From 2766835ed432a2ad575635ce338aa1389078cb12 Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 15 Feb 2023 17:36:31 +0100 Subject: [PATCH] REPLACE: TABS by 4 spaces --- examples/textures/textures_textured_curve.c | 222 ++++++++++---------- parser/raylib_parser.c | 4 +- src/rcamera.h | 41 ++-- 3 files changed, 134 insertions(+), 133 deletions(-) diff --git a/examples/textures/textures_textured_curve.c b/examples/textures/textures_textured_curve.c index 201b01fe..7945d8e3 100644 --- a/examples/textures/textures_textured_curve.c +++ b/examples/textures/textures_textured_curve.c @@ -59,19 +59,19 @@ int main() const int screenWidth = 800; const int screenHeight = 450; - SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [textures] examples - textured curve"); + SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "raylib [textures] examples - textured curve"); - // Load the road texture - texRoad = LoadTexture("resources/road.png"); + // Load the road texture + texRoad = LoadTexture("resources/road.png"); SetTextureFilter(texRoad, TEXTURE_FILTER_BILINEAR); - // Setup the curve - curveStartPosition = (Vector2){ 80, 100 }; - curveStartPositionTangent = (Vector2){ 100, 300 }; + // Setup the curve + curveStartPosition = (Vector2){ 80, 100 }; + curveStartPositionTangent = (Vector2){ 100, 300 }; - curveEndPosition = (Vector2){ 700, 350 }; - curveEndPositionTangent = (Vector2){ 600, 100 }; + curveEndPosition = (Vector2){ 700, 350 }; + curveEndPositionTangent = (Vector2){ 600, 100 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -81,8 +81,8 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCurve(); - UpdateOptions(); + UpdateCurve(); + UpdateOptions(); //---------------------------------------------------------------------------------- @@ -99,13 +99,13 @@ int main() DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY); DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY); - EndDrawing(); + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- - UnloadTexture(texRoad); + UnloadTexture(texRoad); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- @@ -118,142 +118,142 @@ int main() //---------------------------------------------------------------------------------- static void DrawCurve(void) { - if (showCurve) DrawLineBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE); + if (showCurve) DrawLineBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE); - // Draw the various control points and highlight where the mouse is - DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE); - DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE); - Vector2 mouse = GetMousePosition(); + // Draw the various control points and highlight where the mouse is + DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE); + DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE); + Vector2 mouse = GetMousePosition(); - if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW); - DrawCircleV(curveStartPosition, 5, RED); + if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW); + DrawCircleV(curveStartPosition, 5, RED); - if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW); - DrawCircleV(curveStartPositionTangent, 5, MAROON); + if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW); + DrawCircleV(curveStartPositionTangent, 5, MAROON); - if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW); - DrawCircleV(curveEndPosition, 5, GREEN); + if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW); + DrawCircleV(curveEndPosition, 5, GREEN); - if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW); - DrawCircleV(curveEndPositionTangent, 5, DARKGREEN); + if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW); + DrawCircleV(curveEndPositionTangent, 5, DARKGREEN); } static void UpdateCurve(void) { - // If the mouse is not down, we are not editing the curve so clear the selection - if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - curveSelectedPoint = NULL; - return; - } - - // If a point was selected, move it - if (curveSelectedPoint) - { - *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta()); - return; - } - - // The mouse is down, and nothing was selected, so see if anything was picked - Vector2 mouse = GetMousePosition(); - - if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition; - else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent; - else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition; - else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent; + // If the mouse is not down, we are not editing the curve so clear the selection + if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + curveSelectedPoint = NULL; + return; + } + + // If a point was selected, move it + if (curveSelectedPoint) + { + *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta()); + return; + } + + // The mouse is down, and nothing was selected, so see if anything was picked + Vector2 mouse = GetMousePosition(); + + if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition; + else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent; + else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition; + else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent; } static void DrawTexturedCurve(void) { - const float step = 1.0f/curveSegments; + const float step = 1.0f/curveSegments; - Vector2 previous = curveStartPosition; - Vector2 previousTangent = { 0 }; - float previousV = 0; + Vector2 previous = curveStartPosition; + Vector2 previousTangent = { 0 }; + float previousV = 0; - // We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment - bool tangentSet = false; + // We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment + bool tangentSet = false; - Vector2 current = { 0 }; - float t = 0.0f; + Vector2 current = { 0 }; + float t = 0.0f; - for (int i = 1; i <= curveSegments; i++) - { - // Segment the curve - t = step*i; - float a = powf(1 - t, 3); - float b = 3*powf(1 - t, 2)*t; - float c = 3*(1 - t)*powf(t, 2); - float d = powf(t, 3); + for (int i = 1; i <= curveSegments; i++) + { + // Segment the curve + t = step*i; + float a = powf(1 - t, 3); + float b = 3*powf(1 - t, 2)*t; + float c = 3*(1 - t)*powf(t, 2); + float d = powf(t, 3); - // Compute the endpoint for this segment - current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y; - current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x; + // Compute the endpoint for this segment + current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y; + current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x; - // Vector from previous to current - Vector2 delta = { current.x - previous.x, current.y - previous.y }; + // Vector from previous to current + Vector2 delta = { current.x - previous.x, current.y - previous.y }; - // The right hand normal to the delta vector - Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x }); + // The right hand normal to the delta vector + Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x }); - // The v texture coordinate of the segment (add up the length of all the segments so far) - float v = previousV + Vector2Length(delta); + // The v texture coordinate of the segment (add up the length of all the segments so far) + float v = previousV + Vector2Length(delta); - // Make sure the start point has a normal - if (!tangentSet) - { - previousTangent = normal; - tangentSet = true; - } + // Make sure the start point has a normal + if (!tangentSet) + { + previousTangent = normal; + tangentSet = true; + } - // Extend out the normals from the previous and current points to get the quad for this segment - Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth)); - Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth)); + // Extend out the normals from the previous and current points to get the quad for this segment + Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth)); + Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth)); - Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth)); - Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth)); + Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth)); + Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth)); - // Draw the segment as a quad - rlSetTexture(texRoad.id); - rlBegin(RL_QUADS); + // Draw the segment as a quad + rlSetTexture(texRoad.id); + rlBegin(RL_QUADS); - rlColor4ub(255,255,255,255); - rlNormal3f(0.0f, 0.0f, 1.0f); + rlColor4ub(255,255,255,255); + rlNormal3f(0.0f, 0.0f, 1.0f); - rlTexCoord2f(0, previousV); - rlVertex2f(prevNegNormal.x, prevNegNormal.y); + rlTexCoord2f(0, previousV); + rlVertex2f(prevNegNormal.x, prevNegNormal.y); - rlTexCoord2f(1, previousV); - rlVertex2f(prevPosNormal.x, prevPosNormal.y); + rlTexCoord2f(1, previousV); + rlVertex2f(prevPosNormal.x, prevPosNormal.y); - rlTexCoord2f(1, v); - rlVertex2f(currentPosNormal.x, currentPosNormal.y); + rlTexCoord2f(1, v); + rlVertex2f(currentPosNormal.x, currentPosNormal.y); - rlTexCoord2f(0, v); - rlVertex2f(currentNegNormal.x, currentNegNormal.y); + rlTexCoord2f(0, v); + rlVertex2f(currentNegNormal.x, currentNegNormal.y); - rlEnd(); + rlEnd(); - // The current step is the start of the next step - previous = current; - previousTangent = normal; - previousV = v; - } + // The current step is the start of the next step + previous = current; + previousTangent = normal; + previousV = v; + } } static void UpdateOptions(void) { - if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve; + if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve; - // Update with - if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2; - if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2; + // Update with + if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2; + if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2; - if (curveWidth < 2) curveWidth = 2; + if (curveWidth < 2) curveWidth = 2; - // Update segments - if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2; - if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2; + // Update segments + if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2; + if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2; - if (curveSegments < 2) curveSegments = 2; + if (curveSegments < 2) curveSegments = 2; } diff --git a/parser/raylib_parser.c b/parser/raylib_parser.c index 7bb8cf7f..94ff9562 100644 --- a/parser/raylib_parser.c +++ b/parser/raylib_parser.c @@ -209,8 +209,8 @@ int main(int argc, char* argv[]) if (buffer == NULL) { - printf("Could not read input file: %s\n", inFileName); - return 1; + printf("Could not read input file: %s\n", inFileName); + return 1; } // Preprocess buffer to get separate lines diff --git a/src/rcamera.h b/src/rcamera.h index c0c28209..edcd5ee3 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -160,7 +160,7 @@ Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); // MatrixOrtho() // MatrixIdentity() -// raylib input functionality required: GetMouseDelta(), GetMouseWheelMove(), IsKeyDown(), IsKeyPressed() +// raylib required functionality: GetMouseDelta(), GetMouseWheelMove(), IsKeyDown(), IsKeyPressed(), GetFrameTime() //---------------------------------------------------------------------------------- // Defines and Macros @@ -195,7 +195,7 @@ Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- - +//... //---------------------------------------------------------------------------------- // Module Functions Definition @@ -218,6 +218,7 @@ Vector3 GetCameraRight(Camera *camera) { Vector3 forward = GetCameraForward(camera); Vector3 up = GetCameraUp(camera); + return Vector3CrossProduct(forward, up); } @@ -419,26 +420,26 @@ void UpdateCamera(Camera *camera, int mode) bool lockView = mode == CAMERA_FIRST_PERSON || mode == CAMERA_THIRD_PERSON || mode == CAMERA_ORBITAL; bool rotateUp = mode == CAMERA_FREE; - if (mode == CAMERA_ORBITAL) - { - // Obital can just orbit - Matrix rotatation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED * GetFrameTime()); - Vector3 viewVector = Vector3Subtract(camera->position, camera->target); - viewVector = Vector3Transform(viewVector, rotatation); - camera->position = Vector3Add(camera->target, viewVector); - } + if (mode == CAMERA_ORBITAL) + { + // Orbital can just orbit + Matrix rotatation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED*GetFrameTime()); + Vector3 viewVector = Vector3Subtract(camera->position, camera->target); + viewVector = Vector3Transform(viewVector, rotatation); + camera->position = Vector3Add(camera->target, viewVector); + } else { - // Camera rotation - if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); - if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); - if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget); - if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget); - if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED); - if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); - - CameraYaw(camera, -mousePositionDelta.x * CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); - CameraPitch(camera, -mousePositionDelta.y * CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); + // Camera rotation + if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); + if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); + if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget); + if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget); + if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED); + if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); + + CameraYaw(camera, -mousePositionDelta.x * CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); + CameraPitch(camera, -mousePositionDelta.y * CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); // Camera movement if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);