mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-20 10:18:14 +00:00
Code gardening
- Review formatting - Improve readability for some functions result return - Minimize early returns - Align LoadFileData() to UnloadFileData()
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@@ -228,7 +228,7 @@ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
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// Draw a triangle strip defined by points
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void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color)
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{
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if (pointCount < 3) return;
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if (pointCount < 3) return; // Security check
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -559,7 +559,7 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
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if (sides < 3) sides = 3;
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return;
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if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; // Security check
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// Construct a basis of the base and the top face:
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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@@ -649,7 +649,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
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if (sides < 3) sides = 3;
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0))return;
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if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; // Security check
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// Construct a basis of the base and the top face:
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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@@ -755,8 +755,8 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int
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capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
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};
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// make sure cap triangle normals are facing outwards
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if(c == 0)
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// Make sure cap triangle normals are facing outwards
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if (c == 0)
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{
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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@@ -1104,13 +1104,17 @@ Model LoadModelFromMesh(Mesh mesh)
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// Check if a model is ready
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bool IsModelReady(Model model)
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{
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return ((model.meshes != NULL) && // Validate model contains some mesh
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(model.materials != NULL) && // Validate model contains some material (at least default one)
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(model.meshMaterial != NULL) && // Validate mesh-material linkage
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(model.meshCount > 0) && // Validate mesh count
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(model.materialCount > 0)); // Validate material count
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bool result = false;
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if ((model.meshes != NULL) && // Validate model contains some mesh
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(model.materials != NULL) && // Validate model contains some material (at least default one)
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(model.meshMaterial != NULL) && // Validate mesh-material linkage
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(model.meshCount > 0) && // Validate mesh count
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(model.materialCount > 0)) result = true; // Validate material count
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// NOTE: This is a very general model validation, many elements could be validated from a model...
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return result;
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}
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// Unload model (meshes/materials) from memory (RAM and/or VRAM)
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@@ -2033,8 +2037,12 @@ Material LoadMaterialDefault(void)
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// Check if a material is ready
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bool IsMaterialReady(Material material)
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{
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return ((material.maps != NULL) && // Validate material contain some map
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(material.shader.id > 0)); // Validate material shader is valid
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bool result = false;
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if ((material.maps != NULL) && // Validate material contain some map
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(material.shader.id > 0)) result = true; // Validate material shader is valid
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return result;
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}
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// Unload material from memory
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@@ -2230,7 +2238,7 @@ Mesh GenMeshPoly(int sides, float radius)
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{
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Mesh mesh = { 0 };
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if (sides < 3) return mesh;
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if (sides < 3) return mesh; // Security check
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int vertexCount = sides*3;
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@@ -4493,7 +4501,7 @@ static Model LoadIQM(const char *fileName)
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BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
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RL_FREE(fileData);
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UnloadFileData(fileData);
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RL_FREE(imesh);
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RL_FREE(tri);
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@@ -4725,7 +4733,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
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}
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}
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RL_FREE(fileData);
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UnloadFileData(fileData);
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RL_FREE(joints);
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RL_FREE(framedata);
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@@ -6102,7 +6110,7 @@ static Model LoadM3D(const char *fileName)
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// called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty).
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if (m3d->numbone && m3d->numskin)
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{
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for(i = 0; i < model.meshCount; i++)
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for (i = 0; i < model.meshCount; i++)
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{
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memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
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memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
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