parent
4542b32e4e
commit
bd6ab4630e
|
|
@ -58,8 +58,8 @@ int main(void)
|
|||
DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
|
||||
DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
|
||||
|
||||
DrawCylinderEx((Vector3){1.0f, 0.0f, -4.0f}, (Vector3){-2.0f, 0.0f, -4.0f}, 1.5f, 0.0f, 8, GOLD);
|
||||
DrawCylinderWiresEx((Vector3){1.0f, 0.0f, -4.0f}, (Vector3){-2.0f, 0.0f, -4.0f}, 1.5f, 0.0f, 8, PINK);
|
||||
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);
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
|
|
|
|||
|
|
@ -712,9 +712,59 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
|
|||
// NOTE: It could be also used for pyramid and cone
|
||||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
||||
{
|
||||
Vector3 endPos = position;
|
||||
endPos.y += height;
|
||||
DrawCylinderEx(position, endPos, radiusBottom, radiusTop, sides, color);
|
||||
if (sides < 3) sides = 3;
|
||||
|
||||
int numVertex = sides*6;
|
||||
rlCheckRenderBatchLimit(numVertex);
|
||||
|
||||
rlPushMatrix();
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
if (radiusTop > 0)
|
||||
{
|
||||
// Draw Body -------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); //Bottom Right
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right
|
||||
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right
|
||||
}
|
||||
|
||||
// Draw Cap --------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(0, height, 0);
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw Cone -------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(0, height, 0);
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw Base -----------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(0, 0, 0);
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
||||
}
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a cylinder with base at startPos and top at endPos
|
||||
|
|
@ -779,9 +829,33 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
|
|||
// NOTE: It could be also used for pyramid and cone
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
||||
{
|
||||
Vector3 endPos = position;
|
||||
endPos.y += height;
|
||||
DrawCylinderWiresEx(position, endPos, radiusBottom, radiusTop, sides, color);
|
||||
if (sides < 3) sides = 3;
|
||||
|
||||
int numVertex = sides*8;
|
||||
rlCheckRenderBatchLimit(numVertex);
|
||||
|
||||
rlPushMatrix();
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
|
||||
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom);
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
|
||||
|
||||
rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop);
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
|
||||
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
|
||||
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
|
||||
}
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user