Remove trail spaces

This commit is contained in:
Ray 2021-06-13 17:08:30 +02:00
parent d875891a3c
commit 4b93feb172
7 changed files with 91 additions and 91 deletions

View file

@ -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 };
@ -2826,7 +2826,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(rightScaled, upScaled);
Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
@ -2834,25 +2834,25 @@ 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
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;
@ -2864,20 +2864,20 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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);
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
@ -2992,7 +2992,7 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
collision.hit = d >= 0.0f;
// Check if ray origin is inside the sphere to calculate the correct collision point
if (distance < radius)
if (distance < radius)
{
collision.distance = vector + sqrtf(d);
@ -3001,8 +3001,8 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
// Calculate collision normal (pointing outwards)
collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center)));
}
else
}
else
{
collision.distance = vector - sqrtf(d);
@ -3012,7 +3012,7 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
// Calculate collision normal (pointing inwards)
collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center));
}
return collision;
}
@ -3119,7 +3119,7 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
}
}
}
return collision;
}
@ -3374,7 +3374,7 @@ static Model LoadOBJ(const char *fileName)
tinyobj_materials_free(materials, materialCount);
UnloadFileText(fileText);
RL_FREE(matFaces);
RL_FREE(vCount);
RL_FREE(vtCount);
@ -3696,11 +3696,11 @@ static Model LoadIQM(const char *fileName)
//fseek(iqmFile, va[i].offset, SEEK_SET);
//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
memcpy(color, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char));
for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
{
model.meshes[m].colors = RL_CALLOC(model.meshes[m].vertexCount*4, sizeof(unsigned char));
int vCounter = 0;
for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
{