2
0
raysan5 4 жил өмнө
parent
commit
ea0f6c7a26

+ 2 - 2
examples/others/easings.h

@@ -135,7 +135,7 @@ EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (
 EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
 {
     if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
-	return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
+    return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
 }
 
 // Exponential Easing functions
@@ -147,7 +147,7 @@ EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
     if (t == d) return (b + c);
     if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
 
-	return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
+    return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
 }
 
 // Back Easing functions

+ 18 - 18
examples/others/raudio_standalone.c

@@ -119,29 +119,29 @@ int main(int argc, char *argv[])
 // Check if a key has been pressed
 static int kbhit(void)
 {
-	struct termios oldt, newt;
-	int ch;
-	int oldf;
+    struct termios oldt, newt;
+    int ch;
+    int oldf;
 
-	tcgetattr(STDIN_FILENO, &oldt);
-	newt = oldt;
-	newt.c_lflag &= ~(ICANON | ECHO);
-	tcsetattr(STDIN_FILENO, TCSANOW, &newt);
-	oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
-	fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
+    tcgetattr(STDIN_FILENO, &oldt);
+    newt = oldt;
+    newt.c_lflag &= ~(ICANON | ECHO);
+    tcsetattr(STDIN_FILENO, TCSANOW, &newt);
+    oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
+    fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
 
-	ch = getchar();
+    ch = getchar();
 
-	tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
-	fcntl(STDIN_FILENO, F_SETFL, oldf);
+    tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
+    fcntl(STDIN_FILENO, F_SETFL, oldf);
 
-	if (ch != EOF)
-	{
-		ungetc(ch, stdin);
-		return 1;
-	}
+    if (ch != EOF)
+    {
+        ungetc(ch, stdin);
+        return 1;
+    }
 
-	return 0;
+    return 0;
 }
 
 // Get pressed character

+ 7 - 7
examples/shapes/shapes_draw_rectangle_rounded.c

@@ -59,13 +59,13 @@ int main(void)
             if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
             if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
 
-	        // Draw GUI controls
-	        //------------------------------------------------------------------------------
-	        width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, width, 0, GetScreenWidth() - 300);
-	        height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, height, 0, GetScreenHeight() - 50);
-	        roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, roundness, 0.0f, 1.0f);
-	        lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, lineThick, 0, 20);
-	        segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, segments, 0, 60);
+            // Draw GUI controls
+            //------------------------------------------------------------------------------
+            width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, width, 0, GetScreenWidth() - 300);
+            height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, height, 0, GetScreenHeight() - 50);
+            roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, roundness, 0.0f, 1.0f);
+            lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, lineThick, 0, 20);
+            segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, segments, 0, 60);
 
             drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
             drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);

+ 1 - 1
examples/textures/textures_draw_tiled.c

@@ -160,6 +160,6 @@ int main(int argc, char **argv)
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     
-	return 0;
+    return 0;
 }
 

+ 38 - 38
src/models.c

@@ -2871,44 +2871,44 @@ RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform)
 {
     RayHitInfo result = { 0 };
 
-	// Check if mesh vertex data on CPU for testing
-	if (mesh.vertices != NULL)
-	{
-		// model->mesh.triangleCount may not be set, vertexCount is more reliable
-		int triangleCount = mesh.vertexCount / 3;
-
-		// Test against all triangles in mesh
-		for (int i = 0; i < triangleCount; i++)
-		{
-			Vector3 a, b, c;
-			Vector3* vertdata = (Vector3*)mesh.vertices;
-
-			if (mesh.indices)
-			{
-				a = vertdata[mesh.indices[i * 3 + 0]];
-				b = vertdata[mesh.indices[i * 3 + 1]];
-				c = vertdata[mesh.indices[i * 3 + 2]];
-			}
-			else
-			{
-				a = vertdata[i * 3 + 0];
-				b = vertdata[i * 3 + 1];
-				c = vertdata[i * 3 + 2];
-			}
-
-			a = Vector3Transform(a, transform);
-			b = Vector3Transform(b, transform);
-			c = Vector3Transform(c, transform);
-
-			RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
-
-			if (triHitInfo.hit)
-			{
-				// Save the closest hit triangle
-				if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
-			}
-		}
-	}
+    // Check if mesh vertex data on CPU for testing
+    if (mesh.vertices != NULL)
+    {
+        // model->mesh.triangleCount may not be set, vertexCount is more reliable
+        int triangleCount = mesh.vertexCount / 3;
+
+        // Test against all triangles in mesh
+        for (int i = 0; i < triangleCount; i++)
+        {
+            Vector3 a, b, c;
+            Vector3* vertdata = (Vector3*)mesh.vertices;
+
+            if (mesh.indices)
+            {
+                a = vertdata[mesh.indices[i * 3 + 0]];
+                b = vertdata[mesh.indices[i * 3 + 1]];
+                c = vertdata[mesh.indices[i * 3 + 2]];
+            }
+            else
+            {
+                a = vertdata[i * 3 + 0];
+                b = vertdata[i * 3 + 1];
+                c = vertdata[i * 3 + 2];
+            }
+
+            a = Vector3Transform(a, transform);
+            b = Vector3Transform(b, transform);
+            c = Vector3Transform(c, transform);
+
+            RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, a, b, c);
+
+            if (triHitInfo.hit)
+            {
+                // Save the closest hit triangle
+                if ((!result.hit) || (result.distance > triHitInfo.distance)) result = triHitInfo;
+            }
+        }
+    }
     return result;
 }