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@@ -432,30 +432,36 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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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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+ float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels
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+ float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians
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+
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+ float cosring = cosf(ringangle);
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+ float sinring = sinf(ringangle);
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+ float cosslice = cosf(sliceangle);
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+ float sinslice = sinf(sliceangle);
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+
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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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+
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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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+ 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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+
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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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+ rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
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+
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+ rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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+ rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
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+ rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
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}
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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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}
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rlEnd();
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rlPopMatrix();
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