Reviewed code formating

This commit is contained in:
Ray
2025-12-06 20:00:19 +01:00
parent 561cc27403
commit f9899a7182

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@@ -5582,50 +5582,50 @@ static Model LoadGLTF(const char *fileName)
{
// Init raylib mesh vertices to copy glTF attribute data
model.meshes[meshIndex].vertexCount = (int)attribute->count;
model.meshes[meshIndex].vertices = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
model.meshes[meshIndex].vertices = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type
unsigned short* temp = (unsigned short*)RL_MALLOC(attribute->count * 3 * sizeof(unsigned short));
unsigned short *temp = (unsigned short *)RL_MALLOC(attribute->count*3*sizeof(unsigned short));
LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp);
// Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
for (unsigned int t = 0; t < attribute->count 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
RL_FREE(temp);
// Transform the vertices
float* vertices = model.meshes[meshIndex].vertices;
float *vertices = model.meshes[meshIndex].vertices;
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 vt = Vector3Transform((Vector3) { vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2] }, worldMatrix);
vertices[3 * k] = vt.x;
vertices[3 * k + 1] = vt.y;
vertices[3 * k + 2] = vt.z;
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k + 1], vertices[3*k + 2] }, worldMatrix);
vertices[3*k] = vt.x;
vertices[3*k + 1] = vt.y;
vertices[3*k + 2] = vt.z;
}
}
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
{
// Init raylib mesh vertices to copy glTF attribute data
model.meshes[meshIndex].vertexCount = (int)attribute->count;
model.meshes[meshIndex].vertices = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
model.meshes[meshIndex].vertices = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type
short* temp = (short*)RL_MALLOC(attribute->count * 3 * sizeof(short));
short *temp = (short *)RL_MALLOC(attribute->count*3*sizeof(short));
LOAD_ATTRIBUTE(attribute, 3, short, temp);
// Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
RL_FREE(temp);
// Transform the vertices
float* vertices = model.meshes[meshIndex].vertices;
float *vertices = model.meshes[meshIndex].vertices;
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 vt = Vector3Transform((Vector3) { vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2] }, worldMatrix);
vertices[3 * k] = vt.x;
vertices[3 * k + 1] = vt.y;
vertices[3 * k + 2] = vt.z;
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k + 1], vertices[3*k + 2] }, worldMatrix);
vertices[3*k] = vt.x;
vertices[3*k + 1] = vt.y;
vertices[3*k + 2] = vt.z;
}
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
@@ -5659,73 +5659,73 @@ static Model LoadGLTF(const char *fileName)
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
{
// Init raylib mesh normals to copy glTF attribute data
model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type
short* temp = (short*)RL_MALLOC(attribute->count * 3 * sizeof(short));
short *temp = (short *)RL_MALLOC(attribute->count*3*sizeof(short));
LOAD_ATTRIBUTE(attribute, 3, short, temp);
// Convert data to raylib normal data type (float)
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
RL_FREE(temp);
// Transform the normals
float* normals = model.meshes[meshIndex].normals;
float *normals = model.meshes[meshIndex].normals;
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
normals[3 * k] = nt.x;
normals[3 * k + 1] = nt.y;
normals[3 * k + 2] = nt.z;
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3){ normals[3*k], normals[3*k + 1], normals[3*k + 2] }, worldMatrixNormals));
normals[3*k] = nt.x;
normals[3*k + 1] = nt.y;
normals[3*k + 2] = nt.z;
}
}
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8u))
{
// Init raylib mesh normals to copy glTF attribute data
model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type
unsigned char* temp = (unsigned char*)RL_MALLOC(attribute->count * 3 * sizeof(unsigned char));
unsigned char *temp = (unsigned char *)RL_MALLOC(attribute->count*3*sizeof(unsigned char));
LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp);
// Convert data to raylib normal data type (float)
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
RL_FREE(temp);
// Transform the normals
float* normals = model.meshes[meshIndex].normals;
float *normals = model.meshes[meshIndex].normals;
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
normals[3 * k] = nt.x;
normals[3 * k + 1] = nt.y;
normals[3 * k + 2] = nt.z;
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3){ normals[3*k], normals[3*k + 1], normals[3*k + 2] }, worldMatrixNormals));
normals[3*k] = nt.x;
normals[3*k + 1] = nt.y;
normals[3*k + 2] = nt.z;
}
}
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8))
{
// Init raylib mesh normals to copy glTF attribute data
model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
// Load data into a temp buffer to be converted to raylib data type
char* temp = (char*)RL_MALLOC(attribute->count * 3 * sizeof(char));
char *temp = (char *)RL_MALLOC(attribute->count*3*sizeof(char));
LOAD_ATTRIBUTE(attribute, 3, char, temp);
// Convert data to raylib normal data type (float)
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
RL_FREE(temp);
// Transform the normals
float* normals = model.meshes[meshIndex].normals;
float *normals = model.meshes[meshIndex].normals;
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
normals[3 * k] = nt.x;
normals[3 * k + 1] = nt.y;
normals[3 * k + 2] = nt.z;
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3){ normals[3*k], normals[3*k + 1], normals[3*k + 2] }, worldMatrixNormals));
normals[3*k] = nt.x;
normals[3*k + 1] = nt.y;
normals[3*k + 2] = nt.z;
}
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Normals attribute data format not supported, use vec3 float", fileName);