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1 changed files with 47 additions and 47 deletions
94
src/models.c
94
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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@ -2824,9 +2824,9 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
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// NOTE: Billboard locked on axis-Y
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Vector3 up = { 0.0f, 1.0f, 0.0f };
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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 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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@ -2834,50 +2834,50 @@ 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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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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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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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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if (rotation != 0.0f)
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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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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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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
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ytvalue = Vector3DotProduct(up, bottomRight) - 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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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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xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
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ytvalue = Vector3DotProduct(up, bottomRight) - 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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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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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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