From e545286369cdd4d8bf08f4f9064f5b341df384c6 Mon Sep 17 00:00:00 2001 From: Horrowind Date: Wed, 13 Oct 2021 19:32:30 +0200 Subject: [PATCH] Fix issue with empty cylinder (#2050) * 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 commits f49b2598dd3bfc3219d414f24558c68f7ebe9eb5 and 4542b32e4ece9ddae775e7395d4219fa148039a8. * Fixed formatting. Renamed base_angle to baseAngle. Remove most of the raymath.h calls. * Added check for empty cylinder. * Added check for empty cylinder. * Fix bug. Co-authored-by: Horrowind --- src/rmodels.c | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) diff --git a/src/rmodels.c b/src/rmodels.c index d98560ba6..1063f9ecd 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -714,6 +714,10 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e if(sides < 3) sides = 3; Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; + if(direction.x == 0 && direction.y == 0 && direction.z == 0) { + return; + } + // Construct a basis of the base and the top face: Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); @@ -804,10 +808,14 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl int numVertex = sides*6; rlCheckRenderBatchLimit(numVertex); - Vector3 difference = Vector3Subtract(endPos, startPos); + Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; + if(direction.x == 0 && direction.y == 0 && direction.z == 0) { + return; + } + // Construct a basis of the base and the top face: - Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference)); - Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference)); + Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); + Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); float baseAngle = (2.0*PI)/sides;