Review code formatting
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@ -105,7 +105,8 @@ int main(void)
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// Check ray collision against test sphere
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RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
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if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) {
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if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
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{
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collision = sphereHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Sphere";
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81
src/models.c
81
src/models.c
@ -2987,12 +2987,13 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
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Vector3 raySpherePos = Vector3Subtract(center, ray.position);
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float vector = Vector3DotProduct(raySpherePos, ray.direction);
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float distance = Vector3Length(raySpherePos);
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float d = radius*radius - (distance * distance - vector*vector);
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float d = radius*radius - (distance*distance - vector*vector);
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collision.hit = d >= 0.0f;
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// Check if ray origin is inside the sphere to calculate the correct collision point
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if (distance < radius) { // inside
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if (distance < radius)
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{
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collision.distance = vector + sqrtf(d);
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// Calculate collision point
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@ -3000,7 +3001,9 @@ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius)
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// Calculate collision normal (pointing outwards)
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collision.normal = Vector3Negate(Vector3Normalize(Vector3Subtract(collision.point, center)));
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} else { // outside
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}
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else
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{
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collision.distance = vector - sqrtf(d);
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// Calculate collision point
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@ -3020,31 +3023,28 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
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// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
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// Reversing ray.direction will give use the correct result.
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bool insideBox =
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ray.position.x > box.min.x && ray.position.x < box.max.x &&
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ray.position.y > box.min.y && ray.position.y < box.max.y &&
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ray.position.z > box.min.z && ray.position.z < box.max.z;
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bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) &&
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(ray.position.y > box.min.y) && (ray.position.y < box.max.y) &&
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(ray.position.z > box.min.z) && (ray.position.z < box.max.z);
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if (insideBox) {
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ray.direction = Vector3Negate(ray.direction);
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}
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if (insideBox) ray.direction = Vector3Negate(ray.direction);
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float t[11] = { 0 };
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t[8] = 1.0f / ray.direction.x;
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t[9] = 1.0f / ray.direction.y;
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t[10] = 1.0f / ray.direction.z;
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t[8] = 1.0f/ray.direction.x;
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t[9] = 1.0f/ray.direction.y;
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t[10] = 1.0f/ray.direction.z;
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t[0] = (box.min.x - ray.position.x) * t[8];
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t[1] = (box.max.x - ray.position.x) * t[8];
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t[2] = (box.min.y - ray.position.y) * t[9];
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t[3] = (box.max.y - ray.position.y) * t[9];
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t[4] = (box.min.z - ray.position.z) * t[10];
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t[5] = (box.max.z - ray.position.z) * t[10];
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t[0] = (box.min.x - ray.position.x)*t[8];
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t[1] = (box.max.x - ray.position.x)*t[8];
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t[2] = (box.min.y - ray.position.y)*t[9];
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t[3] = (box.max.y - ray.position.y)*t[9];
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t[4] = (box.min.z - ray.position.z)*t[10];
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t[5] = (box.max.z - ray.position.z)*t[10];
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t[6] = (float)fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
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t[7] = (float)fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
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collision.hit = !(t[7] < 0 || t[6] > t[7]);
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collision.hit = !((t[7] < 0) || (t[6] > t[7]));
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collision.distance = t[6];
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collision.point = Vector3Add(ray.position, Vector3Scale(ray.direction, collision.distance));
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@ -3053,19 +3053,20 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
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// Get vector center point->hit point
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collision.normal = Vector3Subtract(collision.point, collision.normal);
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// Scale vector to unit cube
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// we use an additional .01 to fix numerical errors
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// NOTE: We use an additional .01 to fix numerical errors
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collision.normal = Vector3Scale(collision.normal, 2.01f);
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collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
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// the relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
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// and the others are somewhere between -1.0 and 1.0
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// casting to int is exactly our wanted normal!
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// The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
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// and the others are somewhere between -1.0 and 1.0
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// casting to int is exactly our wanted normal!
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collision.normal.x = (int)collision.normal.x;
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collision.normal.y = (int)collision.normal.y;
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collision.normal.z = (int)collision.normal.z;
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collision.normal = Vector3Normalize(collision.normal);
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if (insideBox) {
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if (insideBox)
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{
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// Reset ray.direction
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ray.direction = Vector3Negate(ray.direction);
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// Fix result
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@ -3203,7 +3204,8 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
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// Get collision info between ray and quad
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// NOTE: The points are expected to be in counter-clockwise winding
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RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) {
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RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4)
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{
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RayCollision collision = { 0 };
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collision = GetRayCollisionTriangle(ray, p1, p2, p4);
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@ -3247,7 +3249,7 @@ static Model LoadOBJ(const char *fileName)
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int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags);
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if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
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else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
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else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount);
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model.meshCount = materialCount;
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@ -3283,7 +3285,7 @@ static Model LoadOBJ(const char *fileName)
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//--------------------------------------
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// create the material meshes
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// running counts / indexes for each material mesh as we are
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// running counts/indexes for each material mesh as we are
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// building them at the same time
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int *vCount = RL_CALLOC(model.meshCount, sizeof(int));
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int *vtCount = RL_CALLOC(model.meshCount, sizeof(int));
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@ -4368,10 +4370,10 @@ static Model LoadGLTF(const char *fileName)
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{
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GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned short));
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// 257 = 65535/255
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model.meshes[primitiveIndex].colors[(a*4) + 0] = (unsigned char)(readValue[0] / 257);
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model.meshes[primitiveIndex].colors[(a*4) + 1] = (unsigned char)(readValue[1] / 257);
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model.meshes[primitiveIndex].colors[(a*4) + 2] = (unsigned char)(readValue[2] / 257);
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model.meshes[primitiveIndex].colors[(a*4) + 3] = (unsigned char)(readValue[3] / 257);
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model.meshes[primitiveIndex].colors[(a*4) + 0] = (unsigned char)(readValue[0]/257);
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model.meshes[primitiveIndex].colors[(a*4) + 1] = (unsigned char)(readValue[1]/257);
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model.meshes[primitiveIndex].colors[(a*4) + 2] = (unsigned char)(readValue[2]/257);
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model.meshes[primitiveIndex].colors[(a*4) + 3] = (unsigned char)(readValue[3]/257);
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}
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}
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}
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@ -4437,12 +4439,14 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
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bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
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int numberCompletedBones = 0;
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while (numberCompletedBones < model->boneCount) {
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while (numberCompletedBones < model->boneCount)
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{
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for (int i = 0; i < model->boneCount; i++)
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{
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if (completedBones[i]) continue;
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if (model->bones[i].parent < 0) {
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if (model->bones[i].parent < 0)
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{
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completedBones[i] = true;
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numberCompletedBones++;
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continue;
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@ -4453,8 +4457,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
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Transform* currentTransform = &model->bindPose[i];
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BoneInfo* currentBone = &model->bones[i];
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int root = currentBone->parent;
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if (root >= model->boneCount)
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root = 0;
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if (root >= model->boneCount) root = 0;
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Transform* parentTransform = &model->bindPose[root];
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currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
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@ -4470,7 +4473,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
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}
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}
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static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data)
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static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data)
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{
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for (int i = 0; i < model->materialCount - 1; i++)
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{
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@ -4541,7 +4544,7 @@ static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_dat
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model->materials[model->materialCount - 1] = LoadMaterialDefault();
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}
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static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex)
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static void LoadGLTFBoneAttribute(Model *model, cgltf_accessor *jointsAccessor, const cgltf_data *data, int primitiveIndex)
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{
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if (jointsAccessor->component_type == cgltf_component_type_r_16u)
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{
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@ -4790,7 +4793,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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}
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}
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output->frameCount = (int)(animationDuration / timeStep);
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output->frameCount = (int)(animationDuration/timeStep);
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output->boneCount = (int)data->nodes_count;
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output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
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output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
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@ -1661,17 +1661,17 @@ void UpdateMusicStream(Music music)
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{
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case ma_format_f32:
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// NOTE: Internally this function considers 2 channels generation, so samplesCount/2
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jar_xm_generate_samples((jar_xm_context_t*)music.ctxData, (float*)pcm, samplesCount / 2);
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jar_xm_generate_samples((jar_xm_context_t*)music.ctxData, (float*)pcm, samplesCount/2);
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break;
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case ma_format_s16:
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// NOTE: Internally this function considers 2 channels generation, so samplesCount/2
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jar_xm_generate_samples_16bit((jar_xm_context_t*)music.ctxData, (short*)pcm, samplesCount / 2);
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jar_xm_generate_samples_16bit((jar_xm_context_t*)music.ctxData, (short*)pcm, samplesCount/2);
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break;
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case ma_format_u8:
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// NOTE: Internally this function considers 2 channels generation, so samplesCount/2
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jar_xm_generate_samples_8bit((jar_xm_context_t*)music.ctxData, (char*)pcm, samplesCount / 2);
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jar_xm_generate_samples_8bit((jar_xm_context_t*)music.ctxData, (char*)pcm, samplesCount/2);
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break;
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}
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