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Ray 4 vuotta sitten
vanhempi
commit
c828e481fb
2 muutettua tiedostoa jossa 27 lisäystä ja 27 poistoa
  1. 6 6
      src/models.c
  2. 21 21
      src/raymath.h

+ 6 - 6
src/models.c

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

+ 21 - 21
src/raymath.h

@@ -1390,27 +1390,27 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
 {
     Matrix result = MatrixIdentity();
     
-    float a2 = q.x * q.x;
-    float b2 = q.y * q.y;
-    float c2 = q.z * q.z;
-    float ac = q.x * q.z;
-    float ab = q.x * q.y;
-    float bc = q.y * q.z;
-    float ad = q.w * q.x;
-    float bd = q.w * q.y;
-    float cd = q.w * q.z;
-
-    result.m0 = 1 - 2 * (b2 + c2);
-    result.m1 = 2 * (ab + cd);
-    result.m2 = 2 * (ac - bd);
-
-    result.m4 = 2 * (ab - cd);
-    result.m5 = 1 - 2 * (a2 + c2);
-    result.m6 = 2 * (bc + ad);
-
-    result.m8 = 2 * (ac + bd);
-    result.m9 = 2 * (bc - ad);
-    result.m10 = 1 - 2 * (a2 + b2);
+    float a2 = q.x*q.x;
+    float b2 = q.y*q.y;
+    float c2 = q.z*q.z;
+    float ac = q.x*q.z;
+    float ab = q.x*q.y;
+    float bc = q.y*q.z;
+    float ad = q.w*q.x;
+    float bd = q.w*q.y;
+    float cd = q.w*q.z;
+
+    result.m0 = 1 - 2*(b2 + c2);
+    result.m1 = 2*(ab + cd);
+    result.m2 = 2*(ac - bd);
+
+    result.m4 = 2*(ab - cd);
+    result.m5 = 1 - 2*(a2 + c2);
+    result.m6 = 2*(bc + ad);
+
+    result.m8 = 2*(ac + bd);
+    result.m9 = 2*(bc - ad);
+    result.m10 = 1 - 2*(a2 + b2);
 
     return result;
 }