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| author | Ray <[email protected]> | 2024-02-29 18:50:44 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2024-02-29 18:50:44 +0100 |
| commit | fea3395fc141909aeb51cb66326726876144e370 (patch) | |
| tree | c3d62ee8c10a27783af4a5fa7124fd0f740b1478 /src/rmodels.c | |
| parent | 1e8450665c3726b6b7b96f9662f658bfc3b0b41a (diff) | |
| download | raylib-fea3395fc141909aeb51cb66326726876144e370.tar.gz raylib-fea3395fc141909aeb51cb66326726876144e370.zip | |
Review formatting
Diffstat (limited to 'src/rmodels.c')
| -rw-r--r-- | src/rmodels.c | 43 |
1 files changed, 22 insertions, 21 deletions
diff --git a/src/rmodels.c b/src/rmodels.c index 316b91d1..5be06b37 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -54,8 +54,8 @@ #include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality #include <stdio.h> // Required for: sprintf() -#include <stdlib.h> // Required for: malloc(), free() -#include <string.h> // Required for: memcmp(), strlen() +#include <stdlib.h> // Required for: malloc(), calloc(), free() +#include <string.h> // Required for: memcmp(), strlen(), strncpy() #include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf() #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) @@ -1883,7 +1883,7 @@ bool ExportMeshAsCode(Mesh mesh, const char *fileName) byteCount += sprintf(txtData + byteCount, "// Mesh basic information\n"); byteCount += sprintf(txtData + byteCount, "#define %s_VERTEX_COUNT %i\n", varFileName, mesh.vertexCount); byteCount += sprintf(txtData + byteCount, "#define %s_TRIANGLE_COUNT %i\n\n", varFileName, mesh.triangleCount); - + // Define vertex attributes data as separate arrays //----------------------------------------------------------------------------------------- if (mesh.vertices != NULL) // Vertex position (XYZ - 3 components per vertex - float) @@ -1892,28 +1892,28 @@ bool ExportMeshAsCode(Mesh mesh, const char *fileName) for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.vertices[i]); byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.vertices[mesh.vertexCount*3 - 1]); } - - if (mesh.texcoords != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) + + if (mesh.texcoords != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) { byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD_DATA[%i] = { ", varFileName, mesh.vertexCount*2); for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords[i]); byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords[mesh.vertexCount*2 - 1]); } - - if (mesh.texcoords2 != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) + + if (mesh.texcoords2 != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) { byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD2_DATA[%i] = { ", varFileName, mesh.vertexCount*2); for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords2[i]); byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords2[mesh.vertexCount*2 - 1]); } - + if (mesh.normals != NULL) // Vertex normals (XYZ - 3 components per vertex - float) { byteCount += sprintf(txtData + byteCount, "static float %s_NORMAL_DATA[%i] = { ", varFileName, mesh.vertexCount*3); for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.normals[i]); byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.normals[mesh.vertexCount*3 - 1]); } - + if (mesh.tangents != NULL) // Vertex tangents (XYZW - 4 components per vertex - float) { byteCount += sprintf(txtData + byteCount, "static float %s_TANGENT_DATA[%i] = { ", varFileName, mesh.vertexCount*4); @@ -4050,7 +4050,7 @@ static Model LoadOBJ(const char *fileName) model.meshCount = meshCount; // Set number of materials available - // NOTE: There could be more materials available than meshes but it will be resolved at + // NOTE: There could be more materials available than meshes but it will be resolved at // model.meshMaterial, just assigning the right material to corresponding mesh model.materialCount = materialCount; if (model.materialCount == 0) @@ -4068,7 +4068,7 @@ static Model LoadOBJ(const char *fileName) for (int i = 0; i < model.meshCount; i++) { // WARNING: We need to calculate the mesh triangles manually using meshes[i].face_offset - // because in case of triangulated quads, meshes[i].length actually report quads, + // because in case of triangulated quads, meshes[i].length actually report quads, // despite the triangulation that is efectively considered on attrib.num_faces unsigned int tris = 0; if (i == model.meshCount - 1) tris = attrib.num_faces - meshes[i].face_offset; @@ -5283,7 +5283,7 @@ static Model LoadGLTF(const char *fileName) else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec2)) { // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! - + // Handle 16-bit unsigned short, vec2 format model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(unsigned short)); unsigned short *ptr = (unsigned short *)model.meshes[meshIndex].boneIds; @@ -5292,7 +5292,7 @@ static Model LoadGLTF(const char *fileName) else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4)) { // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! - + // Handle 16-bit unsigned short, vec4 format model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short)); unsigned short *ptr = (unsigned short *)model.meshes[meshIndex].boneIds; @@ -5301,7 +5301,7 @@ static Model LoadGLTF(const char *fileName) else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4)) { // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! - + // Handle 32-bit unsigned int, vec4 format model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned int)); unsigned int *ptr = (unsigned int *)model.meshes[meshIndex].boneIds; @@ -5310,7 +5310,7 @@ static Model LoadGLTF(const char *fileName) else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2)) { // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! - + // Handle 32-bit float, vec2 format model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(float)); float *ptr = (float *)model.meshes[meshIndex].boneIds; @@ -5641,7 +5641,7 @@ static Model LoadVOX(const char *fileName) // 6*4 = 12 vertices per voxel Vector3 *pvertices = (Vector3 *)voxarray.vertices.array; - Vector3* pnormals = (Vector3*)voxarray.normals.array; + Vector3 *pnormals = (Vector3 *)voxarray.normals.array; Color *pcolors = (Color *)voxarray.colors.array; unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh @@ -5657,16 +5657,16 @@ static Model LoadVOX(const char *fileName) pmesh->vertexCount = (int)fmin(verticesMax, verticesRemain); size = pmesh->vertexCount*sizeof(float)*3; - pmesh->vertices = RL_MALLOC(size); + pmesh->vertices = (float *)RL_MALLOC(size); memcpy(pmesh->vertices, pvertices, size); // Copy normals - pmesh->normals = RL_MALLOC(size); //Rk. size as vertices + pmesh->normals = (float *)RL_MALLOC(size); memcpy(pmesh->normals, pnormals, size); // Copy indices size = voxarray.indices.used*sizeof(unsigned short); - pmesh->indices = RL_MALLOC(size); + pmesh->indices = (float *)RL_MALLOC(size); memcpy(pmesh->indices, pindices, size); pmesh->triangleCount = (pmesh->vertexCount/4)*2; @@ -6074,8 +6074,9 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou animations[a].boneCount = m3d->numbone + 1; animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo)); animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *)); - strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name)); - animations[a].name[sizeof(animations[a].name) - 1] = '\0'; + strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name)); + animations[a].name[sizeof(animations[a].name) - 1] = '\0'; + TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount); for (i = 0; i < (int)m3d->numbone; i++) |
