Added more DrawPlane and DrawGrid functions

This commit is contained in:
Atan-D-RP4 2024-06-29 01:11:03 +05:30
parent c1ea32655a
commit 7ac7fc697f
2 changed files with 85 additions and 11 deletions

View File

@ -1524,9 +1524,12 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott
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 DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawPlaneXZ(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawPlaneXY(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XY
RLAPI void DrawPlaneYZ(Vector3 centerPos, Vector2 size, Color color); // Draw a plane YZ
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))
RLAPI void DrawGridXZ(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) on the XZ plane
RLAPI void DrawGridXY(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) on the XY plane
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)

View File

@ -977,8 +977,8 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices
rlEnd();
}
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
// Draw an XZ plane
void DrawPlaneXZ(Vector3 centerPos, Vector2 size, Color color)
{
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
@ -996,6 +996,53 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
rlEnd();
rlPopMatrix();
}
// Might want to add this to raylib
void DrawPlaneXY(Vector3 centerPos, Vector2 size, Color color)
{
// Draw rectangle
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0.0f, 0.0f);
rlVertex3f(centerPos.x - size.x/2, centerPos.y - size.y/2, centerPos.z);
rlTexCoord2f(1.0f, 0.0f);
rlVertex3f(centerPos.x + size.x/2, centerPos.y - size.y/2, centerPos.z);
rlTexCoord2f(1.0f, 1.0f);
rlVertex3f(centerPos.x + size.x/2, centerPos.y + size.y/2, centerPos.z);
rlTexCoord2f(0.0f, 1.0f);
rlVertex3f(centerPos.x - size.x/2, centerPos.y + size.y/2, centerPos.z);
rlEnd();
rlPopMatrix();
}
void DrawPlaneYZ(Vector3 centerPos, Vector2 size, Color color)
{
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(1.0f, 0.0f, 0.0f);
rlTexCoord2f(0.0f, 0.0f);
rlVertex3f(centerPos.x, centerPos.y - size.y/2, centerPos.z - size.x/2);
rlTexCoord2f(1.0f, 0.0f);
rlVertex3f(centerPos.x, centerPos.y - size.y/2, centerPos.z + size.x/2);
rlTexCoord2f(1.0f, 1.0f);
rlVertex3f(centerPos.x, centerPos.y + size.y/2, centerPos.z + size.x/2);
rlTexCoord2f(0.0f, 1.0f);
rlVertex3f(centerPos.x, centerPos.y + size.y/2, centerPos.z - size.x/2);
rlEnd();
rlPopMatrix();
}
// Draw a ray line
void DrawRay(Ray ray, Color color)
@ -1011,8 +1058,8 @@ void DrawRay(Ray ray, Color color)
rlEnd();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
// Draw a grid centered at (0, 0, 0) on XZ plane
void DrawGridXZ(int slices, float spacing)
{
int halfSlices = slices/2;
@ -1043,6 +1090,30 @@ void DrawGrid(int slices, float spacing)
rlEnd();
}
// Draw a grid centered at (0, 0, 0) on XY plane
void DrawGridXY(int slice, float spacing)
{
int halfSlices = slice/2;
rlPushMatrix();
rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; ++i)
{
if (i == 0) rlColor4ub(255, 255, 255, 255);
else rlColor4ub(100, 100, 100, 255);
rlVertex3f(-halfSlices*spacing, i*spacing, 0.0f);
rlVertex3f(halfSlices*spacing, i*spacing, 0.0f);
rlVertex3f(i*spacing, -halfSlices*spacing, 0.0f);
rlVertex3f(i*spacing, halfSlices*spacing, 0.0f);
}
rlEnd();
rlPopMatrix();
}
// Load model from files (mesh and material)
Model LoadModel(const char *fileName)
{
@ -4327,7 +4398,7 @@ static Model LoadIQM(const char *fileName)
model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture(TextFormat("%s/%s", basePath, material));
model.meshMaterial[i] = i;
TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material);
model.meshes[i].vertexCount = imesh[i].num_vertexes;
@ -4636,7 +4707,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
animations[a].boneCount = iqmHeader->num_poses;
animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here
memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here
TraceLog(LOG_INFO, "IQM Anim %s", animations[a].name);
// animations[a].framerate = anim.framerate; // TODO: Use animation framerate data?
@ -4913,7 +4984,7 @@ static Model LoadGLTF(const char *fileName)
PBR specular/glossiness flow and extended texture flows not supported
- Supports multiple meshes per model (every primitives is loaded as a separate mesh)
- Supports basic animations
- Transforms, including parent-child relations, are applied on the mesh data, but the
- Transforms, including parent-child relations, are applied on the mesh data, but the
hierarchy is not kept (as it can't be represented).
- Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes)
are turned into separate raylib Meshes.
@ -5101,7 +5172,7 @@ static Model LoadGLTF(const char *fileName)
// Each primitive within a glTF node becomes a Raylib Mesh.
// The local-to-world transform of each node is used to transform the
// points/normals/tangents of the created Mesh(es).
// Any glTF mesh linked from more than one Node (i.e. instancing)
// Any glTF mesh linked from more than one Node (i.e. instancing)
// is turned into multiple Mesh's, as each Node will have its own
// transform applied.
// Note: the code below disregards the scenes defined in the file, all nodes are used.
@ -5262,7 +5333,7 @@ static Model LoadGLTF(const char *fileName)
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported", fileName);
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
int index = mesh->primitives[p].attributes[j].index;
if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr;
else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr;