMatrix();