New DrawSphereEx() algorithm

This commit is contained in:
smalltimewizard 2024-06-28 23:43:06 -04:00 committed by GitHub
parent 470baf9208
commit 0231e419da
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

View File

@ -432,44 +432,37 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
float *cosring;
float *sinring;
float *cosslice;
float *sinslice;
cosring = (float *)RL_CALLOC(rings + 2 + 1, sizeof(float));
sinring = (float *)RL_CALLOC(rings + 2 + 1, sizeof(float));
cosslice = (float *)RL_CALLOC(slices + 1, sizeof(float));
sinslice = (float *)RL_CALLOC(slices + 1, sizeof(float));
for (int i = 0; i < (rings + 2 + 1); i++)
{
cosring[i] = cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)); // Precalculate position on unit circle required for each ring
sinring[i] = sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i));
}
for (int j = 0; j < slices + 1; j++)
{
cosslice[j] = cosf(DEG2RAD*(360.0f*j/slices)); // Precalculate position on unit circle required for each slice
sinslice[j] = sinf(DEG2RAD*(360.0f*j/slices));
float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels
float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians
float cosring = cosf(ringangle);
float sinring = sinf(ringangle);
float cosslice = cosf(sliceangle);
float sinslice = sinf(sliceangle);
Vector3 vertices[4]; // Store face vertices
vertices[2] = (Vector3){0,1,0};
vertices[3] = (Vector3){sinring, cosring, 0};
for (int i = 0; i < rings + 1; i++) {
for (int j = 0; j < slices; j++) {
vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
vertices[1] = vertices[3];
vertices[2] = (Vector3){cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z}; // Rotation matrix around y axis
vertices[3] = (Vector3){cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z};
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
}
for (int i = 0; i < (rings + 2); i++)
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosring[i]*sinslice[j], sinring[i], cosring[i]*cosslice[j]);
rlVertex3f(cosring[i+1]*sinslice[j+1], sinring[i+1], cosring[i+1]*cosslice[j+1]);
rlVertex3f(cosring[i+1]*sinslice[j], sinring[i+1], cosring[i+1]*cosslice[j]);
rlVertex3f(cosring[i]*sinslice[j], sinring[i], cosring[i]*cosslice[j]);
rlVertex3f(cosring[i]*sinslice[j+1], sinring[i], cosring[i]*cosslice[j+1]);
rlVertex3f(cosring[i+1]*sinslice[j+1], sinring[i+1], cosring[i+1]*cosslice[j+1]);
vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring
vertices[3] = (Vector3){cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z}; // Rotation matrix around z axis
}
}
RL_FREE(cosring);
RL_FREE(sinring);
RL_FREE(cosslice);
RL_FREE(sinslice);
rlEnd();
rlPopMatrix();
}