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@@ -703,6 +703,64 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
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rlPopMatrix();
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}
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+// Draw a cylinder with base at startPos and top at endPos
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+// NOTE: It could be also used for pyramid and cone
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+void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
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+{
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+ if (sides < 3) sides = 3;
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+
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+ int numVertex = sides*6;
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+ rlCheckRenderBatchLimit(numVertex);
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+ if(sides < 3) sides = 3;
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+
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+ Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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+ // Construct a basis of the base and the top face:
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+ Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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+ Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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+
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+ float baseAngle = (2.0*PI)/sides;
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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 < sides; i++) {
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+ // compute the four vertices
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+ float s1 = sinf(baseAngle*(i + 0))*startRadius;
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+ float c1 = cosf(baseAngle*(i + 0))*startRadius;
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+ 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 };
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+ float s2 = sinf(baseAngle*(i + 1))*startRadius;
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+ float c2 = cosf(baseAngle*(i + 1))*startRadius;
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+ 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 };
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+ float s3 = sinf(baseAngle*(i + 0))*endRadius;
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+ float c3 = cosf(baseAngle*(i + 0))*endRadius;
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+ 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 };
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+ float s4 = sinf(baseAngle*(i + 1))*endRadius;
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+ float c4 = cosf(baseAngle*(i + 1))*endRadius;
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+ 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 };
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+
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+ if (startRadius > 0) { //
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+ rlVertex3f(startPos.x, startPos.y, startPos.z); // |
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+ rlVertex3f(w2.x, w2.y, w2.z); // T0
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+ rlVertex3f(w1.x, w1.y, w1.z); // |
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+ } //
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+ // w2 x.-----------x startPos
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+ rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 /
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+ rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. /
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+ rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. /
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+ // | 2 \ T 'x w1
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+ rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos
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+ rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/
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+ rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | /
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+ // '.\|/
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+ if (endRadius > 0) { // 'x w3
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+ rlVertex3f(endPos.x, endPos.y, endPos.z); // |
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+ rlVertex3f(w3.x, w3.y, w3.z); // T3
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+ rlVertex3f(w4.x, w4.y, w4.z); // |
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+ } //
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+ }
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+ rlEnd();
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+}
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+
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// Draw a wired cylinder
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// NOTE: It could be also used for pyramid and cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
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@@ -736,6 +794,54 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
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rlPopMatrix();
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}
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+
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+// Draw a wired cylinder with base at startPos and top at endPos
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+// NOTE: It could be also used for pyramid and cone
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+void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
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+{
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+ if (sides < 3) sides = 3;
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+
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+ int numVertex = sides*6;
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+ rlCheckRenderBatchLimit(numVertex);
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+
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+ Vector3 difference = Vector3Subtract(endPos, startPos);
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+ // Construct a basis of the base and the top face:
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+ Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference));
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+ Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference));
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+
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+ float baseAngle = (2.0*PI)/sides;
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+
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+ rlBegin(RL_LINES);
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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 < sides; i++) {
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+ // compute the four vertices
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+ float s1 = sinf(baseAngle*(i + 0))*startRadius;
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+ float c1 = cosf(baseAngle*(i + 0))*startRadius;
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+ 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 };
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+ float s2 = sinf(baseAngle*(i + 1))*startRadius;
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+ float c2 = cosf(baseAngle*(i + 1))*startRadius;
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+ 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 };
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+ float s3 = sinf(baseAngle*(i + 0))*endRadius;
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+ float c3 = cosf(baseAngle*(i + 0))*endRadius;
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+ 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 };
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+ float s4 = sinf(baseAngle*(i + 1))*endRadius;
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+ float c4 = cosf(baseAngle*(i + 1))*endRadius;
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+ 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 };
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+
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+ rlVertex3f(w1.x, w1.y, w1.z);
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+ rlVertex3f(w2.x, w2.y, w2.z);
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+
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+ rlVertex3f(w1.x, w1.y, w1.z);
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+ rlVertex3f(w3.x, w3.y, w3.z);
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+
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+ rlVertex3f(w3.x, w3.y, w3.z);
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+ rlVertex3f(w4.x, w4.y, w4.z);
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+ }
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+ rlEnd();
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+}
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+
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+
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// Draw a plane
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
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{
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