REVIEWED: Coding conventions

This commit is contained in:
Ray
2024-12-03 19:14:14 +01:00
parent b50d418ec7
commit 1f45e7af76
7 changed files with 61 additions and 50 deletions

View File

@@ -96,9 +96,9 @@
#endif
#if defined(SUPPORT_MESH_GENERATION)
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
#define PAR_MALLOC(T, N) ((T *)RL_MALLOC(N*sizeof(T)))
#define PAR_CALLOC(T, N) ((T *)RL_CALLOC(N*sizeof(T), 1))
#define PAR_REALLOC(T, BUF, N) ((T *)RL_REALLOC(BUF, sizeof(T)*(N)))
#define PAR_FREE RL_FREE
#if defined(_MSC_VER) // Disable some MSVC warning
@@ -2308,7 +2308,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
}
}
// at least 2x speed up vs the old method
// at least 2x speed up vs the old method
// Update model animated vertex data (positions and normals) for a given frame
// NOTE: Updated data is uploaded to GPU
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
@@ -2340,14 +2340,16 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{
boneWeight = mesh.boneWeights[boneCounter];
boneId = mesh.boneIds[boneCounter];
// Early stop when no transformation will be applied
if (boneWeight == 0.0f) continue;
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]);
mesh.animVertices[vCounter] += animVertex.x * boneWeight;
mesh.animVertices[vCounter+1] += animVertex.y * boneWeight;
mesh.animVertices[vCounter+2] += animVertex.z * boneWeight;
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
updated = true;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
if (mesh.normals != NULL)
@@ -2360,6 +2362,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
}
}
}
if (updated)
{
rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
@@ -2725,11 +2728,11 @@ Mesh GenMeshCube(float width, float height, float length)
#else // Use par_shapes library to generate cube mesh
/*
// Platonic solids:
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
par_shapes_mesh *par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
par_shapes_mesh *par_shapes_create_cube(); // 6 sides polyhedron (cube)
par_shapes_mesh *par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
par_shapes_mesh *par_shapes_create_dodecahedron(); // 12 sides polyhedron
par_shapes_mesh *par_shapes_create_icosahedron(); // 20 sides polyhedron
*/
// Platonic solid generation: cube (6 sides)
// NOTE: No normals/texcoords generated by default
@@ -3840,7 +3843,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
for (int i = 0; i < 4; i++)
{
points[i] = Vector3Subtract(points[i], origin3D);
if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation * DEG2RAD);
if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation*DEG2RAD);
points[i] = Vector3Add(points[i], position);
}
@@ -4049,7 +4052,7 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
for (int i = 0; i < triangleCount; i++)
{
Vector3 a, b, c;
Vector3* vertdata = (Vector3*)mesh.vertices;
Vector3 *vertdata = (Vector3 *)mesh.vertices;
if (mesh.indices)
{
@@ -4213,7 +4216,7 @@ static Model LoadOBJ(const char *fileName)
if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
unsigned int dataSize = (unsigned int)strlen(fileText);
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags);
@@ -4316,7 +4319,7 @@ static Model LoadOBJ(const char *fileName)
faceVertIndex += objAttributes.face_num_verts[faceId];
localMeshVertexCount += objAttributes.face_num_verts[faceId];
}
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
for (int i = 0; i < model.meshCount; i++)
@@ -4325,7 +4328,7 @@ static Model LoadOBJ(const char *fileName)
unsigned int vertexCount = localMeshVertexCounts[i];
model.meshes[i].vertexCount = vertexCount;
model.meshes[i].triangleCount = vertexCount / 3;
model.meshes[i].triangleCount = vertexCount/3;
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
@@ -4360,7 +4363,7 @@ static Model LoadOBJ(const char *fileName)
else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
newMesh = true;
}
// If this is a new material, we need to allocate a new mesh
if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
lastMaterial = objAttributes.material_ids[faceId];
@@ -5672,7 +5675,7 @@ static Model LoadGLTF(const char *fileName)
else if (attribute->component_type == cgltf_component_type_r_8u)
{
// Init raylib mesh indices to copy glTF attribute data
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count * sizeof(unsigned short));
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned char, model.meshes[meshIndex].indices, unsigned short)
}
@@ -5727,7 +5730,7 @@ static Model LoadGLTF(const char *fileName)
for (int i = 0; i < model.boneCount; i++)
{
cgltf_node* node = skin.joints[i];
cgltf_node *node = skin.joints[i];
cgltf_float worldTransform[16];
cgltf_node_transform_world(node, worldTransform);
Matrix worldMatrix = {