From 121c689b78290c2d89ae25b956ac036889570afe Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 3 Jun 2021 20:25:28 +0200 Subject: [PATCH] Review code formatting --- examples/models/models_mesh_picking.c | 3 +- src/models.c | 81 ++++++++++++++------------- src/raudio.c | 6 +- 3 files changed, 47 insertions(+), 43 deletions(-) diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index a790e978a..bf1d9339f 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -105,7 +105,8 @@ int main(void) // Check ray collision against test sphere RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr); - if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) { + if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) + { collision = sphereHitInfo; cursorColor = ORANGE; hitObjectName = "Sphere"; diff --git a/src/models.c b/src/models.c index 50cc6cb75..ca33a6824 100644 --- a/src/models.c +++ b/src/models.c @@ -2987,12 +2987,13 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius) Vector3 raySpherePos = Vector3Subtract(center, ray.position); float vector = Vector3DotProduct(raySpherePos, ray.direction); float distance = Vector3Length(raySpherePos); - float d = radius*radius - (distance * distance - vector*vector); + float d = radius*radius - (distance*distance - vector*vector); collision.hit = d >= 0.0f; // Check if ray origin is inside the sphere to calculate the correct collision point - if (distance < radius) { // inside + if (distance < radius) + { collision.distance = vector + sqrtf(d); // Calculate collision point @@ -3000,7 +3001,9 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius) // Calculate collision normal (pointing outwards) collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center))); - } else { // outside + } + else + { collision.distance = vector - sqrtf(d); // Calculate collision point @@ -3020,31 +3023,28 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) // Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed) // Reversing ray.direction will give use the correct result. - bool insideBox = - ray.position.x > box.min.x && ray.position.x < box.max.x && - ray.position.y > box.min.y && ray.position.y < box.max.y && - ray.position.z > box.min.z && ray.position.z < box.max.z; + bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) && + (ray.position.y > box.min.y) && (ray.position.y < box.max.y) && + (ray.position.z > box.min.z) && (ray.position.z < box.max.z); - if (insideBox) { - ray.direction = Vector3Negate(ray.direction); - } + if (insideBox) ray.direction = Vector3Negate(ray.direction); float t[11] = { 0 }; - t[8] = 1.0f / ray.direction.x; - t[9] = 1.0f / ray.direction.y; - t[10] = 1.0f / ray.direction.z; + t[8] = 1.0f/ray.direction.x; + t[9] = 1.0f/ray.direction.y; + t[10] = 1.0f/ray.direction.z; - t[0] = (box.min.x - ray.position.x) * t[8]; - t[1] = (box.max.x - ray.position.x) * t[8]; - t[2] = (box.min.y - ray.position.y) * t[9]; - t[3] = (box.max.y - ray.position.y) * t[9]; - t[4] = (box.min.z - ray.position.z) * t[10]; - t[5] = (box.max.z - ray.position.z) * t[10]; + t[0] = (box.min.x - ray.position.x)*t[8]; + t[1] = (box.max.x - ray.position.x)*t[8]; + t[2] = (box.min.y - ray.position.y)*t[9]; + t[3] = (box.max.y - ray.position.y)*t[9]; + t[4] = (box.min.z - ray.position.z)*t[10]; + t[5] = (box.max.z - ray.position.z)*t[10]; t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5])); t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5])); - collision.hit = !(t[7] < 0 || t[6] > t[7]); + collision.hit = !((t[7] < 0) || (t[6] > t[7])); collision.distance = t[6]; collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance)); @@ -3053,19 +3053,20 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) // Get vector center point->hit point collision.normal = Vector3Subtract(collision.point, collision.normal); // Scale vector to unit cube - // we use an additional .01 to fix numerical errors + // NOTE: We use an additional .01 to fix numerical errors collision.normal = Vector3Scale(collision.normal, 2.01f); collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min)); - // the relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f) - // and the others are somewhere between -1.0 and 1.0 - // casting to int is exactly our wanted normal! + // The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f) + // and the others are somewhere between -1.0 and 1.0 + // casting to int is exactly our wanted normal! collision.normal.x = (int)collision.normal.x; collision.normal.y = (int)collision.normal.y; collision.normal.z = (int)collision.normal.z; collision.normal = Vector3Normalize(collision.normal); - if (insideBox) { + if (insideBox) + { // Reset ray.direction ray.direction = Vector3Negate(ray.direction); // Fix result @@ -3203,7 +3204,8 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 // Get collision info between ray and quad // NOTE: The points are expected to be in counter-clockwise winding -RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) { +RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) +{ RayCollision collision = { 0 }; collision = GetRayCollisionTriangle(ray, p1, p2, p4); @@ -3247,7 +3249,7 @@ static Model LoadOBJ(const char *fileName) int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags); if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName); - else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount); + else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount); model.meshCount = materialCount; @@ -3283,7 +3285,7 @@ static Model LoadOBJ(const char *fileName) //-------------------------------------- // create the material meshes - // running counts / indexes for each material mesh as we are + // running counts/indexes for each material mesh as we are // building them at the same time int *vCount = RL_CALLOC(model.meshCount, sizeof(int)); int *vtCount = RL_CALLOC(model.meshCount, sizeof(int)); @@ -4368,10 +4370,10 @@ static Model LoadGLTF(const char *fileName) { GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned short)); // 257 = 65535/255 - model.meshes[primitiveIndex].colors[(a*4) + 0] = (unsigned char)(readValue[0] / 257); - model.meshes[primitiveIndex].colors[(a*4) + 1] = (unsigned char)(readValue[1] / 257); - model.meshes[primitiveIndex].colors[(a*4) + 2] = (unsigned char)(readValue[2] / 257); - model.meshes[primitiveIndex].colors[(a*4) + 3] = (unsigned char)(readValue[3] / 257); + model.meshes[primitiveIndex].colors[(a*4) + 0] = (unsigned char)(readValue[0]/257); + model.meshes[primitiveIndex].colors[(a*4) + 1] = (unsigned char)(readValue[1]/257); + model.meshes[primitiveIndex].colors[(a*4) + 2] = (unsigned char)(readValue[2]/257); + model.meshes[primitiveIndex].colors[(a*4) + 3] = (unsigned char)(readValue[3]/257); } } } @@ -4437,12 +4439,14 @@ static void InitGLTFBones(Model* model, const cgltf_data* data) bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool)); int numberCompletedBones = 0; - while (numberCompletedBones < model->boneCount) { + while (numberCompletedBones < model->boneCount) + { for (int i = 0; i < model->boneCount; i++) { if (completedBones[i]) continue; - if (model->bones[i].parent < 0) { + if (model->bones[i].parent < 0) + { completedBones[i] = true; numberCompletedBones++; continue; @@ -4453,8 +4457,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data) Transform* currentTransform = &model->bindPose[i]; BoneInfo* currentBone = &model->bones[i]; int root = currentBone->parent; - if (root >= model->boneCount) - root = 0; + if (root >= model->boneCount) root = 0; Transform* parentTransform = &model->bindPose[root]; currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation); @@ -4470,7 +4473,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data) } } -static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data) +static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data) { for (int i = 0; i < model->materialCount - 1; i++) { @@ -4541,7 +4544,7 @@ static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_dat model->materials[model->materialCount - 1] = LoadMaterialDefault(); } -static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex) +static void LoadGLTFBoneAttribute(Model *model, cgltf_accessor *jointsAccessor, const cgltf_data *data, int primitiveIndex) { if (jointsAccessor->component_type == cgltf_component_type_r_16u) { @@ -4790,7 +4793,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo } } - output->frameCount = (int)(animationDuration / timeStep); + output->frameCount = (int)(animationDuration/timeStep); output->boneCount = (int)data->nodes_count; output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo)); output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *)); diff --git a/src/raudio.c b/src/raudio.c index c57c66181..ba2b9baf2 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -1661,17 +1661,17 @@ void UpdateMusicStream(Music music) { case ma_format_f32: // NOTE: Internally this function considers 2 channels generation, so samplesCount/2 - jar_xm_generate_samples((jar_xm_context_t*)music.ctxData, (float*)pcm, samplesCount / 2); + jar_xm_generate_samples((jar_xm_context_t*)music.ctxData, (float*)pcm, samplesCount/2); break; case ma_format_s16: // NOTE: Internally this function considers 2 channels generation, so samplesCount/2 - jar_xm_generate_samples_16bit((jar_xm_context_t*)music.ctxData, (short*)pcm, samplesCount / 2); + jar_xm_generate_samples_16bit((jar_xm_context_t*)music.ctxData, (short*)pcm, samplesCount/2); break; case ma_format_u8: // NOTE: Internally this function considers 2 channels generation, so samplesCount/2 - jar_xm_generate_samples_8bit((jar_xm_context_t*)music.ctxData, (char*)pcm, samplesCount / 2); + jar_xm_generate_samples_8bit((jar_xm_context_t*)music.ctxData, (char*)pcm, samplesCount/2); break; }