Fixed formatting.

Renamed base_angle to baseAngle.
Remove most of the raymath.h calls.
This commit is contained in:
Horrowind 2021-10-12 19:33:00 +02:00
parent bd6ab4630e
commit ede66df9c3

View File

@ -777,30 +777,30 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
rlCheckRenderBatchLimit(numVertex); rlCheckRenderBatchLimit(numVertex);
if(sides < 3) sides = 3; 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: // Construct a basis of the base and the top face:
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference)); Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference)); Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
float base_angle = (2.0 * PI) / sides; float baseAngle = (2.0*PI)/sides;
rlBegin(RL_TRIANGLES); rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < sides; i++) { for (int i = 0; i < sides; i++) {
// compute the four vertices // compute the four vertices
float s1 = sinf(base_angle * (i+0)) * startRadius; float s1 = sinf(baseAngle*(i + 0))*startRadius;
float c1 = cosf(base_angle * (i+0)) * startRadius; float c1 = cosf(baseAngle*(i + 0))*startRadius;
Vector3 w1 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s1), Vector3Scale(b2, c1))); 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(base_angle * (i+1)) * startRadius; float s2 = sinf(baseAngle*(i + 1))*startRadius;
float c2 = cosf(base_angle * (i+1)) * startRadius; float c2 = cosf(baseAngle*(i + 1))*startRadius;
Vector3 w2 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s2), Vector3Scale(b2, c2))); 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(base_angle * (i+0)) * endRadius; float s3 = sinf(baseAngle*(i + 0))*endRadius;
float c3 = cosf(base_angle * (i+0)) * endRadius; float c3 = cosf(baseAngle*(i + 0))*endRadius;
Vector3 w3 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s3), Vector3Scale(b2, c3))); 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(base_angle * (i+1)) * endRadius; float s4 = sinf(baseAngle*(i + 1))*endRadius;
float c4 = cosf(base_angle * (i+1)) * endRadius; float c4 = cosf(baseAngle*(i + 1))*endRadius;
Vector3 w4 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s4), Vector3Scale(b2, c4))); 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) { // if (startRadius > 0) { //
rlVertex3f(startPos.x, startPos.y, startPos.z); // | 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 b1 = Vector3Normalize(Vector3Perpendicular(difference));
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference)); Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference));
float base_angle = (2.0 * PI) / sides; float baseAngle = (2.0*PI)/sides;
rlBegin(RL_LINES); rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < sides; i++) { for (int i = 0; i < sides; i++) {
// compute the four vertices // compute the four vertices
float s1 = sinf(base_angle * (i+0)) * startRadius; float s1 = sinf(baseAngle*(i + 0))*startRadius;
float c1 = cosf(base_angle * (i+0)) * startRadius; float c1 = cosf(baseAngle*(i + 0))*startRadius;
Vector3 w1 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s1), Vector3Scale(b2, c1))); 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(base_angle * (i+1)) * startRadius; float s2 = sinf(baseAngle*(i + 1))*startRadius;
float c2 = cosf(base_angle * (i+1)) * startRadius; float c2 = cosf(baseAngle*(i + 1))*startRadius;
Vector3 w2 = Vector3Add(startPos, Vector3Add(Vector3Scale(b1, s2), Vector3Scale(b2, c2))); 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(base_angle * (i+0)) * endRadius; float s3 = sinf(baseAngle*(i + 0))*endRadius;
float c3 = cosf(base_angle * (i+0)) * endRadius; float c3 = cosf(baseAngle*(i + 0))*endRadius;
Vector3 w3 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s3), Vector3Scale(b2, c3))); 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(base_angle * (i+1)) * endRadius; float s4 = sinf(baseAngle*(i + 1))*endRadius;
float c4 = cosf(base_angle * (i+1)) * endRadius; float c4 = cosf(baseAngle*(i + 1))*endRadius;
Vector3 w4 = Vector3Add(endPos, Vector3Add(Vector3Scale(b1, s4), Vector3Scale(b2, c4))); 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(w1.x, w1.y, w1.z);
rlVertex3f(w2.x, w2.y, w2.z); rlVertex3f(w2.x, w2.y, w2.z);