Indentation fix.

This commit is contained in:
jussi
2024-05-10 11:13:32 +03:00
parent b3980ae2a5
commit e84be85254
8 changed files with 300 additions and 300 deletions

View File

@@ -11,99 +11,99 @@ void unloadMaterial( Material* material ) {
}
void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, 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.x*(float)source.width/source.height, size.y };
Vector2 sizeRatio = { size.x, size.y };
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
// Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y };
Vector2 sizeRatio = { size.x, size.y };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
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 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);
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);
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;
// 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;
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, 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, 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, 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));
}
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);
// Translate points to the draw center (position)
topLeft = Vector3Add(topLeft, position);
topRight = Vector3Add(topRight, position);
bottomRight = Vector3Add(bottomRight, position);
bottomLeft = Vector3Add(bottomLeft, position);
rlSetTexture(texture.id);
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
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(bottomLeft.x, bottomLeft.y, bottomLeft.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
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(bottomRight.x, bottomRight.y, bottomRight.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
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(topRight.x, topRight.y, topRight.z);
rlEnd();
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(topRight.x, topRight.y, topRight.z);
rlEnd();
rlSetTexture(0);
rlSetTexture(0);
}
void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) {
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardProNoRatio(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
DrawBillboardProNoRatio(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
/*
@@ -184,15 +184,15 @@ int lmodelsDrawTriangleStrip3D( lua_State* L ) {
Vector3 points[ pointCount ];
int t = 1, i = 0;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) {
if ( lua_istable( L, -1 ) ) {
points[i] = uluaGetVector3( L, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
}
i++;
lua_pop( L, 1 );
}
DrawTriangleStrip3D( points, pointCount, color );
return 0;
@@ -412,43 +412,43 @@ int lmodelDrawQuad3DTexture( lua_State* L ) {
Vector3 vertices[4] = { 0 };
int t = 2, i = 0;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) && i < 4 ) {
if ( lua_istable( L, -1 ) && i < 4 ) {
vertices[i] = uluaGetVector3( L, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
}
i++;
lua_pop( L, 1 );
}
/* TexCoords. */
Vector2 texcoords[4] = { 0 };
t = 3, i = 0;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) && i < 4 ) {
if ( lua_istable( L, -1 ) && i < 4 ) {
texcoords[i] = uluaGetVector2( L, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
}
i++;
lua_pop( L, 1 );
}
/* Colors. */
Color colors[4] = { 0 };
t = 4, i = 0;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) && i < 4 ) {
if ( lua_istable( L, -1 ) && i < 4 ) {
colors[i] = uluaGetColor( L, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
}
i++;
lua_pop( L, 1 );
}
//TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
@@ -459,7 +459,7 @@ int lmodelDrawQuad3DTexture( lua_State* L ) {
rlBegin( RL_QUADS );
for ( i = 0; i < 4; ++i ) {
rlTexCoord2f( texcoords[i].x, texcoords[i].y );
rlColor4ub( colors[i].r, colors[i].g, colors[i].b, colors[i].a );
rlColor4ub( colors[i].r, colors[i].g, colors[i].b, colors[i].a );
rlVertex3f( vertices[i].x, vertices[i].y, vertices[i].z );
}
rlEnd();
@@ -1170,15 +1170,15 @@ int lmodelsDrawMeshInstanced( lua_State* L ) {
Matrix transforms[ instances ];
int t = 3, i = 0;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) {
if ( lua_istable( L, -1 ) ) {
transforms[i] = uluaGetMatrix( L, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
}
i++;
lua_pop( L, 1 );
}
DrawMeshInstanced( *mesh, *material, transforms, instances );
return 0;
@@ -2151,16 +2151,16 @@ Unload animation table data
*/
int lmodelsUnloadModelAnimations( lua_State* L ) {
int t = 1, i = 0;
lua_pushnil( L );
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_isuserdata( L, -1 ) ) {
if ( lua_isuserdata( L, -1 ) ) {
ModelAnimation* animation = uluaGetModelAnimation( L, lua_gettop( L ) );
UnloadModelAnimation( *animation );
}
i++;
lua_pop( L, 1 );
}
}
i++;
lua_pop( L, 1 );
}
return 0;
}