Review formatting

This commit is contained in:
Ray
2024-04-21 12:29:09 +02:00
parent cf47fbb20b
commit 3caa424ad4
7 changed files with 122 additions and 120 deletions

View File

@@ -706,7 +706,7 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int
Vector3 capCenter = endPos;
float baseSliceAngle = (2.0f*PI)/slices;
float baseRingAngle = PI * 0.5f / rings;
float baseRingAngle = PI*0.5f/rings;
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -725,34 +725,34 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int
// as we iterate through the rings they must get smaller by the cos(angle(i))
// compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
Vector3 w1 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius
};
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
Vector3 w2 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius
};
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
Vector3 w3 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius
};
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
Vector3 w4 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius
};
// Make sure cap triangle normals are facing outwards
@@ -849,7 +849,7 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices
Vector3 capCenter = endPos;
float baseSliceAngle = (2.0f*PI)/slices;
float baseRingAngle = PI * 0.5f / rings;
float baseRingAngle = PI*0.5f/rings;
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -868,34 +868,34 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices
// as we iterate through the rings they must get smaller by the cos(angle(i))
// compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
Vector3 w1 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius
};
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
Vector3 w2 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius
};
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
Vector3 w3 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius
};
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
Vector3 w4 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius
};
rlVertex3f(w1.x, w1.y, w1.z);
@@ -1105,7 +1105,7 @@ Model LoadModelFromMesh(Mesh mesh)
bool IsModelReady(Model model)
{
bool result = false;
if ((model.meshes != NULL) && // Validate model contains some mesh
(model.materials != NULL) && // Validate model contains some material (at least default one)
(model.meshMaterial != NULL) && // Validate mesh-material linkage
@@ -1113,7 +1113,7 @@ bool IsModelReady(Model model)
(model.materialCount > 0)) result = true; // Validate material count
// NOTE: This is a very general model validation, many elements could be validated from a model...
return result;
}
@@ -1966,18 +1966,18 @@ static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, i
materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd
else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3];
else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks
materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2] * 255.0f), 255 }; //float specular[3];
materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2]*255.0f), 255 }; //float specular[3];
materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump
materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess;
materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2] * 255.0f), 255 }; //float emission[3];
materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2]*255.0f), 255 }; //float emission[3];
if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp
}
@@ -2038,10 +2038,10 @@ Material LoadMaterialDefault(void)
bool IsMaterialReady(Material material)
{
bool result = false;
if ((material.maps != NULL) && // Validate material contain some map
(material.shader.id > 0)) result = true; // Validate material shader is valid
return result;
}
@@ -2349,7 +2349,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
for (int face = 0; face < numFaces; face++)
{
// Retrieve lower left corner from face ind
int i = face + face / (resX - 1);
int i = face + face/(resX - 1);
triangles[t++] = i + resX;
triangles[t++] = i + 1;
@@ -3038,7 +3038,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Color *pixels = LoadImageColors(cubicmap);
// NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
int maxTriangles = cubicmap.width * cubicmap.height * 12;
int maxTriangles = cubicmap.width*cubicmap.height*12;
int vCounter = 0; // Used to count vertices
int tcCounter = 0; // Used to count texcoords
@@ -3588,6 +3588,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
// Draw a billboard with additional parameters
// NOTE: Size defines the destination rectangle size, stretching the source texture as required
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
@@ -3657,7 +3659,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
if (sizeRatio.x * sizeRatio.y >= 0.0f)
if (sizeRatio.x*sizeRatio.y >= 0.0f)
{
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
@@ -5278,7 +5280,7 @@ static Model LoadGLTF(const char *fileName)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName);
}
// NOTE: Attributes related to animations are processed separately
@@ -5405,7 +5407,7 @@ static Model LoadGLTF(const char *fileName)
{
// Init raylib mesh boneIds to copy glTF attribute data
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
// Load attribute: vec4, u8 (unsigned char)
LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds)
}
@@ -6310,7 +6312,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
for (unsigned int a = 0; a < m3d->numaction; a++)
{
animations[a].frameCount = m3d->action[a].durationmsec / M3D_ANIMDELAY;
animations[a].frameCount = m3d->action[a].durationmsec/M3D_ANIMDELAY;
animations[a].boneCount = m3d->numbone + 1;
animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo));
animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *));