diff --git a/BINDINGS.md b/BINDINGS.md index a783194c0..b2bced133 100644 --- a/BINDINGS.md +++ b/BINDINGS.md @@ -12,6 +12,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to | Raylib-CsLo | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo | | cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib | | raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr | +| raylib-c3 | **4.5-dev** | [C3](https://c3-lang.org/) | MIT | https://github.com/Its-Kenta/Raylib-C3 | | dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib | | bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 | | dray | **4.0** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/xdrie/dray | @@ -53,6 +54,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to | raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib | | raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes | | raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib | +| raylib-umka | **4.2** | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | https://github.com/robloach/raylib-umka | | raylib.v | **4.2** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v | | raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren | | raylib-zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig | diff --git a/examples/models/models_geometric_shapes.c b/examples/models/models_geometric_shapes.c index 294c88252..90261ad21 100644 --- a/examples/models/models_geometric_shapes.c +++ b/examples/models/models_geometric_shapes.c @@ -66,6 +66,9 @@ int main(void) DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD); DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK); + DrawCapsule ((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, VIOLET); + DrawCapsuleWires((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, PURPLE); + DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); diff --git a/examples/models/models_geometric_shapes.png b/examples/models/models_geometric_shapes.png index 6076b4297..765abe197 100644 Binary files a/examples/models/models_geometric_shapes.png and b/examples/models/models_geometric_shapes.png differ diff --git a/src/raylib.h b/src/raylib.h index 4ec44b483..4c353ac53 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1244,6 +1244,7 @@ RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Col RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells +RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) @@ -1422,6 +1423,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f 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 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 DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) diff --git a/src/rmodels.c b/src/rmodels.c index 342ba33b6..80205d499 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -817,6 +817,284 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl rlEnd(); } +// Draw a capsule with the center of its sphere caps at startPos and endPos +void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) +{ + if (slices < 3) slices = 3; + + Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; + + // draw a sphere if start and end points are the same + bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0); + if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f}; + + // Construct a basis of the base and the caps: + Vector3 b0 = Vector3Normalize(direction); + Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); + Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); + Vector3 capCenter = endPos; + + float baseSliceAngle = (2.0f*PI)/slices; + float baseRingAngle = PI * 0.5 / rings; + + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + // render both caps + for (int c = 0; c < 2; c++) + { + for (int i = 0; i < rings; i++) + { + for (int j = 0; j < slices; j++) + { + + // we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier + + // as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i)) + // as we iterate through the rings they must get smaller by the cos(angle(i)) + + // compute the four vertices + float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); + float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); + Vector3 w1 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius + }; + float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); + float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); + Vector3 w2 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius + }; + + float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); + float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); + Vector3 w3 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius + }; + float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); + float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); + Vector3 w4 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius + }; + + // make sure cap triangle normals are facing outwards + if(c == 0) + { + rlVertex3f(w1.x, w1.y, w1.z); + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w3.x, w3.y, w3.z); + + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w4.x, w4.y, w4.z); + rlVertex3f(w3.x, w3.y, w3.z); + } + else + { + rlVertex3f(w1.x, w1.y, w1.z); + rlVertex3f(w3.x, w3.y, w3.z); + rlVertex3f(w2.x, w2.y, w2.z); + + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w3.x, w3.y, w3.z); + rlVertex3f(w4.x, w4.y, w4.z); + } + } + } + capCenter = startPos; + b0 = Vector3Scale(b0, -1.0f); + } + // render middle + if (!sphereCase) + { + for (int j = 0; j < slices; j++) + { + // compute the four vertices + float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius; + float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius; + Vector3 w1 = { + startPos.x + ringSin1*b1.x + ringCos1*b2.x, + startPos.y + ringSin1*b1.y + ringCos1*b2.y, + startPos.z + ringSin1*b1.z + ringCos1*b2.z + }; + float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius; + float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius; + Vector3 w2 = { + startPos.x + ringSin2*b1.x + ringCos2*b2.x, + startPos.y + ringSin2*b1.y + ringCos2*b2.y, + startPos.z + ringSin2*b1.z + ringCos2*b2.z + }; + + float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius; + float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius; + Vector3 w3 = { + endPos.x + ringSin3*b1.x + ringCos3*b2.x, + endPos.y + ringSin3*b1.y + ringCos3*b2.y, + endPos.z + ringSin3*b1.z + ringCos3*b2.z + }; + float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius; + float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius; + Vector3 w4 = { + endPos.x + ringSin4*b1.x + ringCos4*b2.x, + endPos.y + ringSin4*b1.y + ringCos4*b2.y, + endPos.z + ringSin4*b1.z + ringCos4*b2.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); // | '. \ | / + // '.\|/ + // 'x w3 + } + } + rlEnd(); +} + +// Draw capsule wires with the center of its sphere caps at startPos and endPos +void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) +{ + if (slices < 3) slices = 3; + + Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; + + // draw a sphere if start and end points are the same + bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0); + if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f}; + + // Construct a basis of the base and the caps: + Vector3 b0 = Vector3Normalize(direction); + Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); + Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); + Vector3 capCenter = endPos; + + float baseSliceAngle = (2.0f*PI)/slices; + float baseRingAngle = PI * 0.5 / rings; + + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + + // render both caps + for (int c = 0; c < 2; c++) + { + for (int i = 0; i < rings; i++) + { + for (int j = 0; j < slices; j++) + { + + // we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier + + // as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i)) + // as we iterate through the rings they must get smaller by the cos(angle(i)) + + // compute the four vertices + float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); + float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); + Vector3 w1 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius + }; + float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); + float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); + Vector3 w2 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius + }; + + float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); + float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); + Vector3 w3 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius + }; + float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); + float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); + Vector3 w4 = (Vector3){ + capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, + capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, + capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius + }; + + rlVertex3f(w1.x, w1.y, w1.z); + rlVertex3f(w2.x, w2.y, w2.z); + + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w3.x, w3.y, w3.z); + + rlVertex3f(w1.x, w1.y, w1.z); + rlVertex3f(w3.x, w3.y, w3.z); + + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w4.x, w4.y, w4.z); + + rlVertex3f(w3.x, w3.y, w3.z); + rlVertex3f(w4.x, w4.y, w4.z); + } + } + capCenter = startPos; + b0 = Vector3Scale(b0, -1.0f); + } + // render middle + if (!sphereCase) + { + for (int j = 0; j < slices; j++) + { + // compute the four vertices + float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius; + float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius; + Vector3 w1 = { + startPos.x + ringSin1*b1.x + ringCos1*b2.x, + startPos.y + ringSin1*b1.y + ringCos1*b2.y, + startPos.z + ringSin1*b1.z + ringCos1*b2.z + }; + float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius; + float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius; + Vector3 w2 = { + startPos.x + ringSin2*b1.x + ringCos2*b2.x, + startPos.y + ringSin2*b1.y + ringCos2*b2.y, + startPos.z + ringSin2*b1.z + ringCos2*b2.z + }; + + float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius; + float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius; + Vector3 w3 = { + endPos.x + ringSin3*b1.x + ringCos3*b2.x, + endPos.y + ringSin3*b1.y + ringCos3*b2.y, + endPos.z + ringSin3*b1.z + ringCos3*b2.z + }; + float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius; + float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius; + Vector3 w4 = { + endPos.x + ringSin4*b1.x + ringCos4*b2.x, + endPos.y + ringSin4*b1.y + ringCos4*b2.y, + endPos.z + ringSin4*b1.z + ringCos4*b2.z + }; + + rlVertex3f(w1.x, w1.y, w1.z); + rlVertex3f(w3.x, w3.y, w3.z); + + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w4.x, w4.y, w4.z); + + rlVertex3f(w2.x, w2.y, w2.z); + rlVertex3f(w3.x, w3.y, w3.z); + } + } + rlEnd(); +} + // Draw a plane void DrawPlane(Vector3 centerPos, Vector2 size, Color color) { diff --git a/src/rtextures.c b/src/rtextures.c index 1b985c9a9..569832ac2 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -893,6 +893,25 @@ Image GenImageCellular(int width, int height, int tileSize) return image; } + +// Generate image: grayscale image from text data +Image GenImageText(int width, int height, const char *text) +{ + Image image = { 0 }; + + int textLength = TextLength(text); + int imageViewSize = width*height; + + image.width = width; + image.height = height; + image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; + image.data = RL_CALLOC(imageViewSize, 1); + image.mipmaps = 1; + + memcpy(image.data, text, (textLength > imageViewSize)? imageViewSize : textLength); + + return image; +} #endif // SUPPORT_IMAGE_GENERATION //------------------------------------------------------------------------------------