Review some warnings and formatting

This commit is contained in:
raysan5 2021-02-09 13:23:06 +01:00
parent 4e68524871
commit 9619e5cbf8

View File

@ -3738,7 +3738,7 @@ static Model LoadGLTF(const char *fileName)
for (unsigned int i = 0; i < data->nodes_count; i++)
{
if(data->nodes[i].has_translation)
if (data->nodes[i].has_translation)
{
memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
}
@ -3747,7 +3747,7 @@ static Model LoadGLTF(const char *fileName)
model.bindPose[i].translation = Vector3Zero();
}
if(data->nodes[i].has_rotation)
if (data->nodes[i].has_rotation)
{
memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
}
@ -3757,7 +3757,7 @@ static Model LoadGLTF(const char *fileName)
}
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
if(data->nodes[i].has_scale)
if (data->nodes[i].has_scale)
{
memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
}
@ -3898,19 +3898,19 @@ static Model LoadGLTF(const char *fileName)
{
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
if(acc->component_type == cgltf_component_type_r_16u)
if (acc->component_type == cgltf_component_type_r_16u)
{
model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
LOAD_ACCESSOR(short, 4, acc, bones);
for(int a = 0; a < acc->count * 4; a ++)
for (unsigned int a = 0; a < acc->count * 4; a ++)
{
cgltf_node* skinJoint = data->skins->joints[bones[a]];
for(int k = 0; k < data->nodes_count; k++)
for (unsigned int k = 0; k < data->nodes_count; k++)
{
if(&(data->nodes[k]) == skinJoint)
if (&(data->nodes[k]) == skinJoint)
{
model.meshes[primitiveIndex].boneIds[a] = k;
break;
@ -3967,7 +3967,7 @@ static Model LoadGLTF(const char *fileName)
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
}
// if(data->meshes[i].)
// if (data->meshes[i].)
primitiveIndex++;
}
@ -3985,9 +3985,9 @@ static Model LoadGLTF(const char *fileName)
static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
{
if(acc->count == 2)
if (acc->count == 2)
{
if(index > 1)
if (index > 1)
{
return false;
}
@ -4058,18 +4058,18 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
float animationDuration = 0.0f;
// Getting the max animation time to consider for animation duration
for (int i = 0; i < animation->channels_count; i++)
for (unsigned int i = 0; i < animation->channels_count; i++)
{
cgltf_animation_channel* channel = animation->channels + i;
int frameCounts = channel->sampler->input->count;
float lastFrameTime = 0.0f;
if(GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
{
animationDuration = fmaxf(lastFrameTime, animationDuration);
}
}
output->frameCount = animationDuration / TIMESTEP;
output->frameCount = (int)(animationDuration / TIMESTEP);
output->boneCount = data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
@ -4084,7 +4084,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
// Allocate data for frames
// Initiate with zero bone translations
for (unsigned int frame = 0; frame < output->frameCount; frame++)
for (int frame = 0; frame < output->frameCount; frame++)
{
output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
@ -4098,14 +4098,14 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
// for each single transformation type on single bone
for(int channelId = 0; channelId < animation->channels_count; channelId++)
for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
{
cgltf_animation_channel* channel = animation->channels + channelId;
cgltf_animation_sampler* sampler = channel->sampler;
int boneId = channel->target_node - data->nodes;
for(int frame = 0; frame < output->frameCount; frame++)
for (int frame = 0; frame < output->frameCount; frame++)
{
bool shouldSkipFurtherTransformation = true;
int outputMin = 0;
@ -4116,19 +4116,19 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
// For this transformation:
// getting between which input values the current frame time position
// and also what is the percent to use in the linear interpolation later
for(int j = 0; j < sampler->input->count; j++)
for (unsigned int j = 0; j < sampler->input->count; j++)
{
float inputFrameTime;
if(GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
if (GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
{
if(frameTime < inputFrameTime)
if (frameTime < inputFrameTime)
{
shouldSkipFurtherTransformation = false;
outputMin = j - 1;
outputMax = j;
float previousInputTime = 0.0f;
if(GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
if (GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
{
lerpPercent = (frameTime - previousInputTime) / (inputFrameTime - previousInputTime);
}
@ -4140,44 +4140,44 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
// If the current transformation has no information for the current frame time point
if(shouldSkipFurtherTransformation) {
if (shouldSkipFurtherTransformation) {
continue;
}
if(channel->target_path == cgltf_animation_path_type_translation) {
if (channel->target_path == cgltf_animation_path_type_translation) {
Vector3 translationStart;
Vector3 translationEnd;
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&translationStart, 3);
success = GltfReadFloat(sampler->output, outputMax, (float*)&translationEnd, 3) || success;
if(success)
if (success)
{
output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
}
}
if(channel->target_path == cgltf_animation_path_type_rotation) {
if (channel->target_path == cgltf_animation_path_type_rotation) {
Quaternion rotationStart;
Quaternion rotationEnd;
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&rotationStart, 4);
success = GltfReadFloat(sampler->output, outputMax, (float*)&rotationEnd, 4) || success;
if(success)
if (success)
{
output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
}
}
if(channel->target_path == cgltf_animation_path_type_scale) {
if (channel->target_path == cgltf_animation_path_type_scale) {
Vector3 scaleStart;
Vector3 scaleEnd;
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&scaleStart, 3);
success = GltfReadFloat(sampler->output, outputMax, (float*)&scaleEnd, 3) || success;
if(success)
if (success)
{
output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
}
@ -4186,7 +4186,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
// Build frameposes
for (unsigned int frame = 0; frame < output->frameCount; frame++)
for (int frame = 0; frame < output->frameCount; frame++)
{
for (int i = 0; i < output->boneCount; i++)
{