From 76a907bb790897426ce5269c26c2f1f55d0d5952 Mon Sep 17 00:00:00 2001 From: Ray Date: Tue, 8 Jun 2021 21:01:17 +0200 Subject: [PATCH] Remove tabs --- src/models.c | 96 ++++++++++++++++++++++++++-------------------------- 1 file changed, 48 insertions(+), 48 deletions(-) diff --git a/src/models.c b/src/models.c index 05b177e8c..a93cb750a 100644 --- a/src/models.c +++ b/src/models.c @@ -2815,7 +2815,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector { // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width Vector2 sizeRatio = { size.y, size.x*(float)source.height/source.width }; - + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); Vector3 right = { matView.m0, matView.m4, matView.m8 }; @@ -2824,9 +2824,9 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector // NOTE: Billboard locked on axis-Y Vector3 up = { 0.0f, 1.0f, 0.0f }; - Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2); - Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2); - + Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2); + Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2); + Vector3 p1 = Vector3Add(rightScaled, upScaled); Vector3 p2 = Vector3Subtract(rightScaled, upScaled); @@ -2834,50 +2834,50 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector Vector3 topRight = p1; Vector3 bottomRight = p2; Vector3 bottomLeft = Vector3Scale(p1, -1); - - if (rotation != 0.0f) - { - float sinRotation = sinf(rotation*DEG2RAD); - float cosRotation = cosf(rotation*DEG2RAD); - - // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture - float rotateAboutX = sizeRatio.x*origin.x/2; - float rotateAboutY = sizeRatio.y*origin.y/2; - - float xtvalue, ytvalue; - float rotatedX, rotatedY; - - xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane - ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates - - xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX; - ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); - - xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX; - ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); - - xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX; - ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); - } - + + if (rotation != 0.0f) + { + float sinRotation = sinf(rotation*DEG2RAD); + float cosRotation = cosf(rotation*DEG2RAD); + + // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture + float rotateAboutX = sizeRatio.x*origin.x/2; + float rotateAboutY = sizeRatio.y*origin.y/2; + + float xtvalue, ytvalue; + float rotatedX, rotatedY; + + xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane + ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY; + rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin + rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; + topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates + + xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX; + ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY; + rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; + rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; + topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); + + xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX; + ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY; + rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; + rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; + bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); + + xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX; + ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY; + rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; + rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; + bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); + } + // Translate points to the draw center (position) - topLeft = Vector3Add(topLeft, position); - topRight = Vector3Add(topRight, position); - bottomRight = Vector3Add(bottomRight, position); - bottomLeft = Vector3Add(bottomLeft, position); - + topLeft = Vector3Add(topLeft, position); + topRight = Vector3Add(topRight, position); + bottomRight = Vector3Add(bottomRight, position); + bottomLeft = Vector3Add(bottomLeft, position); + rlCheckRenderBatchLimit(4); rlSetTexture(texture.id); @@ -2902,7 +2902,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector rlVertex3f(topRight.x, topRight.y, topRight.z); rlEnd(); - rlSetTexture(0); + rlSetTexture(0); } // Draw a bounding box with wires