Remove trail spaces
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parent
d875891a3c
commit
4b93feb172
7 changed files with 91 additions and 91 deletions
42
src/models.c
42
src/models.c
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@ -2815,7 +2815,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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{
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// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
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Vector2 sizeRatio = { size.y, size.x*(float)source.height/source.width };
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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Vector3 right = { matView.m0, matView.m4, matView.m8 };
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@ -2826,7 +2826,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
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Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
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Vector3 p1 = Vector3Add(rightScaled, upScaled);
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Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
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@ -2834,25 +2834,25 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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Vector3 topRight = p1;
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Vector3 bottomRight = p2;
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Vector3 bottomLeft = Vector3Scale(p1, -1);
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if (rotation != 0.0f)
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{
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{
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float sinRotation = sinf(rotation*DEG2RAD);
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float cosRotation = cosf(rotation*DEG2RAD);
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// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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float rotateAboutX = sizeRatio.x*origin.x/2;
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float rotateAboutY = sizeRatio.y*origin.y/2;
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float xtvalue, ytvalue;
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float rotatedX, rotatedY;
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xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
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ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
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xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
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ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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@ -2864,20 +2864,20 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
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ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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}
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// Translate points to the draw center (position)
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topLeft = Vector3Add(topLeft, position);
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topRight = Vector3Add(topRight, position);
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bottomRight = Vector3Add(bottomRight, position);
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bottomLeft = Vector3Add(bottomLeft, position);
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rlCheckRenderBatchLimit(4);
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rlSetTexture(texture.id);
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@ -2902,7 +2902,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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rlVertex3f(topRight.x, topRight.y, topRight.z);
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rlEnd();
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rlSetTexture(0);
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rlSetTexture(0);
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}
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// Draw a bounding box with wires
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@ -2992,7 +2992,7 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
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collision.hit = d >= 0.0f;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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if (distance < radius)
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if (distance < radius)
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{
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collision.distance = vector + sqrtf(d);
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@ -3001,8 +3001,8 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
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// Calculate collision normal (pointing outwards)
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collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center)));
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}
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else
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}
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else
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{
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collision.distance = vector - sqrtf(d);
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@ -3012,7 +3012,7 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
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// Calculate collision normal (pointing inwards)
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collision.normal = Vector3Normalize(Vector3Subtract(collision.point, center));
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}
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return collision;
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}
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@ -3119,7 +3119,7 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
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}
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}
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}
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return collision;
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}
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@ -3374,7 +3374,7 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_materials_free(materials, materialCount);
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UnloadFileText(fileText);
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RL_FREE(matFaces);
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RL_FREE(vCount);
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RL_FREE(vtCount);
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@ -3696,11 +3696,11 @@ static Model LoadIQM(const char *fileName)
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//fseek(iqmFile, va[i].offset, SEEK_SET);
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//fread(blendw, iqmHeader->num_vertexes*4*sizeof(unsigned char), 1, iqmFile);
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memcpy(color, fileDataPtr + va[i].offset, iqmHeader->num_vertexes*4*sizeof(unsigned char));
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for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
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{
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model.meshes[m].colors = RL_CALLOC(model.meshes[m].vertexCount*4, sizeof(unsigned char));
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int vCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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{
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