Review code formatting

This commit is contained in:
raysan5 2021-03-31 17:55:46 +02:00
parent 3d1a05d588
commit 8f1d81df0f
4 changed files with 101 additions and 106 deletions

View file

@ -2453,7 +2453,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
if (camera.projection == CAMERA_PERSPECTIVE) if (camera.projection == CAMERA_PERSPECTIVE)
{ {
// Calculate projection matrix from 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) 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 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 // try to find an exact matching mode
CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); 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 // 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.currentFbo.height = height;
CORE.Window.resizedLastFrame = true; CORE.Window.resizedLastFrame = true;
if(IsWindowFullscreen()) if (IsWindowFullscreen()) return;
return;
// Set current screen size // Set current screen size
CORE.Window.screen.width = width; CORE.Window.screen.width = width;
@ -6155,11 +6154,11 @@ static void *EventThread(void *arg)
} }
// Touchscreen tap // Touchscreen tap
if(event.code == ABS_PRESSURE) if (event.code == ABS_PRESSURE)
{ {
int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON]; 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; CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
@ -6169,7 +6168,7 @@ static void *EventThread(void *arg)
#endif #endif
} }
if(event.value && !previousMouseLeftButtonState) if (event.value && !previousMouseLeftButtonState)
{ {
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1; CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;

View file

@ -1448,7 +1448,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Normals processing // Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) // 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 = (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))); 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] = (Vector3){ 0.0f, 0.0f, 0.0f };
vertices[v + 1] = (Vector3){ sinf(DEG2RAD*d)*radius, 0.0f, cosf(DEG2RAD*d)*radius }; 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; d += dStep;
} }
@ -2998,15 +2998,15 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
if (mesh.indices) if (mesh.indices)
{ {
a = vertdata[mesh.indices[i * 3 + 0]]; a = vertdata[mesh.indices[i*3 + 0]];
b = vertdata[mesh.indices[i * 3 + 1]]; b = vertdata[mesh.indices[i*3 + 1]];
c = vertdata[mesh.indices[i * 3 + 2]]; c = vertdata[mesh.indices[i*3 + 2]];
} }
else else
{ {
a = vertdata[i * 3 + 0]; a = vertdata[i*3 + 0];
b = vertdata[i * 3 + 1]; b = vertdata[i*3 + 1];
c = vertdata[i * 3 + 2]; c = vertdata[i*3 + 2];
} }
a = Vector3Transform(a, transform); a = Vector3Transform(a, transform);
@ -3203,7 +3203,7 @@ static Model LoadOBJ(const char *fileName)
// allocate space for each of the material meshes // allocate space for each of the material meshes
for (int mi = 0; mi < model.meshCount; mi++) 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].triangleCount = matFaces[mi];
model.meshes[mi].vertices = (float *)RL_CALLOC(model.meshes[mi].vertexCount*3, sizeof(float)); 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)); 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.. if (mm == -1) { mm = 0; } // no material object..
// Get indices for the face // Get indices for the face
tinyobj_vertex_index_t idx0 = attrib.faces[3 * af + 0]; tinyobj_vertex_index_t idx0 = attrib.faces[3*af + 0];
tinyobj_vertex_index_t idx1 = attrib.faces[3 * af + 1]; tinyobj_vertex_index_t idx1 = attrib.faces[3*af + 1];
tinyobj_vertex_index_t idx2 = attrib.faces[3 * af + 2]; tinyobj_vertex_index_t idx2 = attrib.faces[3*af + 2];
// Fill vertices buffer (float) using vertex index of the face // 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; 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 (acc->count == 2)
{ {
if (index > 1) if (index > 1) return false;
{
return false;
}
memcpy(variable, index == 0 ? acc->min : acc->max, elements * size); memcpy(variable, index == 0 ? acc->min : acc->max, elements*size);
return true; return true;
} }
unsigned int stride = size * elements; unsigned int stride = size*elements;
memset(variable, 0, stride); memset(variable, 0, stride);
if(acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) if (acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) return false;
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); memcpy(variable, readPosition, stride);
return true; return true;
} }
@ -4118,26 +4114,26 @@ static Model LoadGLTF(const char *fileName)
{ {
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
model.meshes[primitiveIndex].vertexCount = (int)acc->count; 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].vertices = RL_MALLOC(bufferSize);
model.meshes[primitiveIndex].animVertices = 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) else if (acc->component_type == cgltf_component_type_r_32u)
{ {
int readValue[3]; 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)); GLTFReadValue(acc, a, readValue, 3, sizeof(int));
model.meshes[primitiveIndex].vertices[(a * 3) + 0] = (float)readValue[0]; 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) + 1] = (float)readValue[1];
model.meshes[primitiveIndex].vertices[(a * 3) + 2] = (float)readValue[2]; model.meshes[primitiveIndex].vertices[(a*3) + 2] = (float)readValue[2];
} }
} }
else else
@ -4156,22 +4152,22 @@ static Model LoadGLTF(const char *fileName)
model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize); model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
model.meshes[primitiveIndex].animNormals = 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) else if (acc->component_type == cgltf_component_type_r_32u)
{ {
int readValue[3]; 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)); GLTFReadValue(acc, a, readValue, 3, sizeof(int));
model.meshes[primitiveIndex].normals[(a * 3) + 0] = (float)readValue[0]; 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) + 1] = (float)readValue[1];
model.meshes[primitiveIndex].normals[(a * 3) + 2] = (float)readValue[2]; model.meshes[primitiveIndex].normals[(a*3) + 2] = (float)readValue[2];
} }
} }
else else
@ -4190,9 +4186,9 @@ static Model LoadGLTF(const char *fileName)
{ {
model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float)); 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 else
@ -4212,23 +4208,23 @@ static Model LoadGLTF(const char *fileName)
model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float)); 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) else if (acc->component_type == cgltf_component_type_r_32u)
{ {
unsigned int readValue[4]; 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)); GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int));
model.meshes[primitiveIndex].normals[(a * 4) + 0] = (float)readValue[0]; 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) + 1] = (float)readValue[1];
model.meshes[primitiveIndex].normals[(a * 4) + 2] = (float)readValue[2]; 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) + 3] = (float)readValue[3];
} }
} }
else else
@ -4278,15 +4274,15 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
for (unsigned int i = 0; i < data->nodes_count; i++) 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(); 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(); else model->bindPose[i].rotation = QuaternionIdentity();
model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation); 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(); 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) // Ensure material follows raylib support for PBR (metallic/roughness flow)
if (data->materials[i].has_pbr_metallic_roughness) if (data->materials[i].has_pbr_metallic_roughness)
{ {
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 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.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.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.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
model->materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint; 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) if (jointsAccessor->component_type == cgltf_component_type_r_16u)
{ {
model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4); model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
short* bones = RL_MALLOC(sizeof(short) * 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]]; 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) else if (jointsAccessor->component_type == cgltf_component_type_r_8u)
{ {
model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * 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); 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]]; 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])) if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
{ {
model->meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(int)); 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].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].boneIds[b] = nodeId;
model->meshes[primitiveIndex].boneWeights[b] = 1.0f; 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) 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].triangleCount = (int)indexAccessor->count/3;
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
unsigned short readValue = 0; 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)); GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(short));
model->meshes[primitiveIndex].indices[a] = readValue; 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) 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].triangleCount = (int)indexAccessor->count/3;
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
unsigned char readValue = 0; 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)); GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(char));
model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue; 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) else if (indexAccessor->component_type == cgltf_component_type_r_32u)
{ {
model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3; 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].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
unsigned int readValue; 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)); GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(unsigned int));
model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue; model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
@ -4572,7 +4568,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in
else else
{ {
// Unindexed mesh // 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; ModelAnimation *output = animations + a;
// 30 frames sampled per second // 30 frames sampled per second
const float TIMESTEP = (1.0f / 30.0f); const float timeStep = (1.0f/30.0f);
float animationDuration = 0.0f; float animationDuration = 0.0f;
// Getting the max animation time to consider for animation duration // 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->boneCount = (int)data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo)); output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *)); output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
@ -4688,7 +4684,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
bool shouldSkipFurtherTransformation = true; bool shouldSkipFurtherTransformation = true;
int outputMin = 0; int outputMin = 0;
int outputMax = 0; int outputMax = 0;
float frameTime = frame * TIMESTEP; float frameTime = frame*timeStep;
float lerpPercent = 0.0f; float lerpPercent = 0.0f;
// For this transformation: // For this transformation:
@ -4708,7 +4704,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
float previousInputTime = 0.0f; float previousInputTime = 0.0f;
if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float))) if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float)))
{ {
if((inputFrameTime - previousInputTime) != 0) if ((inputFrameTime - previousInputTime) != 0)
{ {
lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime); lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
} }

View file

@ -1429,7 +1429,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
{ {
ctxMod->modfilesize = dataSize; ctxMod->modfilesize = dataSize;
ctxMod->modfile = newData; 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) if (result > 0)

View file

@ -160,13 +160,13 @@ RMDEF float Lerp(float start, float end, float amount)
// Normalize input value within input range // Normalize input value within input range
RMDEF float Normalize(float value, float start, float end) 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 // Remap input value within input range to output range
RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) 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) RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
{ {
float rads = degs*DEG2RAD; 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; return result;
} }
@ -954,17 +954,17 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
float cosx = cosf(-ang.x); float cosx = cosf(-ang.x);
float sinx = sinf(-ang.x); float sinx = sinf(-ang.x);
result.m0 = cosz * cosy; result.m0 = cosz*cosy;
result.m4 = (cosz * siny * sinx) - (sinz * cosx); result.m4 = (cosz*siny*sinx) - (sinz*cosx);
result.m8 = (cosz * siny * cosx) + (sinz * sinx); result.m8 = (cosz*siny*cosx) + (sinz*sinx);
result.m1 = sinz * cosy; result.m1 = sinz*cosy;
result.m5 = (sinz * siny * sinx) + (cosz * cosx); result.m5 = (sinz*siny*sinx) + (cosz*cosx);
result.m9 = (sinz * siny * cosx) - (cosz * sinx); result.m9 = (sinz*siny*cosx) - (cosz*sinx);
result.m2 = -siny; result.m2 = -siny;
result.m6 = cosy * sinx; result.m6 = cosy*sinx;
result.m10= cosy * cosx; result.m10= cosy*cosx;
return result; 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; float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w;
result.x = qax * mul + qaw * 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.y = qay*mul + qaw*mul + qaz*mul - qax*mul;
result.z = qaz * mul + qaw * mul + qax * mul - qay * mul; result.z = qaz*mul + qaw*mul + qax*mul - qay*mul;
result.w = qaw * mul - qax * mul - qay * mul - qaz * mul; result.w = qaw*mul - qax*mul - qay*mul - qaz*mul;
return result; return result;
} }
@ -1261,7 +1261,7 @@ RMDEF Quaternion QuaternionScale(Quaternion q, float mul)
// Divide two quaternions // Divide two quaternions
RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) 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; return result;
} }