From ede66df9c3d0fd6abb9cebeb0c2a1e9e7206a2cb Mon Sep 17 00:00:00 2001 From: Horrowind Date: Tue, 12 Oct 2021 19:33:00 +0200 Subject: [PATCH] Fixed formatting. Renamed base_angle to baseAngle. Remove most of the raymath.h calls. --- src/rmodels.c | 58 +++++++++++++++++++++++++-------------------------- 1 file changed, 29 insertions(+), 29 deletions(-) diff --git a/src/rmodels.c b/src/rmodels.c index 708a25cf9..bfdebe3b8 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -777,30 +777,30 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e rlCheckRenderBatchLimit(numVertex); if(sides < 3) sides = 3; - Vector3 difference = Vector3Subtract(endPos, startPos); + Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; // Construct a basis of the base and the top face: - Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference)); - Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference)); + Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); + Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction)); - float base_angle = (2.0 * PI) / sides; + float baseAngle = (2.0*PI)/sides; rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < sides; i++) { // compute the four vertices - float s1 = sinf(base_angle * (i+0)) * startRadius; - float c1 = cosf(base_angle * (i+0)) * startRadius; - Vector3 w1 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s1), Vector3Scale(b2, c1))); - float s2 = sinf(base_angle * (i+1)) * startRadius; - float c2 = cosf(base_angle * (i+1)) * startRadius; - Vector3 w2 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s2), Vector3Scale(b2, c2))); - float s3 = sinf(base_angle * (i+0)) * endRadius; - float c3 = cosf(base_angle * (i+0)) * endRadius; - Vector3 w3 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s3), Vector3Scale(b2, c3))); - float s4 = sinf(base_angle * (i+1)) * endRadius; - float c4 = cosf(base_angle * (i+1)) * endRadius; - Vector3 w4 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s4), Vector3Scale(b2, c4))); + float s1 = sinf(baseAngle*(i + 0))*startRadius; + float c1 = cosf(baseAngle*(i + 0))*startRadius; + Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; + float s2 = sinf(baseAngle*(i + 1))*startRadius; + float c2 = cosf(baseAngle*(i + 1))*startRadius; + Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z }; + float s3 = sinf(baseAngle*(i + 0))*endRadius; + float c3 = cosf(baseAngle*(i + 0))*endRadius; + Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z }; + float s4 = sinf(baseAngle*(i + 1))*endRadius; + float c4 = cosf(baseAngle*(i + 1))*endRadius; + Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; if (startRadius > 0) { // rlVertex3f(startPos.x, startPos.y, startPos.z); // | @@ -873,25 +873,25 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference)); Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference)); - float base_angle = (2.0 * PI) / sides; + float baseAngle = (2.0*PI)/sides; rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < sides; i++) { // compute the four vertices - float s1 = sinf(base_angle * (i+0)) * startRadius; - float c1 = cosf(base_angle * (i+0)) * startRadius; - Vector3 w1 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s1), Vector3Scale(b2, c1))); - float s2 = sinf(base_angle * (i+1)) * startRadius; - float c2 = cosf(base_angle * (i+1)) * startRadius; - Vector3 w2 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s2), Vector3Scale(b2, c2))); - float s3 = sinf(base_angle * (i+0)) * endRadius; - float c3 = cosf(base_angle * (i+0)) * endRadius; - Vector3 w3 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s3), Vector3Scale(b2, c3))); - float s4 = sinf(base_angle * (i+1)) * endRadius; - float c4 = cosf(base_angle * (i+1)) * endRadius; - Vector3 w4 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s4), Vector3Scale(b2, c4))); + float s1 = sinf(baseAngle*(i + 0))*startRadius; + float c1 = cosf(baseAngle*(i + 0))*startRadius; + Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; + float s2 = sinf(baseAngle*(i + 1))*startRadius; + float c2 = cosf(baseAngle*(i + 1))*startRadius; + Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z }; + float s3 = sinf(baseAngle*(i + 0))*endRadius; + float c3 = cosf(baseAngle*(i + 0))*endRadius; + Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z }; + float s4 = sinf(baseAngle*(i + 1))*endRadius; + float c4 = cosf(baseAngle*(i + 1))*endRadius; + Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; rlVertex3f(w1.x, w1.y, w1.z); rlVertex3f(w2.x, w2.y, w2.z);