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12
src/models.c
12
src/models.c
@@ -1461,9 +1461,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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model.meshes[m].animVertices[vCounter] += animVertex.x * boneWeight;
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model.meshes[m].animVertices[vCounter + 1] += animVertex.y * boneWeight;
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model.meshes[m].animVertices[vCounter + 2] += animVertex.z * boneWeight;
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model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight;
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model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight;
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model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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@@ -1471,9 +1471,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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{
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] += animNormal.x * boneWeight;
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model.meshes[m].animNormals[vCounter + 1] += animNormal.y * boneWeight;
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model.meshes[m].animNormals[vCounter + 2] += animNormal.z * boneWeight;
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model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight;
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model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight;
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model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight;
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}
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boneCounter += 1;
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}
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