diff --git a/src/models.c b/src/models.c index af4fd65c..1e6bdebe 100644 --- a/src/models.c +++ b/src/models.c @@ -1461,9 +1461,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) animVertex = Vector3Subtract(animVertex, inTranslation); animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); animVertex = Vector3Add(animVertex, outTranslation); - model.meshes[m].animVertices[vCounter] += animVertex.x * boneWeight; - model.meshes[m].animVertices[vCounter + 1] += animVertex.y * boneWeight; - model.meshes[m].animVertices[vCounter + 2] += animVertex.z * boneWeight; + model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight; + model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight; + model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight; // Normals processing // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) @@ -1471,9 +1471,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) { animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] }; animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); - model.meshes[m].animNormals[vCounter] += animNormal.x * boneWeight; - model.meshes[m].animNormals[vCounter + 1] += animNormal.y * boneWeight; - model.meshes[m].animNormals[vCounter + 2] += animNormal.z * boneWeight; + model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight; + model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight; + model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight; } boneCounter += 1; } diff --git a/src/raymath.h b/src/raymath.h index 7ab79860..9d840443 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1390,27 +1390,27 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q) { Matrix result = MatrixIdentity(); - float a2 = q.x * q.x; - float b2 = q.y * q.y; - float c2 = q.z * q.z; - float ac = q.x * q.z; - float ab = q.x * q.y; - float bc = q.y * q.z; - float ad = q.w * q.x; - float bd = q.w * q.y; - float cd = q.w * q.z; + float a2 = q.x*q.x; + float b2 = q.y*q.y; + float c2 = q.z*q.z; + float ac = q.x*q.z; + float ab = q.x*q.y; + float bc = q.y*q.z; + float ad = q.w*q.x; + float bd = q.w*q.y; + float cd = q.w*q.z; - result.m0 = 1 - 2 * (b2 + c2); - result.m1 = 2 * (ab + cd); - result.m2 = 2 * (ac - bd); + result.m0 = 1 - 2*(b2 + c2); + result.m1 = 2*(ab + cd); + result.m2 = 2*(ac - bd); - result.m4 = 2 * (ab - cd); - result.m5 = 1 - 2 * (a2 + c2); - result.m6 = 2 * (bc + ad); + result.m4 = 2*(ab - cd); + result.m5 = 1 - 2*(a2 + c2); + result.m6 = 2*(bc + ad); - result.m8 = 2 * (ac + bd); - result.m9 = 2 * (bc - ad); - result.m10 = 1 - 2 * (a2 + b2); + result.m8 = 2*(ac + bd); + result.m9 = 2*(bc - ad); + result.m10 = 1 - 2*(a2 + b2); return result; }