From 8f1d81df0ff80ac8c0855af755f5ba2abe827e53 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 31 Mar 2021 17:55:46 +0200 Subject: [PATCH] Review code formatting --- src/core.c | 13 ++-- src/models.c | 160 ++++++++++++++++++++++++-------------------------- src/raudio.c | 2 +- src/raymath.h | 32 +++++----- 4 files changed, 101 insertions(+), 106 deletions(-) diff --git a/src/core.c b/src/core.c index dbf255a41..943523478 100644 --- a/src/core.c +++ b/src/core.c @@ -2453,7 +2453,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } else if (camera.projection == CAMERA_ORTHOGRAPHIC) { @@ -3928,7 +3928,7 @@ static bool InitGraphicsDevice(int width, int height) } const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT; - const int fps = (CORE.Time.target > 0) ? (1.0 / CORE.Time.target) : 60; + const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60; // try to find an exact matching mode CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); // if nothing found, try to find a nearly matching mode @@ -4961,8 +4961,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) CORE.Window.currentFbo.height = height; CORE.Window.resizedLastFrame = true; - if(IsWindowFullscreen()) - return; + if (IsWindowFullscreen()) return; // Set current screen size CORE.Window.screen.width = width; @@ -6155,11 +6154,11 @@ static void *EventThread(void *arg) } // Touchscreen tap - if(event.code == ABS_PRESSURE) + if (event.code == ABS_PRESSURE) { int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON]; - if(!event.value && previousMouseLeftButtonState) + if (!event.value && previousMouseLeftButtonState) { CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0; @@ -6169,7 +6168,7 @@ static void *EventThread(void *arg) #endif } - if(event.value && !previousMouseLeftButtonState) + if (event.value && !previousMouseLeftButtonState) { CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1; diff --git a/src/models.c b/src/models.c index 92abda69d..32f876bd8 100644 --- a/src/models.c +++ b/src/models.c @@ -1448,7 +1448,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) // Normals processing // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) - if(model.meshes[m].normals != NULL) + if (model.meshes[m].normals != NULL) { animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] }; animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); @@ -1520,7 +1520,7 @@ Mesh GenMeshPoly(int sides, float radius) { vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius }; - vertices[v + 2] = (Vector3){sinf(DEG2RAD*(d+dStep)) * radius, 0.0f, cosf(DEG2RAD * (d+dStep)) * radius }; + vertices[v + 2] = (Vector3){sinf(DEG2RAD*(d+dStep))*radius, 0.0f, cosf(DEG2RAD*(d+dStep))*radius }; d += dStep; } @@ -2998,15 +2998,15 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform) if (mesh.indices) { - a = vertdata[mesh.indices[i * 3 + 0]]; - b = vertdata[mesh.indices[i * 3 + 1]]; - c = vertdata[mesh.indices[i * 3 + 2]]; + a = vertdata[mesh.indices[i*3 + 0]]; + b = vertdata[mesh.indices[i*3 + 1]]; + c = vertdata[mesh.indices[i*3 + 2]]; } else { - a = vertdata[i * 3 + 0]; - b = vertdata[i * 3 + 1]; - c = vertdata[i * 3 + 2]; + a = vertdata[i*3 + 0]; + b = vertdata[i*3 + 1]; + c = vertdata[i*3 + 2]; } a = Vector3Transform(a, transform); @@ -3203,7 +3203,7 @@ static Model LoadOBJ(const char *fileName) // allocate space for each of the material meshes for (int mi = 0; mi < model.meshCount; mi++) { - model.meshes[mi].vertexCount = matFaces[mi] * 3; + model.meshes[mi].vertexCount = matFaces[mi]*3; model.meshes[mi].triangleCount = matFaces[mi]; model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float)); model.meshes[mi].texcoords = (float *)RL_CALLOC(model.meshes[mi].vertexCount*2, sizeof(float)); @@ -3218,9 +3218,9 @@ static Model LoadOBJ(const char *fileName) if (mm == -1) { mm = 0; } // no material object.. // Get indices for the face - tinyobj_vertex_index_t idx0 = attrib.faces[3 * af + 0]; - tinyobj_vertex_index_t idx1 = attrib.faces[3 * af + 1]; - tinyobj_vertex_index_t idx2 = attrib.faces[3 * af + 2]; + tinyobj_vertex_index_t idx0 = attrib.faces[3*af + 0]; + tinyobj_vertex_index_t idx1 = attrib.faces[3*af + 1]; + tinyobj_vertex_index_t idx2 = attrib.faces[3*af + 2]; // Fill vertices buffer (float) using vertex index of the face for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3; @@ -4021,26 +4021,22 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co } -static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void* variable, unsigned int elements, unsigned int size) +static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void *variable, unsigned int elements, unsigned int size) { if (acc->count == 2) { - if (index > 1) - { - return false; - } + if (index > 1) return false; - memcpy(variable, index == 0 ? acc->min : acc->max, elements * size); + memcpy(variable, index == 0 ? acc->min : acc->max, elements*size); return true; } - unsigned int stride = size * elements; + unsigned int stride = size*elements; memset(variable, 0, stride); - if(acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) - return false; + if (acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) return false; - void* readPosition = ((char*)acc->buffer_view->buffer->data) + (index * stride) + acc->buffer_view->offset + acc->offset; + void* readPosition = ((char *)acc->buffer_view->buffer->data) + (index*stride) + acc->buffer_view->offset + acc->offset; memcpy(variable, readPosition, stride); return true; } @@ -4118,26 +4114,26 @@ static Model LoadGLTF(const char *fileName) { cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; model.meshes[primitiveIndex].vertexCount = (int)acc->count; - int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float); + int bufferSize = model.meshes[primitiveIndex].vertexCount*3*sizeof(float); model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize); model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize); - if(acc->component_type == cgltf_component_type_r_32f) + if (acc->component_type == cgltf_component_type_r_32f) { - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { - GLTFReadValue(acc, a, model.meshes[primitiveIndex].vertices + (a * 3), 3, sizeof(float)); + GLTFReadValue(acc, a, model.meshes[primitiveIndex].vertices + (a*3), 3, sizeof(float)); } } else if (acc->component_type == cgltf_component_type_r_32u) { int readValue[3]; - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { GLTFReadValue(acc, a, readValue, 3, sizeof(int)); - model.meshes[primitiveIndex].vertices[(a * 3) + 0] = (float)readValue[0]; - model.meshes[primitiveIndex].vertices[(a * 3) + 1] = (float)readValue[1]; - model.meshes[primitiveIndex].vertices[(a * 3) + 2] = (float)readValue[2]; + model.meshes[primitiveIndex].vertices[(a*3) + 0] = (float)readValue[0]; + model.meshes[primitiveIndex].vertices[(a*3) + 1] = (float)readValue[1]; + model.meshes[primitiveIndex].vertices[(a*3) + 2] = (float)readValue[2]; } } else @@ -4156,22 +4152,22 @@ static Model LoadGLTF(const char *fileName) model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize); model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize); - if(acc->component_type == cgltf_component_type_r_32f) + if (acc->component_type == cgltf_component_type_r_32f) { - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { - GLTFReadValue(acc, a, model.meshes[primitiveIndex].normals + (a * 3), 3, sizeof(float)); + GLTFReadValue(acc, a, model.meshes[primitiveIndex].normals + (a*3), 3, sizeof(float)); } } else if (acc->component_type == cgltf_component_type_r_32u) { int readValue[3]; - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { GLTFReadValue(acc, a, readValue, 3, sizeof(int)); - model.meshes[primitiveIndex].normals[(a * 3) + 0] = (float)readValue[0]; - model.meshes[primitiveIndex].normals[(a * 3) + 1] = (float)readValue[1]; - model.meshes[primitiveIndex].normals[(a * 3) + 2] = (float)readValue[2]; + model.meshes[primitiveIndex].normals[(a*3) + 0] = (float)readValue[0]; + model.meshes[primitiveIndex].normals[(a*3) + 1] = (float)readValue[1]; + model.meshes[primitiveIndex].normals[(a*3) + 2] = (float)readValue[2]; } } else @@ -4190,9 +4186,9 @@ static Model LoadGLTF(const char *fileName) { model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float)); - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { - GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a * 2), 2, sizeof(float)); + GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a*2), 2, sizeof(float)); } } else @@ -4212,23 +4208,23 @@ static Model LoadGLTF(const char *fileName) model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float)); - if(acc->component_type == cgltf_component_type_r_32f) + if (acc->component_type == cgltf_component_type_r_32f) { - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { - GLTFReadValue(acc, a, model.meshes[primitiveIndex].boneWeights + (a * 4), 4, sizeof(float)); + GLTFReadValue(acc, a, model.meshes[primitiveIndex].boneWeights + (a*4), 4, sizeof(float)); } } else if (acc->component_type == cgltf_component_type_r_32u) { unsigned int readValue[4]; - for(int a = 0; a < acc->count; a++) + for (int a = 0; a < acc->count; a++) { GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int)); - model.meshes[primitiveIndex].normals[(a * 4) + 0] = (float)readValue[0]; - model.meshes[primitiveIndex].normals[(a * 4) + 1] = (float)readValue[1]; - model.meshes[primitiveIndex].normals[(a * 4) + 2] = (float)readValue[2]; - model.meshes[primitiveIndex].normals[(a * 4) + 3] = (float)readValue[3]; + model.meshes[primitiveIndex].normals[(a*4) + 0] = (float)readValue[0]; + model.meshes[primitiveIndex].normals[(a*4) + 1] = (float)readValue[1]; + model.meshes[primitiveIndex].normals[(a*4) + 2] = (float)readValue[2]; + model.meshes[primitiveIndex].normals[(a*4) + 3] = (float)readValue[3]; } } else @@ -4278,15 +4274,15 @@ static void InitGLTFBones(Model* model, const cgltf_data* data) for (unsigned int i = 0; i < data->nodes_count; i++) { - if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float)); + if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3*sizeof(float)); else model->bindPose[i].translation = Vector3Zero(); - if (data->nodes[i].has_rotation) memcpy(&model->bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float)); + if (data->nodes[i].has_rotation) memcpy(&model->bindPose[i].rotation, data->nodes[i].rotation, 4*sizeof(float)); else model->bindPose[i].rotation = QuaternionIdentity(); model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation); - if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float)); + if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3*sizeof(float)); else model->bindPose[i].scale = Vector3One(); } @@ -4338,10 +4334,10 @@ static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_dat // Ensure material follows raylib support for PBR (metallic/roughness flow) if (data->materials[i].has_pbr_metallic_roughness) { - tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255); - tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255); - tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255); - tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255); + tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255); + tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255); + tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255); + tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255); model->materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint; @@ -4402,15 +4398,15 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, { if (jointsAccessor->component_type == cgltf_component_type_r_16u) { - model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4); - short* bones = RL_MALLOC(sizeof(short) * jointsAccessor->count * 4); + model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4); + short* bones = RL_MALLOC(sizeof(short)*jointsAccessor->count*4); - for(int a = 0; a < jointsAccessor->count; a++) + for (int a = 0; a < jointsAccessor->count; a++) { - GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(short)); + GLTFReadValue(jointsAccessor, a, bones + (a*4), 4, sizeof(short)); } - for (unsigned int a = 0; a < jointsAccessor->count * 4; a++) + for (unsigned int a = 0; a < jointsAccessor->count*4; a++) { cgltf_node* skinJoint = data->skins->joints[bones[a]]; @@ -4427,15 +4423,15 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, } else if (jointsAccessor->component_type == cgltf_component_type_r_8u) { - model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4); - unsigned char* bones = RL_MALLOC(sizeof(unsigned char) * jointsAccessor->count * 4); + model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4); + unsigned char* bones = RL_MALLOC(sizeof(unsigned char)*jointsAccessor->count*4); - for(int a = 0; a < jointsAccessor->count; a++) + for (int a = 0; a < jointsAccessor->count; a++) { - GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(unsigned char)); + GLTFReadValue(jointsAccessor, a, bones + (a*4), 4, sizeof(unsigned char)); } - for (unsigned int a = 0; a < jointsAccessor->count * 4; a++) + for (unsigned int a = 0; a < jointsAccessor->count*4; a++) { cgltf_node* skinJoint = data->skins->joints[bones[a]]; @@ -4465,12 +4461,12 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p { if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex])) { - model->meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(int)); - model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(float)); + model->meshes[primitiveIndex].boneIds = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(int)); + model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(float)); - for (int b = 0; b < 4 * model->meshes[primitiveIndex].vertexCount; b++) + for (int b = 0; b < 4*model->meshes[primitiveIndex].vertexCount; b++) { - if(b % 4 == 0) + if (b%4 == 0) { model->meshes[primitiveIndex].boneIds[b] = nodeId; model->meshes[primitiveIndex].boneWeights[b] = 1.0f; @@ -4534,11 +4530,11 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in { if (indexAccessor->component_type == cgltf_component_type_r_16u || indexAccessor->component_type == cgltf_component_type_r_16) { - model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3; - model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); + model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count/3; + model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short)); unsigned short readValue = 0; - for(int a = 0; a < indexAccessor->count; a++) + for (int a = 0; a < indexAccessor->count; a++) { GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(short)); model->meshes[primitiveIndex].indices[a] = readValue; @@ -4546,11 +4542,11 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in } else if (indexAccessor->component_type == cgltf_component_type_r_8u || indexAccessor->component_type == cgltf_component_type_r_8) { - model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3; - model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); + model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count/3; + model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short)); unsigned char readValue = 0; - for(int a = 0; a < indexAccessor->count; a++) + for (int a = 0; a < indexAccessor->count; a++) { GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(char)); model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue; @@ -4558,11 +4554,11 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in } else if (indexAccessor->component_type == cgltf_component_type_r_32u) { - model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3; - model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); + model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count/3; + model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short)); unsigned int readValue; - for(int a = 0; a < indexAccessor->count; a++) + for (int a = 0; a < indexAccessor->count; a++) { GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(unsigned int)); model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue; @@ -4572,7 +4568,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in else { // Unindexed mesh - model->meshes[primitiveIndex].triangleCount = model->meshes[primitiveIndex].vertexCount / 3; + model->meshes[primitiveIndex].triangleCount = model->meshes[primitiveIndex].vertexCount/3; } } @@ -4631,7 +4627,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo ModelAnimation *output = animations + a; // 30 frames sampled per second - const float TIMESTEP = (1.0f / 30.0f); + const float timeStep = (1.0f/30.0f); float animationDuration = 0.0f; // Getting the max animation time to consider for animation duration @@ -4647,7 +4643,7 @@ 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 *)); @@ -4688,7 +4684,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo bool shouldSkipFurtherTransformation = true; int outputMin = 0; int outputMax = 0; - float frameTime = frame * TIMESTEP; + float frameTime = frame*timeStep; float lerpPercent = 0.0f; // For this transformation: @@ -4708,7 +4704,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo float previousInputTime = 0.0f; if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float))) { - if((inputFrameTime - previousInputTime) != 0) + if ((inputFrameTime - previousInputTime) != 0) { lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime); } diff --git a/src/raudio.c b/src/raudio.c index a15ca71eb..d616fba9e 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -1429,7 +1429,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d { ctxMod->modfilesize = dataSize; ctxMod->modfile = newData; - if(jar_mod_load(ctxMod, (void*)ctxMod->modfile, dataSize)) result = dataSize; + if (jar_mod_load(ctxMod, (void *)ctxMod->modfile, dataSize)) result = dataSize; } if (result > 0) diff --git a/src/raymath.h b/src/raymath.h index 7fc1df6c7..e396d5a3a 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -160,13 +160,13 @@ RMDEF float Lerp(float start, float end, float amount) // Normalize input value within input range RMDEF float Normalize(float value, float start, float end) { - return (value - start) / (end - start); + return (value - start)/(end - start); } // Remap input value within input range to output range RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) { - return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart; + return (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; } //---------------------------------------------------------------------------------- @@ -314,7 +314,7 @@ RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal) RMDEF Vector2 Vector2Rotate(Vector2 v, float degs) { float rads = degs*DEG2RAD; - Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) }; + Vector2 result = {v.x*cosf(rads) - v.y*sinf(rads) , v.x*sinf(rads) + v.y*cosf(rads) }; return result; } @@ -954,17 +954,17 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang) float cosx = cosf(-ang.x); float sinx = sinf(-ang.x); - result.m0 = cosz * cosy; - result.m4 = (cosz * siny * sinx) - (sinz * cosx); - result.m8 = (cosz * siny * cosx) + (sinz * sinx); + result.m0 = cosz*cosy; + result.m4 = (cosz*siny*sinx) - (sinz*cosx); + result.m8 = (cosz*siny*cosx) + (sinz*sinx); - result.m1 = sinz * cosy; - result.m5 = (sinz * siny * sinx) + (cosz * cosx); - result.m9 = (sinz * siny * cosx) - (cosz * sinx); + result.m1 = sinz*cosy; + result.m5 = (sinz*siny*sinx) + (cosz*cosx); + result.m9 = (sinz*siny*cosx) - (cosz*sinx); result.m2 = -siny; - result.m6 = cosy * sinx; - result.m10= cosy * cosx; + result.m6 = cosy*sinx; + result.m10= cosy*cosx; return result; } @@ -1250,10 +1250,10 @@ RMDEF Quaternion QuaternionScale(Quaternion q, float mul) float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w; - result.x = qax * mul + qaw * mul + qay * mul - qaz * mul; - result.y = qay * mul + qaw * mul + qaz * mul - qax * mul; - result.z = qaz * mul + qaw * mul + qax * mul - qay * mul; - result.w = qaw * mul - qax * mul - qay * mul - qaz * mul; + result.x = qax*mul + qaw*mul + qay*mul - qaz*mul; + result.y = qay*mul + qaw*mul + qaz*mul - qax*mul; + result.z = qaz*mul + qaw*mul + qax*mul - qay*mul; + result.w = qaw*mul - qax*mul - qay*mul - qaz*mul; return result; } @@ -1261,7 +1261,7 @@ RMDEF Quaternion QuaternionScale(Quaternion q, float mul) // Divide two quaternions RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) { - Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w}; + Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; return result; }