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Add DrawCylinderEx and DrawCylinderWiresEx
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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
@ -767,6 +767,64 @@ 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 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 base_angle = (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(base_angle * (i+0)) * startRadius;
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float c1 = cosf(base_angle * (i+0)) * startRadius;
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Vector3 w1 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s1), Vector3Scale(b2, c1)));
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float s2 = sinf(base_angle * (i+1)) * startRadius;
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float c2 = cosf(base_angle * (i+1)) * startRadius;
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Vector3 w2 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s2), Vector3Scale(b2, c2)));
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float s3 = sinf(base_angle * (i+0)) * endRadius;
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float c3 = cosf(base_angle * (i+0)) * endRadius;
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Vector3 w3 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s3), Vector3Scale(b2, c3)));
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float s4 = sinf(base_angle * (i+1)) * endRadius;
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float c4 = cosf(base_angle * (i+1)) * endRadius;
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Vector3 w4 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s4), Vector3Scale(b2, c4)));
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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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@ -800,6 +858,54 @@ 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 base_angle = (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(base_angle * (i+0)) * startRadius;
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float c1 = cosf(base_angle * (i+0)) * startRadius;
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Vector3 w1 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s1), Vector3Scale(b2, c1)));
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float s2 = sinf(base_angle * (i+1)) * startRadius;
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float c2 = cosf(base_angle * (i+1)) * startRadius;
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Vector3 w2 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s2), Vector3Scale(b2, c2)));
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float s3 = sinf(base_angle * (i+0)) * endRadius;
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float c3 = cosf(base_angle * (i+0)) * endRadius;
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Vector3 w3 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s3), Vector3Scale(b2, c3)));
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float s4 = sinf(base_angle * (i+1)) * endRadius;
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float c4 = cosf(base_angle * (i+1)) * endRadius;
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Vector3 w4 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s4), Vector3Scale(b2, c4)));
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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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