Minor format tweaks

This commit is contained in:
raysan5 2021-08-28 12:01:16 +02:00
parent 66c6ec4465
commit d98e61c6eb
3 changed files with 20 additions and 20 deletions

View File

@ -123,13 +123,13 @@ static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCou
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data);
static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh* mesh, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName);
static void LoadGLTFNode(cgltf_data *data, cgltf_node* node, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName);
static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
static void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
static void InitGLTFBones(Model *model, const cgltf_data *data);
static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex);
static void GetGLTFPrimitiveCount(cgltf_node* node, int* outCount);
static bool ReadGLTFValue(cgltf_accessor* acc, unsigned int index, void *variable);
static void *ReadGLTFValuesAs(cgltf_accessor* acc, cgltf_component_type type, bool adjustOnDownCasting);
static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount);
static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable);
static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting);
#endif
//----------------------------------------------------------------------------------
@ -4891,7 +4891,7 @@ static Model LoadGLTF(const char *fileName)
return model;
}
static void InitGLTFBones(Model* model, const cgltf_data* data)
static void InitGLTFBones(Model *model, const cgltf_data *data)
{
for (unsigned int j = 0; j < data->nodes_count; j++)
{
@ -4914,7 +4914,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
}
{
bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
bool *completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
int numberCompletedBones = 0;
while (numberCompletedBones < model->boneCount)
@ -5022,7 +5022,7 @@ static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_dat
model->materials[model->materialCount - 1] = LoadMaterialDefault();
}
static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex)
static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex)
{
for (unsigned int nodeId = 0; nodeId < data->nodes_count; nodeId++)
{
@ -5030,12 +5030,12 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
{
if (model->meshes[primitiveIndex].boneIds == NULL)
{
model->meshes[primitiveIndex].boneIds = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(int));
model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(float));
model->meshes[primitiveIndex].boneIds = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(int));
model->meshes[primitiveIndex].boneWeights = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(float));
for (int b = 0; b < 4*model->meshes[primitiveIndex].vertexCount; b++)
for (int b = 0; b < model->meshes[primitiveIndex].vertexCount*4; b++)
{
if (b % 4 == 0)
if (b%4 == 0)
{
model->meshes[primitiveIndex].boneIds[b] = nodeId;
model->meshes[primitiveIndex].boneWeights[b] = 1.0f;
@ -5112,7 +5112,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
// Getting the max animation time to consider for animation duration
for (unsigned int i = 0; i < animation->channels_count; i++)
{
cgltf_animation_channel* channel = animation->channels + i;
cgltf_animation_channel *channel = animation->channels + i;
int frameCounts = (int)channel->sampler->input->count;
float lastFrameTime = 0.0f;
@ -5159,8 +5159,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
// for each single transformation type on single bone
for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
{
cgltf_animation_channel* channel = animation->channels + channelId;
cgltf_animation_sampler* sampler = channel->sampler;
cgltf_animation_channel *channel = animation->channels + channelId;
cgltf_animation_sampler *sampler = channel->sampler;
int boneId = (int)(channel->target_node - data->nodes);
@ -5318,7 +5318,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
return animations;
}
void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName)
void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
{
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
@ -5443,7 +5443,7 @@ void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix cu
}
}
void LoadGLTFNode(cgltf_data* data, cgltf_node* node, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName)
void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
{
Matrix nodeTransform = {
node->matrix[0], node->matrix[4], node->matrix[8], node->matrix[12],
@ -5458,7 +5458,7 @@ void LoadGLTFNode(cgltf_data* data, cgltf_node* node, Model* outModel, Matrix cu
for (unsigned int i = 0; i < node->children_count; i++) LoadGLTFNode(data, node->children[i], outModel, currentTransform, primitiveIndex, fileName);
}
static void GetGLTFPrimitiveCount(cgltf_node* node, int* outCount)
static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount)
{
if (node->mesh != NULL) *outCount += node->mesh->primitives_count;

View File

@ -942,7 +942,7 @@ bool ExportWaveAsCode(Wave wave, const char *fileName)
// NOTE: Text data buffer size is estimated considering wave data size in bytes
// and requiring 6 char bytes for every byte: "0x00, "
char *txtData = (char *)RL_CALLOC(6*waveDataSize + 2000, sizeof(char));
char *txtData = (char *)RL_CALLOC(waveDataSize*6 + 2000, sizeof(char));
int bytesCount = 0;
bytesCount += sprintf(txtData + bytesCount, "\n//////////////////////////////////////////////////////////////////////////////////\n");

View File

@ -518,7 +518,7 @@ bool ExportImageAsCode(Image image, const char *fileName)
// NOTE: Text data buffer size is estimated considering image data size in bytes
// and requiring 6 char bytes for every byte: "0x00, "
char *txtData = (char *)RL_CALLOC(6*dataSize + 2000, sizeof(char));
char *txtData = (char *)RL_CALLOC(dataSize*6 + 2000, sizeof(char));
int bytesCount = 0;
bytesCount += sprintf(txtData + bytesCount, "////////////////////////////////////////////////////////////////////////////////////////\n");