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Formating review, using imperative mode in comments
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@ -2400,7 +2400,7 @@ void UpdateModelAnimationEx(Model model, ModelAnimation animA, float frameA, Mod
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Vector3 frameBScale = Vector3Lerp(
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animB.keyframePoses[currentFrameB][boneIndex].scale,
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animB.keyframePoses[nextFrameB][boneIndex].scale, blendB);
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// Compute interpolated pose between both animations frames
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// NOTE: Storing animation frame data in model.currentPose
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model.currentPose[boneIndex].translation = Vector3Lerp(frameATranslation, frameBTranslation, blend);
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@ -2435,20 +2435,20 @@ void UpdateModelAnimationEx(Model model, ModelAnimation animA, float frameA, Mod
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// Invert bind pose transformation
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Vector3 invBindTranslation = Vector3RotateByQuaternion(
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Vector3Negate(model.skeleton.bindPose[boneIndex].translation),
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Vector3Negate(model.skeleton.bindPose[boneIndex].translation),
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QuaternionInvert(model.skeleton.bindPose[boneIndex].rotation));
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Quaternion invBindRotation = QuaternionInvert(model.skeleton.bindPose[boneIndex].rotation);
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Vector3 invBindScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, model.skeleton.bindPose[boneIndex].scale);
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Vector3 boneTranslation = Vector3Add(Vector3RotateByQuaternion(
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Vector3Multiply(model.currentPose[boneIndex].scale, invBindTranslation),
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model.currentPose[boneIndex].rotation),
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Vector3Multiply(model.currentPose[boneIndex].scale, invBindTranslation),
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model.currentPose[boneIndex].rotation),
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model.currentPose[boneIndex].translation);
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Quaternion boneRotation = QuaternionMultiply(model.currentPose[boneIndex].rotation, invBindRotation);
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Vector3 boneScale = Vector3Multiply(model.currentPose[boneIndex].scale, invBindScale);
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model.boneMatrices[boneIndex] = MatrixMultiply(
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MatrixMultiply(QuaternionToMatrix(boneRotation),
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MatrixMultiply(QuaternionToMatrix(boneRotation),
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MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
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MatrixScale(boneScale.x, boneScale.y, boneScale.z));
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*/
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@ -2470,14 +2470,14 @@ static void UpdateModelAnimationVertexBuffers(Model model)
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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const int vertexValuesCount = mesh.vertexCount*3;
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int boneIndex = 0;
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int boneCounter = 0;
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float boneWeight = 0.0f;
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bool bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
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// Skip if missing bone data or missing anim buffers initialization
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if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
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if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
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(mesh.animVertices == NULL) || (mesh.animNormals == NULL)) continue;
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for (int vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
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@ -2534,7 +2534,7 @@ void UnloadModelAnimations(ModelAnimation *animations, int animCount)
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{
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for (int a = 0; a < animCount; a++)
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{
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for (int i = 0; i < animations[a].keyframeCount; i++)
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for (int i = 0; i < animations[a].keyframeCount; i++)
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RL_FREE(animations[a].keyframePoses[i]);
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RL_FREE(animations[a].keyframePoses);
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@ -4560,7 +4560,7 @@ static Model LoadOBJ(const char *fileName)
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model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
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model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
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#else
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if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0)
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if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0)
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model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
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else model.meshes[i].texcoords = NULL;
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model.meshes[i].colors = NULL;
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@ -5159,7 +5159,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
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//else memcpy(bones[j].name, "ANIMJOINTNAME", 13); // Default bone name otherwise
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}
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for (unsigned int j = 0; j < anim[a].num_frames; j++)
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for (unsigned int j = 0; j < anim[a].num_frames; j++)
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animations[a].keyframePoses[j] = (Transform *)RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
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int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
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@ -6166,9 +6166,9 @@ static Model LoadGLTF(const char *fileName)
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worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15]
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};
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MatrixDecompose(worldMatrix,
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&(model.skeleton.bindPose[i].translation),
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&(model.skeleton.bindPose[i].rotation),
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MatrixDecompose(worldMatrix,
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&(model.skeleton.bindPose[i].translation),
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&(model.skeleton.bindPose[i].rotation),
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&(model.skeleton.bindPose[i].scale));
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}
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