Browse Source

Review some warnings and formatting

raysan5 4 years ago
parent
commit
9619e5cbf8
1 changed files with 28 additions and 28 deletions
  1. 28 28
      src/models.c

+ 28 - 28
src/models.c

@@ -3738,7 +3738,7 @@ static Model LoadGLTF(const char *fileName)
         
         for (unsigned int i = 0; i < data->nodes_count; i++)
         {
-            if(data->nodes[i].has_translation)
+            if (data->nodes[i].has_translation)
             {
                 memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
             }
@@ -3747,7 +3747,7 @@ static Model LoadGLTF(const char *fileName)
                 model.bindPose[i].translation = Vector3Zero();
             }
             
-            if(data->nodes[i].has_rotation)
+            if (data->nodes[i].has_rotation)
             {
                 memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
             }
@@ -3757,7 +3757,7 @@ static Model LoadGLTF(const char *fileName)
             }
             model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
             
-            if(data->nodes[i].has_scale)
+            if (data->nodes[i].has_scale)
             {
                 memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
             }
@@ -3898,19 +3898,19 @@ static Model LoadGLTF(const char *fileName)
                     {
                         cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
     
-                        if(acc->component_type == cgltf_component_type_r_16u)
+                        if (acc->component_type == cgltf_component_type_r_16u)
                         {
                             model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
                             short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
                             
                             LOAD_ACCESSOR(short, 4, acc, bones);
-                            for(int a = 0; a < acc->count * 4; a ++)
+                            for (unsigned int a = 0; a < acc->count * 4; a ++)
                             {
                                 cgltf_node* skinJoint = data->skins->joints[bones[a]];
                                 
-                                for(int k = 0; k < data->nodes_count; k++)
+                                for (unsigned int k = 0; k < data->nodes_count; k++)
                                 {
-                                    if(&(data->nodes[k]) == skinJoint)
+                                    if (&(data->nodes[k]) == skinJoint)
                                     {
                                         model.meshes[primitiveIndex].boneIds[a] = k;
                                         break;
@@ -3967,7 +3967,7 @@ static Model LoadGLTF(const char *fileName)
                     model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
                 }
                 
-//                if(data->meshes[i].)
+//                if (data->meshes[i].)
                 
                 primitiveIndex++;
             }
@@ -3985,9 +3985,9 @@ static Model LoadGLTF(const char *fileName)
 
 static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
 {
-    if(acc->count == 2)
+    if (acc->count == 2)
     {
-        if(index > 1)
+        if (index > 1)
         {
             return false;
         }
@@ -4058,18 +4058,18 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
             float animationDuration = 0.0f;
     
             // Getting the max animation time to consider for animation duration
-            for (int i = 0; i < animation->channels_count; i++)
+            for (unsigned int i = 0; i < animation->channels_count; i++)
             {
                 cgltf_animation_channel* channel = animation->channels + i;
                 int frameCounts = channel->sampler->input->count;
                 float lastFrameTime = 0.0f;
-                if(GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
+                if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
                 {
                     animationDuration = fmaxf(lastFrameTime, animationDuration);
                 }
             }
     
-            output->frameCount = animationDuration / TIMESTEP;
+            output->frameCount = (int)(animationDuration / TIMESTEP);
             output->boneCount = data->nodes_count;
             output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
             output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
@@ -4084,7 +4084,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
 
             // Allocate data for frames
             // Initiate with zero bone translations
-            for (unsigned int frame = 0; frame < output->frameCount; frame++)
+            for (int frame = 0; frame < output->frameCount; frame++)
             {
                 output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
     
@@ -4098,14 +4098,14 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
             }
             
             // for each single transformation type on single bone
-            for(int channelId = 0; channelId < animation->channels_count; channelId++)
+            for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
             {
                 cgltf_animation_channel* channel = animation->channels + channelId;
                 cgltf_animation_sampler* sampler = channel->sampler;
                 
                 int boneId = channel->target_node - data->nodes;
                 
-                for(int frame = 0; frame < output->frameCount; frame++)
+                for (int frame = 0; frame < output->frameCount; frame++)
                 {
                     bool shouldSkipFurtherTransformation = true;
                     int outputMin = 0;
@@ -4116,19 +4116,19 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
                     // For this transformation:
                     // getting between which input values the current frame time position
                     // and also what is the percent to use in the linear interpolation later
-                    for(int j = 0; j < sampler->input->count; j++)
+                    for (unsigned int j = 0; j < sampler->input->count; j++)
                     {
                         float inputFrameTime;
-                        if(GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
+                        if (GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
                         {
-                            if(frameTime < inputFrameTime)
+                            if (frameTime < inputFrameTime)
                             {
                                 shouldSkipFurtherTransformation = false;
                                 outputMin = j - 1;
                                 outputMax = j;
         
                                 float previousInputTime = 0.0f;
-                                if(GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
+                                if (GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
                                 {
                                     lerpPercent = (frameTime - previousInputTime) / (inputFrameTime - previousInputTime);
                                 }
@@ -4140,44 +4140,44 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
                     }
                     
                     // If the current transformation has no information for the current frame time point
-                    if(shouldSkipFurtherTransformation) {
+                    if (shouldSkipFurtherTransformation) {
                         continue;
                     }
 
-                    if(channel->target_path == cgltf_animation_path_type_translation) {
+                    if (channel->target_path == cgltf_animation_path_type_translation) {
                         Vector3 translationStart;
                         Vector3 translationEnd;
                         
                         bool success = GltfReadFloat(sampler->output, outputMin, (float*)&translationStart, 3);
                         success = GltfReadFloat(sampler->output, outputMax, (float*)&translationEnd, 3) || success;
                         
-                        if(success)
+                        if (success)
                         {
                             output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
                         }
                     }
-                    if(channel->target_path == cgltf_animation_path_type_rotation) {
+                    if (channel->target_path == cgltf_animation_path_type_rotation) {
                         Quaternion rotationStart;
                         Quaternion rotationEnd;
     
                         bool success = GltfReadFloat(sampler->output, outputMin, (float*)&rotationStart, 4);
                         success = GltfReadFloat(sampler->output, outputMax, (float*)&rotationEnd, 4) || success;
     
-                        if(success)
+                        if (success)
                         {
                             output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
                             output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
     
                         }
                     }
-                    if(channel->target_path == cgltf_animation_path_type_scale) {
+                    if (channel->target_path == cgltf_animation_path_type_scale) {
                         Vector3 scaleStart;
                         Vector3 scaleEnd;
     
                         bool success = GltfReadFloat(sampler->output, outputMin, (float*)&scaleStart, 3);
                         success = GltfReadFloat(sampler->output, outputMax, (float*)&scaleEnd, 3) || success;
     
-                        if(success)
+                        if (success)
                         {
                             output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
                         }
@@ -4186,7 +4186,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
             }
     
             // Build frameposes
-            for (unsigned int frame = 0; frame < output->frameCount; frame++)
+            for (int frame = 0; frame < output->frameCount; frame++)
             {
                 for (int i = 0; i < output->boneCount; i++)
                 {