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authorRay <[email protected]>2017-01-28 23:02:30 +0100
committerRay <[email protected]>2017-01-28 23:02:30 +0100
commitc85dfd4bc65099924b3ffa4402c24b73b40d35f6 (patch)
tree8b604aef4ad40be7ef596a048803dd9f97ef988e /src/models.c
parentb681e8c2775bbb467c0f0607afd9840fda25c563 (diff)
downloadraylib-c85dfd4bc65099924b3ffa4402c24b73b40d35f6.tar.gz
raylib-c85dfd4bc65099924b3ffa4402c24b73b40d35f6.zip
Remove unecessary spaces...
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c66
1 files changed, 33 insertions, 33 deletions
diff --git a/src/models.c b/src/models.c
index 23c2e6fd..43821691 100644
--- a/src/models.c
+++ b/src/models.c
@@ -584,7 +584,7 @@ Mesh LoadMesh(const char *fileName)
if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
else rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
-
+
// TODO: Initialize default mesh data in case loading fails, maybe a cube?
return mesh;
@@ -607,7 +607,7 @@ Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color
mesh.indices = NULL;
rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
-
+
return mesh;
}
@@ -668,7 +668,7 @@ Model LoadCubicmap(Image cubicmap)
return model;
}
-
+
// Unload mesh from memory (RAM and/or VRAM)
void UnloadMesh(Mesh *mesh)
{
@@ -1438,34 +1438,34 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh)
int triangleCount = mesh->vertexCount/3;
// Test against all triangles in mesh
- for (int i = 0; i < triangleCount; i++)
+ for (int i = 0; i < triangleCount; i++)
{
Vector3 a, b, c;
Vector3 *vertdata = (Vector3 *)mesh->vertices;
-
- if (mesh->indices)
+
+ if (mesh->indices)
{
a = vertdata[mesh->indices[i*3 + 0]];
b = vertdata[mesh->indices[i*3 + 1]];
- c = vertdata[mesh->indices[i*3 + 2]];
- }
- else
- {
+ c = vertdata[mesh->indices[i*3 + 2]];
+ }
+ else
+ {
a = vertdata[i*3 + 0];
b = vertdata[i*3 + 1];
c = vertdata[i*3 + 2];
}
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
-
- if (triHitInfo.hit)
+
+ if (triHitInfo.hit)
{
// Save the closest hit triangle
if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
}
}
- return result;
+ return result;
}
// Get collision info between ray and triangle
@@ -1478,44 +1478,44 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
Vector3 p, q, tv;
float det, invDet, u, v, t;
RayHitInfo result = {0};
-
+
// Find vectors for two edges sharing V1
edge1 = VectorSubtract(p2, p1);
edge2 = VectorSubtract(p3, p1);
-
+
// Begin calculating determinant - also used to calculate u parameter
p = VectorCrossProduct(ray.direction, edge2);
-
+
// If determinant is near zero, ray lies in plane of triangle or ray is parallel to plane of triangle
det = VectorDotProduct(edge1, p);
-
+
// Avoid culling!
if ((det > -EPSILON) && (det < EPSILON)) return result;
-
+
invDet = 1.0f/det;
-
+
// Calculate distance from V1 to ray origin
tv = VectorSubtract(ray.position, p1);
-
+
// Calculate u parameter and test bound
u = VectorDotProduct(tv, p)*invDet;
-
+
// The intersection lies outside of the triangle
if ((u < 0.0f) || (u > 1.0f)) return result;
-
+
// Prepare to test v parameter
q = VectorCrossProduct(tv, edge1);
-
+
// Calculate V parameter and test bound
v = VectorDotProduct(ray.direction, q)*invDet;
-
+
// The intersection lies outside of the triangle
if ((v < 0.0f) || ((u + v) > 1.0f)) return result;
-
+
t = VectorDotProduct(edge2, q)*invDet;
-
- if (t > EPSILON)
- {
+
+ if (t > EPSILON)
+ {
// Ray hit, get hit point and normal
result.hit = true;
result.distance = t;
@@ -1523,10 +1523,10 @@ RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
result.hitNormal = VectorCrossProduct(edge1, edge2);
VectorNormalize(&result.hitNormal);
Vector3 rayDir = ray.direction;
- VectorScale(&rayDir, t);
+ VectorScale(&rayDir, t);
result.hitPosition = VectorAdd(ray.position, rayDir);
}
-
+
return result;
}
@@ -1540,8 +1540,8 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
if (fabsf(ray.direction.y) > EPSILON)
{
float t = (ray.position.y - groundHeight)/-ray.direction.y;
-
- if (t >= 0.0)
+
+ if (t >= 0.0)
{
Vector3 rayDir = ray.direction;
VectorScale(&rayDir, t);
@@ -1551,7 +1551,7 @@ RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
result.hitPosition = VectorAdd(ray.position, rayDir);
}
}
-
+
return result;
}