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Redesigned billboards - added rotation/pro functions (#1759)

* Redesigned billboards - added rotation/pro functions

* updated parameters

Co-authored-by: nobytesgiven <nobytesigiven@github.com>
pull/1766/head
nobytesgiven 3 years ago
committed by GitHub
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commit
ac204a11f7
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 78 additions and 27 deletions
  1. +75
    -26
      src/models.c
  2. +3
    -1
      src/raylib.h

+ 75
- 26
src/models.c View File

@ -2802,15 +2802,28 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardRec(camera, texture, source, center, size, tint);
DrawBillboardRec(camera, texture, source, center, p">(Vector2){ size, size }, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, kt">float size, Color tint)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, n">Vector2 size, Color tint)
{
o">// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size*(float)source.height/source.width };
n">DrawBillboardPro(camera, texture, source, center, size, Vector2Zero(), 0.0f, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardEx(Camera camera, Texture2D texture, Vector3 center, Vector2 origin, float rotation, Vector2 size, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardPro(camera, texture, source, center, size, origin, rotation, tint);
}
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// 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 };
@ -2818,24 +2831,60 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
/*
a-------b
| |
| * |
| |
d-------c
*/
right = Vector3Scale(right, sizeRatio.x/2);
up = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(right, up);
Vector3 p2 = Vector3Subtract(right, up);
Vector3 a = Vector3Subtract(center, p2);
Vector3 b = Vector3Add(center, p1);
Vector3 c = Vector3Add(center, p2);
Vector3 d = Vector3Subtract(center, p1);
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(rightScaled, upScaled);
Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
Vector3 topLeft = Vector3Scale(p2, -1);
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));
}
topLeft = Vector3Add(topLeft, position); // Translate points to the draw center (position)
topRight = Vector3Add(topRight, position);
bottomRight = Vector3Add(bottomRight, position);
bottomLeft = Vector3Add(bottomLeft, position);
rlCheckRenderBatchLimit(4);
rlSetTexture(texture.id);
@ -2845,22 +2894,22 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(a.x, a.y, a.z);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(d.x, d.y, d.z);
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(c.x, c.y, c.z);
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(b.x, b.y, b.z);
rlVertex3f(topRight.x, topRight.y, topRight.z);
rlEnd();
rlSetTexture(0);
rlSetTexture(0);
}
// Draw a bounding box with wires

+ 3
- 1
src/raylib.h View File

@ -1444,7 +1444,9 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardEx(Camera camera, Texture2D texture, Vector3 center, Vector2 origin, float rotation, Vector2 size, Color tint); // Draw a billboard texture defined by rotation
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres

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