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src/models.c
12
src/models.c
@ -1461,9 +1461,9 @@ 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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model.meshes[m].animVertices[vCounter] += animVertex.x * boneWeight;
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model.meshes[m].animVertices[vCounter + 1] += animVertex.y * boneWeight;
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model.meshes[m].animVertices[vCounter + 2] += animVertex.z * boneWeight;
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model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight;
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model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight;
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model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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@ -1471,9 +1471,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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{
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] += animNormal.x * boneWeight;
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model.meshes[m].animNormals[vCounter + 1] += animNormal.y * boneWeight;
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model.meshes[m].animNormals[vCounter + 2] += animNormal.z * boneWeight;
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model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight;
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model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight;
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model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight;
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}
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boneCounter += 1;
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}
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@ -1390,27 +1390,27 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
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{
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Matrix result = MatrixIdentity();
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float a2 = q.x * q.x;
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float b2 = q.y * q.y;
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float c2 = q.z * q.z;
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float ac = q.x * q.z;
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float ab = q.x * q.y;
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float bc = q.y * q.z;
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float ad = q.w * q.x;
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float bd = q.w * q.y;
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float cd = q.w * q.z;
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float a2 = q.x*q.x;
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float b2 = q.y*q.y;
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float c2 = q.z*q.z;
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float ac = q.x*q.z;
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float ab = q.x*q.y;
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float bc = q.y*q.z;
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float ad = q.w*q.x;
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float bd = q.w*q.y;
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float cd = q.w*q.z;
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result.m0 = 1 - 2 * (b2 + c2);
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result.m1 = 2 * (ab + cd);
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result.m2 = 2 * (ac - bd);
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result.m0 = 1 - 2*(b2 + c2);
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result.m1 = 2*(ab + cd);
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result.m2 = 2*(ac - bd);
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result.m4 = 2 * (ab - cd);
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result.m5 = 1 - 2 * (a2 + c2);
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result.m6 = 2 * (bc + ad);
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result.m4 = 2*(ab - cd);
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result.m5 = 1 - 2*(a2 + c2);
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result.m6 = 2*(bc + ad);
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result.m8 = 2 * (ac + bd);
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result.m9 = 2 * (bc - ad);
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result.m10 = 1 - 2 * (a2 + b2);
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result.m8 = 2*(ac + bd);
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result.m9 = 2*(bc - ad);
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result.m10 = 1 - 2*(a2 + b2);
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return result;
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}
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