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authorRay <[email protected]>2021-05-29 13:56:08 +0200
committerRay <[email protected]>2021-05-29 13:56:08 +0200
commitc828e481fbee9846721552cb37250a93332ee115 (patch)
treebad290b257a60dcf02b2e54c024c5952edac60c5
parente3ba11bead355f23caf757410f237d9292a4e19e (diff)
downloadraylib-c828e481fbee9846721552cb37250a93332ee115.tar.gz
raylib-c828e481fbee9846721552cb37250a93332ee115.zip
Review code format
-rw-r--r--src/models.c12
-rw-r--r--src/raymath.h42
2 files changed, 27 insertions, 27 deletions
diff --git a/src/models.c b/src/models.c
index af4fd65c..1e6bdebe 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1461,9 +1461,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
animVertex = Vector3Subtract(animVertex, inTranslation);
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
animVertex = Vector3Add(animVertex, outTranslation);
- model.meshes[m].animVertices[vCounter] += animVertex.x * boneWeight;
- model.meshes[m].animVertices[vCounter + 1] += animVertex.y * boneWeight;
- model.meshes[m].animVertices[vCounter + 2] += animVertex.z * boneWeight;
+ model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight;
+ model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight;
+ model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
@@ -1471,9 +1471,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{
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)));
- model.meshes[m].animNormals[vCounter] += animNormal.x * boneWeight;
- model.meshes[m].animNormals[vCounter + 1] += animNormal.y * boneWeight;
- model.meshes[m].animNormals[vCounter + 2] += animNormal.z * boneWeight;
+ model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight;
+ model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight;
+ model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight;
}
boneCounter += 1;
}
diff --git a/src/raymath.h b/src/raymath.h
index 7ab79860..9d840443 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -1390,27 +1390,27 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result = MatrixIdentity();
- float a2 = q.x * q.x;
- float b2 = q.y * q.y;
- float c2 = q.z * q.z;
- float ac = q.x * q.z;
- float ab = q.x * q.y;
- float bc = q.y * q.z;
- float ad = q.w * q.x;
- float bd = q.w * q.y;
- float cd = q.w * q.z;
-
- result.m0 = 1 - 2 * (b2 + c2);
- result.m1 = 2 * (ab + cd);
- result.m2 = 2 * (ac - bd);
-
- result.m4 = 2 * (ab - cd);
- result.m5 = 1 - 2 * (a2 + c2);
- result.m6 = 2 * (bc + ad);
-
- result.m8 = 2 * (ac + bd);
- result.m9 = 2 * (bc - ad);
- result.m10 = 1 - 2 * (a2 + b2);
+ float a2 = q.x*q.x;
+ float b2 = q.y*q.y;
+ float c2 = q.z*q.z;
+ float ac = q.x*q.z;
+ float ab = q.x*q.y;
+ float bc = q.y*q.z;
+ float ad = q.w*q.x;
+ float bd = q.w*q.y;
+ float cd = q.w*q.z;
+
+ result.m0 = 1 - 2*(b2 + c2);
+ result.m1 = 2*(ab + cd);
+ result.m2 = 2*(ac - bd);
+
+ result.m4 = 2*(ab - cd);
+ result.m5 = 1 - 2*(a2 + c2);
+ result.m6 = 2*(bc + ad);
+
+ result.m8 = 2*(ac + bd);
+ result.m9 = 2*(bc - ad);
+ result.m10 = 1 - 2*(a2 + b2);
return result;
}