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@@ -118,68 +118,67 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
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float z = 0.0f;
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rlPushMatrix();
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-
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- // NOTE: Be careful! Function order matters (scale -> rotate -> translate)
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- //rlScalef(1.0f, 3.0f, 1.0f);
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- //rlRotatef(45, 0, 1, 0);
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+ // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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rlTranslatef(position.x, position.y, position.z);
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+ //rlRotatef(45, 0, 1, 0);
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+ //rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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- // Front Face -----------------------------------------------------
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- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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-
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- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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-
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- // Back Face ------------------------------------------------------
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- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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-
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- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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+ // Front face
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+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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- // Top Face -------------------------------------------------------
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- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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- rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
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- rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
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+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
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+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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- rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
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+ // Back face
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+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
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+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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- // Bottom Face ----------------------------------------------------
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- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
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- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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- rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
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- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
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+ // Top face
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+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
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+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
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- // Right face -----------------------------------------------------
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- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
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+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
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- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
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- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
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+ // Bottom face
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+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
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+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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- // Left Face ------------------------------------------------------
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- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
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- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
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+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
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+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
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- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
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+ // Right face
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+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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+ rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
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+
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+ rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
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+ rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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+ rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
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+
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+ // Left face
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+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
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+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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+ rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
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+
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+ rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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+ rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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+ rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
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rlEnd();
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rlPopMatrix();
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}
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@@ -198,8 +197,6 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
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float z = 0.0f;
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rlPushMatrix();
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-
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- //rlRotatef(45, 0, 1, 0);
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rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_LINES);
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@@ -271,49 +268,49 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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rlEnableTexture(texture.id);
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//rlPushMatrix();
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- // NOTE: Be careful! Function order matters (scale -> rotate -> translate)
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- //rlScalef(2.0f, 2.0f, 2.0f);
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- //rlRotatef(45, 0, 1, 0);
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+ // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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//rlTranslatef(2.0f, 0.0f, 0.0f);
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+ //rlRotatef(45, 0, 1, 0);
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+ //rlScalef(2.0f, 2.0f, 2.0f);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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// Back Face
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- rlNormal3f(0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
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+ rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
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+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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// Top Face
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rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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// Bottom Face
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- rlNormal3f(0.0f,-1.0f, 0.0f); // Normal Pointing Down
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
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+ rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
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+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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// Right face
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rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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// Left Face
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- rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
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+ rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
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+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlEnd();
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//rlPopMatrix();
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@@ -330,8 +327,9 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
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{
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rlPushMatrix();
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- rlScalef(radius, radius, radius);
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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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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -369,8 +367,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
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{
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rlPushMatrix();
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- rlScalef(radius, radius, radius);
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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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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -423,12 +422,12 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
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for (int i = 0; i < 360; i += 360/sides)
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{
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rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom); //Bottom Right
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); //Top Right
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom); //Bottom Right
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
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rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
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rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop); //Top Right
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop); //Top Right
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}
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// Draw Cap --------------------------------------------------------------------------------------
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@@ -436,7 +435,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
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{
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rlVertex3f(0, height, 0);
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rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
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}
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}
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else
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@@ -446,7 +445,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
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{
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rlVertex3f(0, height, 0);
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rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
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}
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}
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@@ -454,7 +453,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
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for (int i = 0; i < 360; i += 360/sides)
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{
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rlVertex3f(0, 0, 0);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
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rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
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}
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rlEnd();
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@@ -476,12 +475,12 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
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for (int i = 0; i < 360; i += 360/sides)
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{
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rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i+360/sides))*radiusBottom);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360/sides))*radiusBottom);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
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- rlVertex3f(sinf(DEG2RAD*(i+360/sides))*radiusTop, height, cosf(DEG2RAD*(i+360/sides))*radiusTop);
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+ rlVertex3f(sinf(DEG2RAD*(i + 360/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360/sides))*radiusTop);
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rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
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rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
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@@ -496,8 +495,8 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
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{
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// NOTE: Plane is always created on XZ ground
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rlPushMatrix();
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- rlScalef(size.x, 1.0f, size.y);
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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+ rlScalef(size.x, 1.0f, size.y);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -567,8 +566,8 @@ void DrawGizmo(Vector3 position)
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float length = 1.0f;
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rlPushMatrix();
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- rlScalef(length, length, length);
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rlTranslatef(position.x, position.y, position.z);
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+ rlScalef(length, length, length);
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rlBegin(RL_LINES);
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rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
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