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RENAMED: `UpdateModelAnimationBoneMatrices()` to `UpdateModelAnimationBones()`

Still, not fully convinced of those functions naming, despite quite descriptive, sounds a bit confusing to me...
Ray 10 mesi fa
parent
commit
be360d2ad1
3 ha cambiato i file con 5 aggiunte e 5 eliminazioni
  1. 1 1
      examples/models/models_gpu_skinning.c
  2. 1 1
      src/raylib.h
  3. 3 3
      src/rmodels.c

+ 1 - 1
examples/models/models_gpu_skinning.c

@@ -82,7 +82,7 @@ int main(void)
         ModelAnimation anim = modelAnimations[animIndex];
         animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
         characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
-        UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
+        UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
src/raylib.h

@@ -1602,7 +1602,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
 // Model animations loading/unloading functions
 RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);            // Load model animations from file
 RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose (CPU)
-RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame);   // Update model animation mesh bone matrices (GPU skinning)
+RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame);          // Update model animation mesh bone matrices (GPU skinning)
 RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
 RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);                // Unload animation array data
 RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match

+ 3 - 3
src/rmodels.c

@@ -1508,7 +1508,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
 
 #ifdef RL_SUPPORT_MESH_GPU_SKINNING
     // Upload Bone Transforms
-    if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
+    if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
     {
         rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
     }
@@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
 
 #ifdef RL_SUPPORT_MESH_GPU_SKINNING
     // Upload Bone Transforms
-    if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
+    if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
     {
         rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
     }
@@ -2367,7 +2367,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
 // Update model animated bones transform matrices for a given frame
 // NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
 // to be uploaded to shader at drawing, in case GPU skinning is enabled
-void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
+void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
 {
     if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
     {