Review some warnings and formatting
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4e68524871
commit
9619e5cbf8
56
src/models.c
56
src/models.c
@ -3738,7 +3738,7 @@ static Model LoadGLTF(const char *fileName)
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for (unsigned int i = 0; i < data->nodes_count; i++)
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{
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if(data->nodes[i].has_translation)
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if (data->nodes[i].has_translation)
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{
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memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
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}
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@ -3747,7 +3747,7 @@ static Model LoadGLTF(const char *fileName)
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model.bindPose[i].translation = Vector3Zero();
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}
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if(data->nodes[i].has_rotation)
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if (data->nodes[i].has_rotation)
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{
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memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
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}
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@ -3757,7 +3757,7 @@ static Model LoadGLTF(const char *fileName)
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}
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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if(data->nodes[i].has_scale)
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if (data->nodes[i].has_scale)
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{
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memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
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}
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@ -3898,19 +3898,19 @@ static Model LoadGLTF(const char *fileName)
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{
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
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if(acc->component_type == cgltf_component_type_r_16u)
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if (acc->component_type == cgltf_component_type_r_16u)
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{
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model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
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short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
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LOAD_ACCESSOR(short, 4, acc, bones);
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for(int a = 0; a < acc->count * 4; a ++)
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for (unsigned int a = 0; a < acc->count * 4; a ++)
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{
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cgltf_node* skinJoint = data->skins->joints[bones[a]];
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for(int k = 0; k < data->nodes_count; k++)
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for (unsigned int k = 0; k < data->nodes_count; k++)
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{
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if(&(data->nodes[k]) == skinJoint)
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if (&(data->nodes[k]) == skinJoint)
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{
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model.meshes[primitiveIndex].boneIds[a] = k;
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break;
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@ -3967,7 +3967,7 @@ static Model LoadGLTF(const char *fileName)
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model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
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}
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// if(data->meshes[i].)
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// if (data->meshes[i].)
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primitiveIndex++;
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}
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@ -3985,9 +3985,9 @@ static Model LoadGLTF(const char *fileName)
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static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
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{
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if(acc->count == 2)
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if (acc->count == 2)
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{
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if(index > 1)
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if (index > 1)
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{
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return false;
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}
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@ -4058,18 +4058,18 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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float animationDuration = 0.0f;
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// Getting the max animation time to consider for animation duration
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for (int i = 0; i < animation->channels_count; i++)
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for (unsigned int i = 0; i < animation->channels_count; i++)
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{
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cgltf_animation_channel* channel = animation->channels + i;
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int frameCounts = channel->sampler->input->count;
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float lastFrameTime = 0.0f;
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if(GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
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if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
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{
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animationDuration = fmaxf(lastFrameTime, animationDuration);
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}
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}
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output->frameCount = animationDuration / TIMESTEP;
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output->frameCount = (int)(animationDuration / TIMESTEP);
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output->boneCount = 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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@ -4084,7 +4084,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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// Allocate data for frames
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// Initiate with zero bone translations
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for (unsigned int frame = 0; frame < output->frameCount; frame++)
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for (int frame = 0; frame < output->frameCount; frame++)
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{
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output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
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@ -4098,14 +4098,14 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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}
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// for each single transformation type on single bone
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for(int channelId = 0; channelId < animation->channels_count; channelId++)
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for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
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{
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cgltf_animation_channel* channel = animation->channels + channelId;
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cgltf_animation_sampler* sampler = channel->sampler;
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int boneId = channel->target_node - data->nodes;
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for(int frame = 0; frame < output->frameCount; frame++)
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for (int frame = 0; frame < output->frameCount; frame++)
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{
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bool shouldSkipFurtherTransformation = true;
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int outputMin = 0;
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@ -4116,19 +4116,19 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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// For this transformation:
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// getting between which input values the current frame time position
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// and also what is the percent to use in the linear interpolation later
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for(int j = 0; j < sampler->input->count; j++)
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for (unsigned int j = 0; j < sampler->input->count; j++)
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{
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float inputFrameTime;
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if(GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
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if (GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
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{
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if(frameTime < inputFrameTime)
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if (frameTime < inputFrameTime)
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{
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shouldSkipFurtherTransformation = false;
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outputMin = j - 1;
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outputMax = j;
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float previousInputTime = 0.0f;
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if(GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
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if (GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
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{
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lerpPercent = (frameTime - previousInputTime) / (inputFrameTime - previousInputTime);
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}
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@ -4140,44 +4140,44 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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}
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// If the current transformation has no information for the current frame time point
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if(shouldSkipFurtherTransformation) {
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if (shouldSkipFurtherTransformation) {
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continue;
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}
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if(channel->target_path == cgltf_animation_path_type_translation) {
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if (channel->target_path == cgltf_animation_path_type_translation) {
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Vector3 translationStart;
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Vector3 translationEnd;
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bool success = GltfReadFloat(sampler->output, outputMin, (float*)&translationStart, 3);
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success = GltfReadFloat(sampler->output, outputMax, (float*)&translationEnd, 3) || success;
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if(success)
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if (success)
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{
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output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
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}
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}
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if(channel->target_path == cgltf_animation_path_type_rotation) {
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if (channel->target_path == cgltf_animation_path_type_rotation) {
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Quaternion rotationStart;
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Quaternion rotationEnd;
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bool success = GltfReadFloat(sampler->output, outputMin, (float*)&rotationStart, 4);
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success = GltfReadFloat(sampler->output, outputMax, (float*)&rotationEnd, 4) || success;
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if(success)
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if (success)
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{
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output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
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output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
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}
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}
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if(channel->target_path == cgltf_animation_path_type_scale) {
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if (channel->target_path == cgltf_animation_path_type_scale) {
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Vector3 scaleStart;
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Vector3 scaleEnd;
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bool success = GltfReadFloat(sampler->output, outputMin, (float*)&scaleStart, 3);
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success = GltfReadFloat(sampler->output, outputMax, (float*)&scaleEnd, 3) || success;
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if(success)
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if (success)
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{
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output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
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}
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@ -4186,7 +4186,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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}
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// Build frameposes
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for (unsigned int frame = 0; frame < output->frameCount; frame++)
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for (int frame = 0; frame < output->frameCount; frame++)
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{
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for (int i = 0; i < output->boneCount; i++)
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{
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