Review spacing formatting

raylib uses spaces between '+' and '-' signs but not between '*' and '/'
signs, it's a chosen convention
This commit is contained in:
raysan5 2016-09-12 19:36:41 +02:00
parent 173f199313
commit 7f0880a735
7 changed files with 99 additions and 91 deletions

View file

@ -88,7 +88,7 @@ void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rot
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius, 0.0f);
rlVertex3f(sin(DEG2RAD*(i + 10)) * radius, cos(DEG2RAD*(i + 10)) * radius, 0.0f);
rlVertex3f(sin(DEG2RAD*(i + 10))*radius, cos(DEG2RAD*(i + 10))*radius, 0.0f);
}
rlEnd();
rlPopMatrix();
@ -325,25 +325,25 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices)));
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * sin(DEG2RAD*((j+1)*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i)))*sin(DEG2RAD*((j+1)*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i))) * cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*(i)))*cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices)));
}
}
rlEnd();
@ -364,26 +364,26 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)),
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*((j+1)*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*((j+1)*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices)));
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * sin(DEG2RAD*(j*360/slices)),
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1))) * cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
cos(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cos(DEG2RAD*(j*360/slices)));
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i))*sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
cos(DEG2RAD*(270+(180/(rings + 1))*i)) * cos(DEG2RAD*(j*360/slices)));
cos(DEG2RAD*(270+(180/(rings + 1))*i))*cos(DEG2RAD*(j*360/slices)));
}
}
rlEnd();
@ -407,21 +407,21 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
// Draw Body -------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right
rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom); //Bottom Right
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); //Top Right
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right
rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop); //Top Left
rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop); //Top Right
}
// Draw Cap --------------------------------------------------------------------------------------
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop);
}
}
else
@ -430,8 +430,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom);
}
}
@ -439,8 +439,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, 0, 0);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom);
rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom);
}
rlEnd();
rlPopMatrix();
@ -460,17 +460,17 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusBottom, 0, cos(DEG2RAD*(i+360/sides))*radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides))*radiusTop, height, cos(DEG2RAD*(i+360/sides))*radiusTop);
rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*i)*radiusTop, height, cos(DEG2RAD*i)*radiusTop);
rlVertex3f(sin(DEG2RAD*i)*radiusBottom, 0, cos(DEG2RAD*i)*radiusBottom);
}
rlEnd();
rlPopMatrix();
@ -516,7 +516,7 @@ void DrawRay(Ray ray, Color color)
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
int halfSlices = slices/2;
rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; i++)
@ -577,22 +577,30 @@ void DrawLight(Light light)
{
case LIGHT_POINT:
{
DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK));
DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : BLACK));
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : BLACK));
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : BLACK));
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY));
} break;
case LIGHT_DIRECTIONAL:
{
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : BLACK));
DrawSphereWires(light->position, 0.3f*light->intensity, 4, 8, (light->enabled ? light->diffuse : BLACK));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK));
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
} break;
case LIGHT_SPOT:
{
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : BLACK));
DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : BLACK));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : BLACK));
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
Vector3 dir = VectorSubtract(light->target, light->position);
VectorNormalize(&dir);
DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY));
//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
} break;
default: break;
}
@ -1361,19 +1369,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height);
rlVertex3f(a.x, a.y, a.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
rlVertex3f(d.x, d.y, d.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
rlVertex3f(c.x, c.y, c.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height);
rlVertex3f(b.x, b.y, b.z);
rlEnd();
@ -1693,8 +1701,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius/3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius/3))
{
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
@ -1716,8 +1724,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius/3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius/3))
{
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
@ -1739,8 +1747,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius/3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius/3))
{
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}
@ -1762,8 +1770,8 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius/3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius/3))
{
impactDirection = (Vector3){ 1.0f, 0.0f, 1.0f };
}