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authorvictorfisac <victorfisac@gmail.com>2015-12-21 16:42:13 +0100
committervictorfisac <victorfisac@gmail.com>2015-12-21 16:42:13 +0100
commit4db2da91850fcc55ec08df253e533e236eb91451 (patch)
tree83042caf6816073f29e69c0b6d46de88fb3c3c19 /src/models.c
parent1b39b2e2612dfd7613e3bfb6948e8d27472ab8c1 (diff)
downloadraylib-4db2da91850fcc55ec08df253e533e236eb91451.tar.gz
raylib-4db2da91850fcc55ec08df253e533e236eb91451.zip
Added new matrix location points and extra functions
- New model and view transformation matrix added, useful for shaders. Modelview matrix not deleted to keep opengl 1.1 pipeline compatibility. - New extra function added DrawModelWiresEx() to set a rotation and scale transformations to a wire model drawing. - Other writing and little audio.c bug fixed.
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c185
1 files changed, 96 insertions, 89 deletions
diff --git a/src/models.c b/src/models.c
index f7e39863..090c4d86 100644
--- a/src/models.c
+++ b/src/models.c
@@ -64,7 +64,7 @@ static VertexData LoadOBJ(const char *fileName);
// Draw cube
// NOTE: Cube position is the center position
-void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
+void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
@@ -81,58 +81,58 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Back Face ------------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Top Face -------------------------------------------------------
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
// Bottom Face ----------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
- rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
// Right face -----------------------------------------------------
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
// Left Face ------------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
@@ -144,7 +144,7 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
}
// Draw cube wires
-void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
+void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
@@ -160,62 +160,62 @@ void DrawCubeWires(Vector3 position, float width, float height, float lenght, Co
// Front Face -----------------------------------------------------
// Bottom Line
- rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Left Line
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Top Line
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Right Line
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Back Face ------------------------------------------------------
// Bottom Line
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Left Line
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Top Line
- rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Right Line
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
- rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front
- rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Right Line
- rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front
- rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
- rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front
- rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Right Line
- rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front
- rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
// Draw cube
// NOTE: Cube position is the center position
-void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color)
+void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
{
float x = position.x;
float y = position.y;
@@ -233,40 +233,40 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
// Back Face
rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
// Top Face
rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
// Bottom Face
rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
// Right face
rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
// Left Face
rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
+ rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
+ rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
rlEnd();
//rlPopMatrix();
@@ -534,12 +534,12 @@ void DrawGrid(int slices, float spacing)
void DrawGizmo(Vector3 position)
{
// NOTE: RGB = XYZ
- float lenght = 1.0f;
+ float length = 1.0f;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(rotation, 0, 1, 0);
- rlScalef(lenght, lenght, lenght);
+ rlScalef(length, length, length);
rlBegin(RL_LINES);
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
@@ -1164,6 +1164,13 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
}
+// Draw a model wires (with texture if set) with extended parameters
+void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint)
+{
+ // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
+ rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, true);
+}
+
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{