Minor formating tweaks
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3888299bf5
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@ -1439,11 +1439,11 @@ RLAPI void UnloadModelKeepMeshes(Model model);
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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@ -2117,13 +2117,14 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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for (int m = 0; m < model.meshCount; m++)
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{
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Mesh mesh = model.meshes[m];
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if (mesh.boneIds == NULL || mesh.boneWeights == NULL)
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{
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TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation Mesh %i has no connection to bones",m);
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TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation(): Mesh %i has no connection to bones", m);
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continue;
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}
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bool updated = false; // set to true when anim vertex information is updated
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bool updated = false; // Flag to check when anim vertex information is updated
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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@ -2140,13 +2141,13 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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float boneWeight = 0.0;
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const int vValues = mesh.vertexCount*3;
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for (int vCounter = 0; vCounter < vValues; vCounter+=3)
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for (int vCounter = 0; vCounter < vValues; vCounter += 3)
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{
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mesh.animVertices[vCounter] = 0;
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mesh.animVertices[vCounter + 1] = 0;
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mesh.animVertices[vCounter + 2] = 0;
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if (mesh.animNormals!=NULL)
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if (mesh.animNormals != NULL)
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{
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mesh.animNormals[vCounter] = 0;
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mesh.animNormals[vCounter + 1] = 0;
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@ -2157,16 +2158,15 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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for (int j = 0; j < 4; j++, boneCounter++)
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{
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boneWeight = mesh.boneWeights[boneCounter];
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// early stop when no transformation will be applied
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if (boneWeight == 0.0f)
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{
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continue;
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}
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// Early stop when no transformation will be applied
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if (boneWeight == 0.0f) continue;
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boneId = mesh.boneIds[boneCounter];
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//int boneIdParent = model.bones[boneId].parent;
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inTranslation = model.bindPose[boneId].translation;
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inRotation = model.bindPose[boneId].rotation;
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// inScale = model.bindPose[boneId].scale;
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//inScale = model.bindPose[boneId].scale;
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outTranslation = anim.framePoses[frame][boneId].translation;
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outRotation = anim.framePoses[frame][boneId].rotation;
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outScale = anim.framePoses[frame][boneId].scale;
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@ -2178,7 +2178,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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// animVertex = Vector3Transform(animVertex, model.transform);
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//animVertex = Vector3Transform(animVertex, model.transform);
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mesh.animVertices[vCounter] += animVertex.x*boneWeight;
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mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight;
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mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight;
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@ -2198,10 +2198,11 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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}
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// Upload new vertex data to GPU for model drawing
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// Only update data when values changed.
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if (updated){
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rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
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rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
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// NOTE: Only update data when values changed
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if (updated)
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{
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rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
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rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
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}
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}
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}
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@ -1297,6 +1297,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
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TRACELOG(LOG_INFO, "IMAGE: Text scaled by factor: %f", scaleFactor);
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// Using nearest-neighbor scaling algorithm for default font
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// TODO: Allow defining the preferred scaling mechanism externally
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// WARNING: Module required: rtext
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if (font.texture.id == GetFontDefault().texture.id) ImageResizeNN(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
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else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
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