From 61a393d4ceabb069a697727c1ed9d1c5612aac5d Mon Sep 17 00:00:00 2001 From: Milan Nikolic Date: Sun, 12 Nov 2023 17:21:56 +0100 Subject: [PATCH] Lint --- raylib/platform_desktop.go | 4 ++ raylib/raylib.go | 12 ++-- raylib/raymath.go | 139 ++++++++++++++++++------------------- raylib/rcamera.go | 4 +- raylib/rcore.go | 2 +- raylib/rmodels.go | 28 ++++---- raylib/rshapes.go | 28 ++++---- raylib/utils_log.go | 4 +- 8 files changed, 110 insertions(+), 111 deletions(-) diff --git a/raylib/platform_desktop.go b/raylib/platform_desktop.go index dc84116..a2bad87 100644 --- a/raylib/platform_desktop.go +++ b/raylib/platform_desktop.go @@ -43,6 +43,7 @@ func HideCursor() { func IsCursorHidden() bool { ret := C.IsCursorHidden() v := bool(ret) + return v } @@ -50,6 +51,7 @@ func IsCursorHidden() bool { func IsCursorOnScreen() bool { ret := C.IsCursorOnScreen() v := bool(ret) + return v } @@ -67,6 +69,7 @@ func DisableCursor() { func IsFileDropped() bool { ret := C.IsFileDropped() v := bool(ret) + return v } @@ -94,5 +97,6 @@ func OpenAsset(name string) (Asset, error) { if err != nil { return nil, err } + return f, nil } diff --git a/raylib/raylib.go b/raylib/raylib.go index be142fa..9750859 100644 --- a/raylib/raylib.go +++ b/raylib/raylib.go @@ -37,6 +37,7 @@ type Wave struct { // NewWave - Returns new Wave func NewWave(sampleCount, sampleRate, sampleSize, channels uint32, data []byte) Wave { d := unsafe.Pointer(&data[0]) + return Wave{sampleCount, sampleRate, sampleSize, channels, d} } @@ -375,8 +376,8 @@ type Vector3 struct { } // NewVector3 - Returns new Vector3 -func NewVector3(X, Y, Z float32) Vector3 { - return Vector3{X, Y, Z} +func NewVector3(x, y, z float32) Vector3 { + return Vector3{x, y, z} } // Vector4 type @@ -388,8 +389,8 @@ type Vector4 struct { } // NewVector4 - Returns new Vector4 -func NewVector4(X, Y, Z, W float32) Vector4 { - return Vector4{X, Y, Z, W} +func NewVector4(x, y, z, w float32) Vector4 { + return Vector4{x, y, z, w} } // Matrix type (OpenGL style 4x4 - right handed, column major) @@ -677,7 +678,7 @@ type Material struct { // GetMap - Get pointer to MaterialMap by map type func (mt Material) GetMap(index int32) *MaterialMap { - return (*MaterialMap)(unsafe.Pointer(uintptr(unsafe.Pointer(mt.Maps)) + uintptr(index)*uintptr(unsafe.Sizeof(MaterialMap{})))) + return (*MaterialMap)(unsafe.Pointer(uintptr(unsafe.Pointer(mt.Maps)) + uintptr(index)*unsafe.Sizeof(MaterialMap{}))) } // MaterialMap type @@ -978,6 +979,7 @@ type Image struct { // NewImage - Returns new Image func NewImage(data []byte, width, height, mipmaps int32, format PixelFormat) *Image { d := unsafe.Pointer(&data[0]) + return &Image{d, width, height, mipmaps, format} } diff --git a/raylib/raymath.go b/raylib/raymath.go index 0580359..431ec06 100644 --- a/raylib/raymath.go +++ b/raylib/raymath.go @@ -22,30 +22,22 @@ func Clamp(value, min, max float32) float32 { // Lerp - Calculate linear interpolation between two floats func Lerp(start, end, amount float32) float32 { - var result float32 = start + amount*(end-start) - - return result + return start + amount*(end-start) } // Normalize - Normalize input value within input range func Normalize(value, start, end float32) float32 { - var result float32 = (value - start) / (end - start) - - return result + return (value - start) / (end - start) } // Remap - Remap input value within input range to output range func Remap(value, inputStart, inputEnd, outputStart, outputEnd float32) float32 { - var result float32 = (value-inputStart)/(inputEnd-inputStart)*(outputEnd-outputStart) + outputStart - - return result + return (value-inputStart)/(inputEnd-inputStart)*(outputEnd-outputStart) + outputStart } // Wrap - Wrap input value from min to max func Wrap(value, min, max float32) float32 { - var result float32 = float32(float64(value) - float64(max-min)*math.Floor(float64((value-min)/(max-min)))) - - return result + return float32(float64(value) - float64(max-min)*math.Floor(float64((value-min)/(max-min)))) } // FloatEquals - Check whether two given floats are almost equal @@ -111,6 +103,7 @@ func Vector2DistanceSqr(v1 Vector2, v2 Vector2) float32 { // Vector2Angle - Calculate angle from two vectors in radians func Vector2Angle(v1, v2 Vector2) float32 { result := math.Atan2(float64(v2.Y), float64(v2.X)) - math.Atan2(float64(v1.Y), float64(v1.X)) + return float32(result) } @@ -149,9 +142,9 @@ func Vector2Normalize(v Vector2) Vector2 { func Vector2Transform(v Vector2, mat Matrix) Vector2 { var result = Vector2{} - var x float32 = v.X - var y float32 = v.Y - var z float32 = 0 + var x = v.X + var y = v.Y + var z float32 result.X = mat.M0*x + mat.M4*y + mat.M8*z + mat.M12 result.Y = mat.M1*x + mat.M5*y + mat.M9*z + mat.M13 @@ -168,7 +161,7 @@ func Vector2Lerp(v1, v2 Vector2, amount float32) Vector2 { func Vector2Reflect(v Vector2, normal Vector2) Vector2 { var result = Vector2{} - var dotProduct float32 = v.X*normal.X + v.Y*normal.Y // Dot product + dotProduct := v.X*normal.X + v.Y*normal.Y // Dot product result.X = v.X - 2.0*normal.X*dotProduct result.Y = v.Y - 2.0*normal.Y*dotProduct @@ -193,9 +186,9 @@ func Vector2Rotate(v Vector2, angle float32) Vector2 { func Vector2MoveTowards(v Vector2, target Vector2, maxDistance float32) Vector2 { var result = Vector2{} - var dx float32 = target.X - v.X - var dy float32 = target.Y - v.Y - var value float32 = dx*dx + dy*dy + dx := target.X - v.X + dy := target.Y - v.Y + value := dx*dx + dy*dy if value == 0 || maxDistance >= 0 && value <= maxDistance*maxDistance { return target @@ -228,16 +221,16 @@ func Vector2Clamp(v Vector2, min Vector2, max Vector2) Vector2 { func Vector2ClampValue(v Vector2, min float32, max float32) Vector2 { var result = v - var length float32 = v.X*v.X + v.Y*v.Y + length := v.X*v.X + v.Y*v.Y if length > 0.0 { length = float32(math.Sqrt(float64(length))) if length < min { - var scale float32 = min / length + scale := min / length result.X = v.X * scale result.Y = v.Y * scale } else if length > max { - var scale float32 = max / length + scale := max / length result.X = v.X * scale result.Y = v.Y * scale } @@ -371,9 +364,9 @@ func Vector3Distance(v1, v2 Vector3) float32 { func Vector3DistanceSqr(v1 Vector3, v2 Vector3) float32 { var result float32 - var dx float32 = v2.X - v1.X - var dy float32 = v2.Y - v1.Y - var dz float32 = v2.Z - v1.Z + dx := v2.X - v1.X + dy := v2.Y - v1.Y + dz := v2.Z - v1.Z result = dx*dx + dy*dy + dz*dz return result @@ -644,38 +637,38 @@ func Vector3Unproject(source Vector3, projection Matrix, view Matrix) Vector3 { // Calculate inverted matrix -> MatrixInvert(matViewProj); // Cache the matrix values (speed optimization) - var a00 float32 = matViewProj.M0 - var a01 float32 = matViewProj.M1 - var a02 float32 = matViewProj.M2 - var a03 float32 = matViewProj.M3 - var a10 float32 = matViewProj.M4 - var a11 float32 = matViewProj.M5 - var a12 float32 = matViewProj.M6 - var a13 float32 = matViewProj.M7 - var a20 float32 = matViewProj.M8 - var a21 float32 = matViewProj.M9 - var a22 float32 = matViewProj.M10 - var a23 float32 = matViewProj.M11 - var a30 float32 = matViewProj.M12 - var a31 float32 = matViewProj.M13 - var a32 float32 = matViewProj.M14 - var a33 float32 = matViewProj.M15 + var a00 = matViewProj.M0 + var a01 = matViewProj.M1 + var a02 = matViewProj.M2 + var a03 = matViewProj.M3 + var a10 = matViewProj.M4 + var a11 = matViewProj.M5 + var a12 = matViewProj.M6 + var a13 = matViewProj.M7 + var a20 = matViewProj.M8 + var a21 = matViewProj.M9 + var a22 = matViewProj.M10 + var a23 = matViewProj.M11 + var a30 = matViewProj.M12 + var a31 = matViewProj.M13 + var a32 = matViewProj.M14 + var a33 = matViewProj.M15 - var b00 float32 = a00*a11 - a01*a10 - var b01 float32 = a00*a12 - a02*a10 - var b02 float32 = a00*a13 - a03*a10 - var b03 float32 = a01*a12 - a02*a11 - var b04 float32 = a01*a13 - a03*a11 - var b05 float32 = a02*a13 - a03*a12 - var b06 float32 = a20*a31 - a21*a30 - var b07 float32 = a20*a32 - a22*a30 - var b08 float32 = a20*a33 - a23*a30 - var b09 float32 = a21*a32 - a22*a31 - var b10 float32 = a21*a33 - a23*a31 - var b11 float32 = a22*a33 - a23*a32 + var b00 = a00*a11 - a01*a10 + var b01 = a00*a12 - a02*a10 + var b02 = a00*a13 - a03*a10 + var b03 = a01*a12 - a02*a11 + var b04 = a01*a13 - a03*a11 + var b05 = a02*a13 - a03*a12 + var b06 = a20*a31 - a21*a30 + var b07 = a20*a32 - a22*a30 + var b08 = a20*a33 - a23*a30 + var b09 = a21*a32 - a22*a31 + var b10 = a21*a33 - a23*a31 + var b11 = a22*a33 - a23*a32 // Calculate the invert determinant (inlined to avoid double-caching) - var invDet float32 = 1.0 / (b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06) + var invDet = 1.0 / (b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06) var matViewProjInv = Matrix{ M0: (a11*b11 - a12*b10 + a13*b09) * invDet, @@ -744,17 +737,17 @@ func Vector3Clamp(v Vector3, min Vector3, max Vector3) Vector3 { func Vector3ClampValue(v Vector3, min float32, max float32) Vector3 { var result = v - var length float32 = v.X*v.X + v.Y*v.Y + v.Z*v.Z + length := v.X*v.X + v.Y*v.Y + v.Z*v.Z if length > 0.0 { length = float32(math.Sqrt(float64(length))) if length < min { - var scale float32 = min / length + scale := min / length result.X = v.X * scale result.Y = v.Y * scale result.Z = v.Z * scale } else if length > max { - var scale float32 = max / length + scale := max / length result.X = v.X * scale result.Y = v.Y * scale result.Z = v.Z * scale @@ -779,8 +772,8 @@ func Vector3Equals(p Vector3, q Vector3) bool { func Vector3Refract(v Vector3, n Vector3, r float32) Vector3 { var result = Vector3{} - var dot float32 = v.X*n.X + v.Y*n.Y + v.Z*n.Z - var d float32 = 1.0 - r*r*(1.0-dot*dot) + dot := v.X*n.X + v.Y*n.Y + v.Z*n.Z + d := 1.0 - r*r*(1.0-dot*dot) if d >= 0.0 { d = float32(math.Sqrt(float64(d))) @@ -1201,12 +1194,12 @@ func MatrixRotateXYZ(ang Vector3) Matrix { func MatrixRotateZYX(angle Vector3) Matrix { var result = Matrix{} - var cz float32 = float32(math.Cos(float64(angle.Z))) - var sz float32 = float32(math.Sin(float64(angle.Z))) - var cy float32 = float32(math.Cos(float64(angle.Y))) - var sy float32 = float32(math.Sin(float64(angle.Y))) - var cx float32 = float32(math.Cos(float64(angle.X))) - var sx float32 = float32(math.Sin(float64(angle.X))) + var cz = float32(math.Cos(float64(angle.Z))) + var sz = float32(math.Sin(float64(angle.Z))) + var cy = float32(math.Cos(float64(angle.Y))) + var sy = float32(math.Sin(float64(angle.Y))) + var cx = float32(math.Cos(float64(angle.X))) + var sx = float32(math.Sin(float64(angle.X))) result.M0 = cz * cy result.M4 = cz*sy*sx - cx*sz @@ -1502,12 +1495,12 @@ func QuaternionNlerp(q1 Quaternion, q2 Quaternion, amount float32) Quaternion { result.W = q1.W + amount*(q2.W-q1.W) // QuaternionNormalize(q); - var q = result - var length float32 = float32(math.Sqrt(float64(q.X*q.X + q.Y*q.Y + q.Z*q.Z + q.W*q.W))) + q := result + length := float32(math.Sqrt(float64(q.X*q.X + q.Y*q.Y + q.Z*q.Z + q.W*q.W))) if length == 0.0 { length = 1.0 } - var ilength float32 = 1.0 / length + ilength := 1.0 / length result.X = q.X * ilength result.Y = q.Y * ilength @@ -1552,8 +1545,8 @@ func QuaternionSlerp(q1, q2 Quaternion, amount float32) Quaternion { func QuaternionFromVector3ToVector3(from Vector3, to Vector3) Quaternion { var result = Quaternion{} - var cos2Theta float32 = from.X*to.X + from.Y*to.Y + from.Z*to.Z // Vector3DotProduct(from, to) - var cross = Vector3{X: from.Y*to.Z - from.Z*to.Y, Y: from.Z*to.X - from.X*to.Z, Z: from.X*to.Y - from.Y*to.X} // Vector3CrossProduct(from, to) + cos2Theta := from.X*to.X + from.Y*to.Y + from.Z*to.Z // Vector3DotProduct(from, to) + cross := Vector3{X: from.Y*to.Z - from.Z*to.Y, Y: from.Z*to.X - from.X*to.Z, Z: from.X*to.Y - from.Y*to.X} // Vector3CrossProduct(from, to) result.X = cross.X result.Y = cross.Y @@ -1562,12 +1555,12 @@ func QuaternionFromVector3ToVector3(from Vector3, to Vector3) Quaternion { // QuaternionNormalize(q); // NOTE: Normalize to essentially nlerp the original and identity to 0.5 - var q = result - var length float32 = float32(math.Sqrt(float64(q.X*q.X + q.Y*q.Y + q.Z*q.Z + q.W*q.W))) + q := result + length := float32(math.Sqrt(float64(q.X*q.X + q.Y*q.Y + q.Z*q.Z + q.W*q.W))) if length == 0.0 { length = 1.0 } - var ilength float32 = 1.0 / length + ilength := 1.0 / length result.X = q.X * ilength result.Y = q.Y * ilength diff --git a/raylib/rcamera.go b/raylib/rcamera.go index 93bc486..d0df645 100644 --- a/raylib/rcamera.go +++ b/raylib/rcamera.go @@ -125,14 +125,14 @@ func CameraPitch(camera *Camera, angle float32, lockView uint8, rotateAroundTarg // to allow only viewing straight up or down. // Clamp view up - var maxAngleUp float32 = Vector3Angle(up, targetPosition) + maxAngleUp := Vector3Angle(up, targetPosition) maxAngleUp = maxAngleUp - 0.001 // avoid numerical errors if angle > maxAngleUp { angle = maxAngleUp } // Clamp view down - var maxAngleDown float32 = Vector3Angle(Vector3Negate(up), targetPosition) + maxAngleDown := Vector3Angle(Vector3Negate(up), targetPosition) maxAngleDown = maxAngleDown * -1.0 // downwards angle is negative maxAngleDown = maxAngleDown + 0.001 // avoid numerical errors if angle < maxAngleDown { diff --git a/raylib/rcore.go b/raylib/rcore.go index 722df63..a03dc82 100644 --- a/raylib/rcore.go +++ b/raylib/rcore.go @@ -294,7 +294,7 @@ func SetWindowOpacity(opacity float32) { // GetWindowHandle - Get native window handle func GetWindowHandle() unsafe.Pointer { - v := unsafe.Pointer((C.GetWindowHandle())) + v := C.GetWindowHandle() return v } diff --git a/raylib/rmodels.go b/raylib/rmodels.go index f869b51..4ea205d 100644 --- a/raylib/rmodels.go +++ b/raylib/rmodels.go @@ -204,10 +204,10 @@ func DrawCylinderWiresEx(startPos Vector3, endPos Vector3, startRadius float32, // DrawCapsule - Draw a capsule with the center of its sphere caps at startPos and endPos func DrawCapsule(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA) { cstartPos := startPos.cptr() - cendPos := startPos.cptr() + cendPos := endPos.cptr() cradius := (C.float)(radius) cslices := (C.int)(slices) - crings := (C.int)(slices) + crings := (C.int)(rings) ccolor := colorCptr(col) C.DrawCapsule(*cstartPos, *cendPos, cradius, cslices, crings, *ccolor) } @@ -215,10 +215,10 @@ func DrawCapsule(startPos, endPos Vector3, radius float32, slices, rings int32, // DrawCapsuleWires - Draw capsule wireframe with the center of its sphere caps at startPos and endPos func DrawCapsuleWires(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA) { cstartPos := startPos.cptr() - cendPos := startPos.cptr() + cendPos := endPos.cptr() cradius := (C.float)(radius) cslices := (C.int)(slices) - crings := (C.int)(slices) + crings := (C.int)(rings) ccolor := colorCptr(col) C.DrawCapsuleWires(*cstartPos, *cendPos, cradius, cslices, crings, *ccolor) } @@ -368,19 +368,19 @@ func DrawBillboardPro(camera Camera, texture Texture2D, sourceRec Rectangle, pos // List of VaoIDs of meshes created by calling UploadMesh() // Used by UnloadMesh() to determine if mesh is go-managed or C-allocated -var goManagedMeshIDs []uint32 = make([]uint32, 0) +var goManagedMeshIDs = make([]uint32, 0) // UploadMesh - Upload vertex data into a VAO (if supported) and VBO func UploadMesh(mesh *Mesh, dynamic bool) { - //check if mesh has already been uploaded to prevent duplication + // check if mesh has already been uploaded to prevent duplication if mesh.VaoID != 0 { TraceLog(LogWarning, "VAO: [ID %d] Trying to re-load an already loaded mesh", mesh.VaoID) return } pinner := runtime.Pinner{} - //Mesh pointer fields must be pinned to allow a Mesh pointer to be passed to C.UploadMesh() below - //nil checks are required because Pin() will panic if passed nil + // Mesh pointer fields must be pinned to allow a Mesh pointer to be passed to C.UploadMesh() below + // nil checks are required because Pin() will panic if passed nil if mesh.Vertices != nil { pinner.Pin(mesh.Vertices) } @@ -414,7 +414,7 @@ func UploadMesh(mesh *Mesh, dynamic bool) { if mesh.BoneWeights != nil { pinner.Pin(mesh.BoneWeights) } - //VboID of a new mesh should always be nil before uploading, but including this in case a mesh happens to have it set. + // VboID of a new mesh should always be nil before uploading, but including this in case a mesh happens to have it set. if mesh.VboID != nil { pinner.Pin(mesh.VboID) } @@ -422,7 +422,7 @@ func UploadMesh(mesh *Mesh, dynamic bool) { cMesh := mesh.cptr() C.UploadMesh(cMesh, C.bool(dynamic)) - //Add new mesh VaoID to list + // Add new mesh VaoID to list goManagedMeshIDs = append(goManagedMeshIDs, mesh.VaoID) pinner.Unpin() @@ -438,10 +438,10 @@ func UpdateMeshBuffer(mesh Mesh, index int, data []byte, offset int) { // UnloadMesh - Unload mesh from memory (RAM and/or VRAM) func UnloadMesh(mesh *Mesh) { - //Check list of go-managed mesh IDs + // Check list of go-managed mesh IDs if slices.Contains(goManagedMeshIDs, mesh.VaoID) { - //C.UnloadMesh() only needs to read the VaoID & VboID - //passing a temporary struct with all other fields nil makes it safe for the C code to call free() + // C.UnloadMesh() only needs to read the VaoID & VboID + // passing a temporary struct with all other fields nil makes it safe for the C code to call free() tempMesh := Mesh{ VaoID: mesh.VaoID, VboID: mesh.VboID, @@ -449,7 +449,7 @@ func UnloadMesh(mesh *Mesh) { cmesh := tempMesh.cptr() C.UnloadMesh(*cmesh) - //remove mesh VaoID from list + // remove mesh VaoID from list goManagedMeshIDs = slices.DeleteFunc(goManagedMeshIDs, func(id uint32) bool { return id == mesh.VaoID }) } else { cmesh := mesh.cptr() diff --git a/raylib/rshapes.go b/raylib/rshapes.go index d81c244..25fb1b7 100644 --- a/raylib/rshapes.go +++ b/raylib/rshapes.go @@ -404,8 +404,8 @@ func DrawSplineSegmentLinear(p1, p2 Vector2, thick float32, col color.RGBA) { func DrawSplineSegmentBasis(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() - cp4 := p2.cptr() + cp3 := p3.cptr() + cp4 := p4.cptr() cthick := (C.float)(thick) ccolor := colorCptr(col) C.DrawSplineSegmentBasis(*cp1, *cp2, *cp3, *cp4, cthick, *ccolor) @@ -415,8 +415,8 @@ func DrawSplineSegmentBasis(p1, p2, p3, p4 Vector2, thick float32, col color.RGB func DrawSplineSegmentCatmullRom(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() - cp4 := p2.cptr() + cp3 := p3.cptr() + cp4 := p4.cptr() cthick := (C.float)(thick) ccolor := colorCptr(col) C.DrawSplineSegmentCatmullRom(*cp1, *cp2, *cp3, *cp4, cthick, *ccolor) @@ -426,7 +426,7 @@ func DrawSplineSegmentCatmullRom(p1, p2, p3, p4 Vector2, thick float32, col colo func DrawSplineSegmentBezierQuadratic(p1, p2, p3 Vector2, thick float32, col color.RGBA) { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() + cp3 := p3.cptr() cthick := (C.float)(thick) ccolor := colorCptr(col) C.DrawSplineSegmentBezierQuadratic(*cp1, *cp2, *cp3, cthick, *ccolor) @@ -436,8 +436,8 @@ func DrawSplineSegmentBezierQuadratic(p1, p2, p3 Vector2, thick float32, col col func DrawSplineSegmentBezierCubic(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() - cp4 := p2.cptr() + cp3 := p3.cptr() + cp4 := p4.cptr() cthick := (C.float)(thick) ccolor := colorCptr(col) C.DrawSplineSegmentBezierCubic(*cp1, *cp2, *cp3, *cp4, cthick, *ccolor) @@ -457,8 +457,8 @@ func GetSplinePointLinear(p1, p2 Vector2, t float32) Vector2 { func GetSplinePointBasis(p1, p2, p3, p4 Vector2, t float32) Vector2 { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() - cp4 := p2.cptr() + cp3 := p3.cptr() + cp4 := p4.cptr() ct := (C.float)(t) ret := C.GetSplinePointBasis(*cp1, *cp2, *cp3, *cp4, ct) v := newVector2FromPointer(unsafe.Pointer(&ret)) @@ -469,8 +469,8 @@ func GetSplinePointBasis(p1, p2, p3, p4 Vector2, t float32) Vector2 { func GetSplinePointCatmullRom(p1, p2, p3, p4 Vector2, t float32) Vector2 { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() - cp4 := p2.cptr() + cp3 := p3.cptr() + cp4 := p4.cptr() ct := (C.float)(t) ret := C.GetSplinePointCatmullRom(*cp1, *cp2, *cp3, *cp4, ct) v := newVector2FromPointer(unsafe.Pointer(&ret)) @@ -481,7 +481,7 @@ func GetSplinePointCatmullRom(p1, p2, p3, p4 Vector2, t float32) Vector2 { func GetSplinePointBezierQuad(p1, p2, p3 Vector2, t float32) Vector2 { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() + cp3 := p3.cptr() ct := (C.float)(t) ret := C.GetSplinePointBezierQuad(*cp1, *cp2, *cp3, ct) v := newVector2FromPointer(unsafe.Pointer(&ret)) @@ -492,8 +492,8 @@ func GetSplinePointBezierQuad(p1, p2, p3 Vector2, t float32) Vector2 { func GetSplinePointBezierCubic(p1, p2, p3, p4 Vector2, t float32) Vector2 { cp1 := p1.cptr() cp2 := p2.cptr() - cp3 := p2.cptr() - cp4 := p2.cptr() + cp3 := p3.cptr() + cp4 := p4.cptr() ct := (C.float)(t) ret := C.GetSplinePointBezierCubic(*cp1, *cp2, *cp3, *cp4, ct) v := newVector2FromPointer(unsafe.Pointer(&ret)) diff --git a/raylib/utils_log.go b/raylib/utils_log.go index d116ae2..ba8381b 100644 --- a/raylib/utils_log.go +++ b/raylib/utils_log.go @@ -19,8 +19,8 @@ func SetTraceLogCallback(fn TraceLogCallbackFun) { } //export internalTraceLogCallbackGo -func internalTraceLogCallbackGo(logType C.int, cstr unsafe.Pointer, len C.int) { - str := string(C.GoBytes(cstr, len)) +func internalTraceLogCallbackGo(logType C.int, cstr unsafe.Pointer, length C.int) { + str := string(C.GoBytes(cstr, length)) lt := int(logType) internalTraceLogCallbackFun(lt, str) }