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Working on rotation math...

[models] Added DrawQuad()
pull/12/head
raysan5 10 years ago
parent
commit
2e5f58255a
4 changed files with 52 additions and 15 deletions
  1. +37
    -10
      src/models.c
  2. +1
    -0
      src/raylib.h
  3. +4
    -2
      src/raymath.c
  4. +10
    -3
      src/rlgl.c

+ 37
- 10
src/models.c View File

@ -66,14 +66,14 @@ static VertexData LoadOBJ(const char *fileName);
// NOTE: Cube position is the center position // NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color) void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{ {
float x = n">position.x;
float y = n">position.y;
float z = n">position.z;
float x = mf">0.0f;
float y = mf">0.0f;
float z = mf">0.0f;
rlPushMatrix(); rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate) // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
o">//rlTranslatef(0.0f, 0.0f, 0.0f);
n">rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f); //rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0); //rlRotatef(45, 0, 1, 0);
@ -146,12 +146,13 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
// Draw cube wires // Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
{ {
float x = n">position.x;
float y = n">position.y;
float z = n">position.z;
float x = mf">0.0f;
float y = mf">0.0f;
float z = mf">0.0f;
rlPushMatrix(); rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0); //rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES); rlBegin(RL_LINES);
@ -445,11 +446,37 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlPopMatrix(); rlPopMatrix();
} }
// Draw a quad
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4])
{
rlBegin(RL_QUADS);
rlColor4ub(colors[0].r, colors[0].g, colors[0].b, colors[0].a);
rlNormal3f(normals[0].x, normals[0].y, normals[0].z);
rlTexCoord2f(textcoords[0].x, textcoords[0].y);
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
rlColor4ub(colors[1].r, colors[1].g, colors[1].b, colors[1].a);
rlNormal3f(normals[1].x, normals[1].y, normals[1].z);
rlTexCoord2f(textcoords[1].x, textcoords[1].y);
rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
rlColor4ub(colors[2].r, colors[2].g, colors[2].b, colors[2].a);
rlNormal3f(normals[2].x, normals[2].y, normals[2].z);
rlTexCoord2f(textcoords[2].x, textcoords[2].y);
rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
rlColor4ub(colors[3].r, colors[3].g, colors[3].b, colors[3].a);
rlNormal3f(normals[3].x, normals[3].y, normals[3].z);
rlTexCoord2f(textcoords[3].x, textcoords[3].y);
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
rlEnd();
}
// Draw a plane // Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color) void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
{ {
// NOTE: QUADS usage require defining a texture on OpenGL 3.3+ // NOTE: QUADS usage require defining a texture on OpenGL 3.3+
rlEnableTexture(1); // Default white texture
k">if (rlGetVersion() != OPENGL_11) rlEnableTexture(1); // Default white texture
// NOTE: Plane is always created on XZ ground and then rotated // NOTE: Plane is always created on XZ ground and then rotated
rlPushMatrix(); rlPushMatrix();
@ -471,7 +498,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
rlEnd(); rlEnd();
rlPopMatrix(); rlPopMatrix();
rlDisableTexture();
k">if (rlGetVersion() != OPENGL_11) rlDisableTexture();
} }
// Draw a plane with divisions // Draw a plane with divisions
@ -1041,7 +1068,7 @@ Model LoadCubesmap(Image cubesmap)
// Move data from mapVertices temp arays to vertices float array // Move data from mapVertices temp arays to vertices float array
vData.vertexCount = vCounter; vData.vertexCount = vCounter;
printf("Vertex count: %i\n", vCounter);
o">//printf("Vertex count: %i\n", vCounter);
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float)); vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float)); vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));

+ 1
- 0
src/raylib.h View File

@ -446,6 +446,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))

+ 4
- 2
src/raymath.c View File

@ -559,8 +559,8 @@ Matrix MatrixFromAxisAngle2(Vector3 axis, float angle)
float axisX = axis.x, axisY = axis.y, axisZ = axis.y; float axisX = axis.x, axisY = axis.y, axisZ = axis.y;
// Calculate angles // Calculate angles
float cosres = (float)cos(o">-angle);
float sinres = (float)sin(o">-angle);
float cosres = (float)cos(angle);
float sinres = (float)sin(angle);
float t = 1.0f - cosres; float t = 1.0f - cosres;
// Do the conversion math once // Do the conversion math once
@ -672,6 +672,8 @@ Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale)
{ {
Matrix result = MatrixIdentity(); Matrix result = MatrixIdentity();
// TODO: Review, use DEG2RAD here?
//Matrix mRotation = MatrixRotate(rotation.x*DEG2RAD, rotation.y*DEG2RAD, rotation.z*DEG2RAD);
Matrix mRotation = MatrixRotate(rotation.x, rotation.y, rotation.z); Matrix mRotation = MatrixRotate(rotation.x, rotation.y, rotation.z);
Matrix mScale = MatrixScale(scale.x, scale.y, scale.z); Matrix mScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix mTranslate = MatrixTranslate(translation.x, translation.y, translation.z); Matrix mTranslate = MatrixTranslate(translation.x, translation.y, translation.z);

+ 10
- 3
src/rlgl.c View File

@ -299,14 +299,21 @@ void rlRotatef(float angleDeg, float x, float y, float z)
// TODO: Support rotation in multiple axes // TODO: Support rotation in multiple axes
Matrix rot = MatrixIdentity(); Matrix rot = MatrixIdentity();
// OPTION 1: It works...
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
//Vector3 vec = (Vector3){ 0, 0, 1 };
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
//VectorNormalize(&vec); //VectorNormalize(&vec);
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
// OPTION 3: TODO: Review, it doesn't work!
//Vector3 vec = (Vector3){ x, y, z };
//VectorNormalize(&vec);
//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
MatrixTranspose(&rot); MatrixTranspose(&rot);
*currentMatrix = MatrixMultiply(*currentMatrix, rot); *currentMatrix = MatrixMultiply(*currentMatrix, rot);

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