Browse Source

Merge branch 'master' of https://github.com/raysan5/raylib

pull/2050/head
raysan5 3 years ago
parent
commit
252bd22738
3 changed files with 116 additions and 2 deletions
  1. +8
    -2
      CHANGELOG
  2. +2
    -0
      src/raylib.h
  3. +106
    -0
      src/rmodels.c

+ 8
- 2
CHANGELOG View File

@ -30,6 +30,7 @@ Detailed changes:
[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
[core] REVIEWED: Android multi-touch (#1869) by @humbe
[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
@ -43,6 +44,7 @@ Detailed changes:
[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
[textures] ADDED: GetImageColor() #2024
[textures] REMOVED: GenImagePerlinNoise()
[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
@ -63,6 +65,7 @@ Detailed changes:
[models] ADDED: GetModelBoundingBox()
[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
[models] REMOVED: DrawBillboardEx()
[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
[models] RENAMED: MeshTangents() to GenMeshTangents()
@ -87,8 +90,10 @@ Detailed changes:
[examples] ADDED: core_basic_screen_manager
[examples] ADDED: core_split_screen (#1806) by @JeffM2501
[examples] ADDED: core_2d_camera_smooth_pixelperfect (#1771) by @NotManyIdeasDev
[examples] ADDED: shaders_shapes_outline (#1883) by @GoldenThumbs
[examples] ADDED: models_magicavoxel_loading (#1940) by @procfxgen
[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
[examples] ADDED: models_loading_vox (#1940) by @procfxgen
[examples] REMOVED: models_material_pbr
[examples] REMOVED: models_gltf_animation
[examples] REVIEWED: core_3d_picking
[examples] REVIEWED: core_input_mouse
[examples] REVIEWED: core_vr_simulator, RenderTexture usage
@ -114,6 +119,7 @@ Detailed changes:
[examples] REVIEWED: raylib_opengl_interop
[examples] REVIEWED: rlgl_standalone.c
[examples] REVIEWED: Resources licenses
[examples] REVIEWED: models resources reorganization
[build] ADDED: Zig build file (#2014) by @TommiSinivuo
[build] ADDED: Android VS2019 solution (#2013) by @Kronka
[build] REMOVED: VS2017 project, outdated

+ 2
- 0
src/raylib.h View File

@ -1383,7 +1383,9 @@ RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))

+ 106
- 0
src/rmodels.c View File

@ -703,6 +703,64 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
rlPopMatrix();
}
// Draw a cylinder with base at startPos and top at endPos
// NOTE: It could be also used for pyramid and cone
void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
{
if (sides < 3) sides = 3;
int numVertex = sides*6;
rlCheckRenderBatchLimit(numVertex);
if(sides < 3) sides = 3;
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
// Construct a basis of the base and the top face:
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
float baseAngle = (2.0*PI)/sides;
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < sides; i++) {
// compute the four vertices
float s1 = sinf(baseAngle*(i + 0))*startRadius;
float c1 = cosf(baseAngle*(i + 0))*startRadius;
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 };
float s2 = sinf(baseAngle*(i + 1))*startRadius;
float c2 = cosf(baseAngle*(i + 1))*startRadius;
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 };
float s3 = sinf(baseAngle*(i + 0))*endRadius;
float c3 = cosf(baseAngle*(i + 0))*endRadius;
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 };
float s4 = sinf(baseAngle*(i + 1))*endRadius;
float c4 = cosf(baseAngle*(i + 1))*endRadius;
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 };
if (startRadius > 0) { //
rlVertex3f(startPos.x, startPos.y, startPos.z); // |
rlVertex3f(w2.x, w2.y, w2.z); // T0
rlVertex3f(w1.x, w1.y, w1.z); // |
} //
// w2 x.-----------x startPos
rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 /
rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. /
rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. /
// | 2 \ T 'x w1
rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos
rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/
rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | /
// '.\|/
if (endRadius > 0) { // 'x w3
rlVertex3f(endPos.x, endPos.y, endPos.z); // |
rlVertex3f(w3.x, w3.y, w3.z); // T3
rlVertex3f(w4.x, w4.y, w4.z); // |
} //
}
rlEnd();
}
// Draw a wired cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
@ -736,6 +794,54 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlPopMatrix();
}
// Draw a wired cylinder with base at startPos and top at endPos
// NOTE: It could be also used for pyramid and cone
void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
{
if (sides < 3) sides = 3;
int numVertex = sides*6;
rlCheckRenderBatchLimit(numVertex);
Vector3 difference = Vector3Subtract(endPos, startPos);
// Construct a basis of the base and the top face:
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference));
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference));
float baseAngle = (2.0*PI)/sides;
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < sides; i++) {
// compute the four vertices
float s1 = sinf(baseAngle*(i + 0))*startRadius;
float c1 = cosf(baseAngle*(i + 0))*startRadius;
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 };
float s2 = sinf(baseAngle*(i + 1))*startRadius;
float c2 = cosf(baseAngle*(i + 1))*startRadius;
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 };
float s3 = sinf(baseAngle*(i + 0))*endRadius;
float c3 = cosf(baseAngle*(i + 0))*endRadius;
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 };
float s4 = sinf(baseAngle*(i + 1))*endRadius;
float c4 = cosf(baseAngle*(i + 1))*endRadius;
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 };
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w4.x, w4.y, w4.z);
}
rlEnd();
}
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{

Loading…
Cancel
Save