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@@ -424,6 +424,48 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
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// Draw sphere with extended parameters
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
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{
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+#if 0
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+ // Basic implementation, do not use it!
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+ // For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
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+ // New optimized version below only requires 4 cos()/sin() calls
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+
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+ rlPushMatrix();
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+ // NOTE: Transformation is applied in inverse order (scale -> translate)
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+ rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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+ rlScalef(radius, radius, radius);
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+
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+ rlBegin(RL_TRIANGLES);
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+
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+ for (int i = 0; i < (rings + 2); i++)
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+ {
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+ for (int j = 0; j < slices; j++)
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+ {
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+ rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
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+ sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
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+ cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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+ sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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+ cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
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+ sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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+ cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
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+
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+ rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
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+ sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
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+ cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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+ sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))),
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+ cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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+ sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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+ cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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+ }
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+ }
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+ rlEnd();
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+ rlPopMatrix();
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+#endif
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+
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rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> translate)
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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@@ -440,16 +482,18 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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float cosslice = cosf(sliceangle);
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float sinslice = sinf(sliceangle);
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- Vector3 vertices[4]; // Store face vertices
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- vertices[2] = (Vector3){0,1,0};
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- vertices[3] = (Vector3){sinring, cosring, 0};
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+ Vector3 vertices[4] = { 0 }; // Required to store face vertices
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+ vertices[2] = (Vector3){ 0, 1, 0 };
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+ vertices[3] = (Vector3){ sinring, cosring, 0 };
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- for (int i = 0; i < rings + 1; i++) {
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- for (int j = 0; j < slices; j++) {
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+ for (int i = 0; i < rings + 1; i++)
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+ {
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+ for (int j = 0; j < slices; j++)
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+ {
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vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
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vertices[1] = vertices[3];
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- vertices[2] = (Vector3){cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z}; // Rotation matrix around y axis
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- vertices[3] = (Vector3){cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z};
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+ vertices[2] = (Vector3){ cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z }; // Rotation matrix around y axis
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+ vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z };
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rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
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@@ -461,7 +505,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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}
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vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring
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- vertices[3] = (Vector3){cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z}; // Rotation matrix around z axis
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+ vertices[3] = (Vector3){ cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z }; // Rotation matrix around z axis
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}
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rlEnd();
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rlPopMatrix();
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