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| author | Ray <[email protected]> | 2017-01-28 23:02:30 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-01-28 23:02:30 +0100 |
| commit | c85dfd4bc65099924b3ffa4402c24b73b40d35f6 (patch) | |
| tree | 8b604aef4ad40be7ef596a048803dd9f97ef988e /src/models.c | |
| parent | b681e8c2775bbb467c0f0607afd9840fda25c563 (diff) | |
| download | raylib-c85dfd4bc65099924b3ffa4402c24b73b40d35f6.tar.gz raylib-c85dfd4bc65099924b3ffa4402c24b73b40d35f6.zip | |
Remove unecessary spaces...
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 66 |
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; } |
