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authorraysan5 <raysan5@gmail.com>2014-12-16 11:15:56 +0100
committerraysan5 <raysan5@gmail.com>2014-12-16 11:15:56 +0100
commit2e5f58255a391323fef54afc895a1d5a8ba06344 (patch)
treeb13e79f6831a6bb8f61fc46f1c694304c6061825 /src
parentcfa60ab7e6313f85594f63d2830fdc2ce19e180e (diff)
downloadraylib-2e5f58255a391323fef54afc895a1d5a8ba06344.tar.gz
raylib-2e5f58255a391323fef54afc895a1d5a8ba06344.zip
Working on rotation math...
[models] Added DrawQuad()
Diffstat (limited to 'src')
-rw-r--r--src/models.c47
-rw-r--r--src/raylib.h1
-rw-r--r--src/raymath.c6
-rw-r--r--src/rlgl.c13
4 files changed, 52 insertions, 15 deletions
diff --git a/src/models.c b/src/models.c
index f59a7b43..1ae95f23 100644
--- a/src/models.c
+++ b/src/models.c
@@ -66,14 +66,14 @@ static VertexData LoadOBJ(const char *fileName);
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
- float x = position.x;
- float y = position.y;
- float z = position.z;
+ float x = 0.0f;
+ float y = 0.0f;
+ float z = 0.0f;
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
- //rlTranslatef(0.0f, 0.0f, 0.0f);
+ rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
@@ -146,12 +146,13 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
{
- float x = position.x;
- float y = position.y;
- float z = position.z;
+ float x = 0.0f;
+ float y = 0.0f;
+ float z = 0.0f;
rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES);
@@ -445,11 +446,37 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlPopMatrix();
}
+// Draw a quad
+void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4])
+{
+ rlBegin(RL_QUADS);
+ rlColor4ub(colors[0].r, colors[0].g, colors[0].b, colors[0].a);
+ rlNormal3f(normals[0].x, normals[0].y, normals[0].z);
+ rlTexCoord2f(textcoords[0].x, textcoords[0].y);
+ rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
+
+ rlColor4ub(colors[1].r, colors[1].g, colors[1].b, colors[1].a);
+ rlNormal3f(normals[1].x, normals[1].y, normals[1].z);
+ rlTexCoord2f(textcoords[1].x, textcoords[1].y);
+ rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
+
+ rlColor4ub(colors[2].r, colors[2].g, colors[2].b, colors[2].a);
+ rlNormal3f(normals[2].x, normals[2].y, normals[2].z);
+ rlTexCoord2f(textcoords[2].x, textcoords[2].y);
+ rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
+
+ rlColor4ub(colors[3].r, colors[3].g, colors[3].b, colors[3].a);
+ rlNormal3f(normals[3].x, normals[3].y, normals[3].z);
+ rlTexCoord2f(textcoords[3].x, textcoords[3].y);
+ rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
+ rlEnd();
+}
+
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
{
// NOTE: QUADS usage require defining a texture on OpenGL 3.3+
- rlEnableTexture(1); // Default white texture
+ if (rlGetVersion() != OPENGL_11) rlEnableTexture(1); // Default white texture
// NOTE: Plane is always created on XZ ground and then rotated
rlPushMatrix();
@@ -471,7 +498,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
rlEnd();
rlPopMatrix();
- rlDisableTexture();
+ if (rlGetVersion() != OPENGL_11) rlDisableTexture();
}
// Draw a plane with divisions
@@ -1041,7 +1068,7 @@ Model LoadCubesmap(Image cubesmap)
// Move data from mapVertices temp arays to vertices float array
vData.vertexCount = vCounter;
- printf("Vertex count: %i\n", vCounter);
+ //printf("Vertex count: %i\n", vCounter);
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
diff --git a/src/raylib.h b/src/raylib.h
index c061a9b0..89648ef1 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -446,6 +446,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
diff --git a/src/raymath.c b/src/raymath.c
index e598b381..56b79b42 100644
--- a/src/raymath.c
+++ b/src/raymath.c
@@ -559,8 +559,8 @@ Matrix MatrixFromAxisAngle2(Vector3 axis, float angle)
float axisX = axis.x, axisY = axis.y, axisZ = axis.y;
// Calculate angles
- float cosres = (float)cos(-angle);
- float sinres = (float)sin(-angle);
+ float cosres = (float)cos(angle);
+ float sinres = (float)sin(angle);
float t = 1.0f - cosres;
// Do the conversion math once
@@ -672,6 +672,8 @@ Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale)
{
Matrix result = MatrixIdentity();
+ // TODO: Review, use DEG2RAD here?
+ //Matrix mRotation = MatrixRotate(rotation.x*DEG2RAD, rotation.y*DEG2RAD, rotation.z*DEG2RAD);
Matrix mRotation = MatrixRotate(rotation.x, rotation.y, rotation.z);
Matrix mScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix mTranslate = MatrixTranslate(translation.x, translation.y, translation.z);
diff --git a/src/rlgl.c b/src/rlgl.c
index ddd55a2d..43052237 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -299,14 +299,21 @@ void rlRotatef(float angleDeg, float x, float y, float z)
// TODO: Support rotation in multiple axes
Matrix rot = MatrixIdentity();
+ // OPTION 1: It works...
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
- //Vector3 vec = (Vector3){ 0, 0, 1 };
+ // OPTION 2: Requires review...
+ //Vector3 vec = (Vector3){ 0, 1, 0 };
//VectorNormalize(&vec);
- //rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working
-
+ //rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
+
+ // OPTION 3: TODO: Review, it doesn't work!
+ //Vector3 vec = (Vector3){ x, y, z };
+ //VectorNormalize(&vec);
+ //rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
+
MatrixTranspose(&rot);
*currentMatrix = MatrixMultiply(*currentMatrix, rot);