Review formatting

This commit is contained in:
Ray
2024-02-29 18:50:44 +01:00
parent 1e8450665c
commit fea3395fc1
5 changed files with 62 additions and 58 deletions

View File

@@ -54,8 +54,8 @@
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include <stdio.h> // Required for: sprintf()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: memcmp(), strlen()
#include <stdlib.h> // Required for: malloc(), calloc(), free()
#include <string.h> // Required for: memcmp(), strlen(), strncpy()
#include <math.h> // Required for: sinf(), cosf(), sqrtf(), fabsf()
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
@@ -1883,7 +1883,7 @@ bool ExportMeshAsCode(Mesh mesh, const char *fileName)
byteCount += sprintf(txtData + byteCount, "// Mesh basic information\n");
byteCount += sprintf(txtData + byteCount, "#define %s_VERTEX_COUNT %i\n", varFileName, mesh.vertexCount);
byteCount += sprintf(txtData + byteCount, "#define %s_TRIANGLE_COUNT %i\n\n", varFileName, mesh.triangleCount);
// Define vertex attributes data as separate arrays
//-----------------------------------------------------------------------------------------
if (mesh.vertices != NULL) // Vertex position (XYZ - 3 components per vertex - float)
@@ -1892,28 +1892,28 @@ bool ExportMeshAsCode(Mesh mesh, const char *fileName)
for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.vertices[i]);
byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.vertices[mesh.vertexCount*3 - 1]);
}
if (mesh.texcoords != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float)
if (mesh.texcoords != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float)
{
byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD_DATA[%i] = { ", varFileName, mesh.vertexCount*2);
for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords[i]);
byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords[mesh.vertexCount*2 - 1]);
}
if (mesh.texcoords2 != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float)
if (mesh.texcoords2 != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float)
{
byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD2_DATA[%i] = { ", varFileName, mesh.vertexCount*2);
for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords2[i]);
byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords2[mesh.vertexCount*2 - 1]);
}
if (mesh.normals != NULL) // Vertex normals (XYZ - 3 components per vertex - float)
{
byteCount += sprintf(txtData + byteCount, "static float %s_NORMAL_DATA[%i] = { ", varFileName, mesh.vertexCount*3);
for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.normals[i]);
byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.normals[mesh.vertexCount*3 - 1]);
}
if (mesh.tangents != NULL) // Vertex tangents (XYZW - 4 components per vertex - float)
{
byteCount += sprintf(txtData + byteCount, "static float %s_TANGENT_DATA[%i] = { ", varFileName, mesh.vertexCount*4);
@@ -4050,7 +4050,7 @@ static Model LoadOBJ(const char *fileName)
model.meshCount = meshCount;
// Set number of materials available
// NOTE: There could be more materials available than meshes but it will be resolved at
// NOTE: There could be more materials available than meshes but it will be resolved at
// model.meshMaterial, just assigning the right material to corresponding mesh
model.materialCount = materialCount;
if (model.materialCount == 0)
@@ -4068,7 +4068,7 @@ static Model LoadOBJ(const char *fileName)
for (int i = 0; i < model.meshCount; i++)
{
// WARNING: We need to calculate the mesh triangles manually using meshes[i].face_offset
// because in case of triangulated quads, meshes[i].length actually report quads,
// because in case of triangulated quads, meshes[i].length actually report quads,
// despite the triangulation that is efectively considered on attrib.num_faces
unsigned int tris = 0;
if (i == model.meshCount - 1) tris = attrib.num_faces - meshes[i].face_offset;
@@ -5283,7 +5283,7 @@ static Model LoadGLTF(const char *fileName)
else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec2))
{
// TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required!
// Handle 16-bit unsigned short, vec2 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(unsigned short));
unsigned short *ptr = (unsigned short *)model.meshes[meshIndex].boneIds;
@@ -5292,7 +5292,7 @@ static Model LoadGLTF(const char *fileName)
else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4))
{
// TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required!
// Handle 16-bit unsigned short, vec4 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short));
unsigned short *ptr = (unsigned short *)model.meshes[meshIndex].boneIds;
@@ -5301,7 +5301,7 @@ static Model LoadGLTF(const char *fileName)
else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4))
{
// TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required!
// Handle 32-bit unsigned int, vec4 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned int));
unsigned int *ptr = (unsigned int *)model.meshes[meshIndex].boneIds;
@@ -5310,7 +5310,7 @@ static Model LoadGLTF(const char *fileName)
else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2))
{
// TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required!
// Handle 32-bit float, vec2 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(float));
float *ptr = (float *)model.meshes[meshIndex].boneIds;
@@ -5641,7 +5641,7 @@ static Model LoadVOX(const char *fileName)
// 6*4 = 12 vertices per voxel
Vector3 *pvertices = (Vector3 *)voxarray.vertices.array;
Vector3* pnormals = (Vector3*)voxarray.normals.array;
Vector3 *pnormals = (Vector3 *)voxarray.normals.array;
Color *pcolors = (Color *)voxarray.colors.array;
unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh
@@ -5657,16 +5657,16 @@ static Model LoadVOX(const char *fileName)
pmesh->vertexCount = (int)fmin(verticesMax, verticesRemain);
size = pmesh->vertexCount*sizeof(float)*3;
pmesh->vertices = RL_MALLOC(size);
pmesh->vertices = (float *)RL_MALLOC(size);
memcpy(pmesh->vertices, pvertices, size);
// Copy normals
pmesh->normals = RL_MALLOC(size); //Rk. size as vertices
pmesh->normals = (float *)RL_MALLOC(size);
memcpy(pmesh->normals, pnormals, size);
// Copy indices
size = voxarray.indices.used*sizeof(unsigned short);
pmesh->indices = RL_MALLOC(size);
pmesh->indices = (float *)RL_MALLOC(size);
memcpy(pmesh->indices, pindices, size);
pmesh->triangleCount = (pmesh->vertexCount/4)*2;
@@ -6074,8 +6074,9 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
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 *));
strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name));
animations[a].name[sizeof(animations[a].name) - 1] = '\0';
strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name));
animations[a].name[sizeof(animations[a].name) - 1] = '\0';
TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount);
for (i = 0; i < (int)m3d->numbone; i++)