diff --git a/src/rmodels.c b/src/rmodels.c index 9076c55d4..486a7a14b 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -5173,8 +5173,8 @@ static Model LoadGLTF(const char *fileName) static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data) { assert(input->count == output->count); - float tstart = 0; - float tend = 0; + float tstart = 0.0f; + float tend = 0.0f; int keyframe = 0; // defaults to first pose for (int i = 0; i < input->count - 1; i++) { @@ -5190,12 +5190,12 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo } float t = (time - tstart)/(tend - tstart); - t = (t < 0)? 0 : t; - t = (t > 1)? 1 : t; + t = (t < 0.0f)? 0.0f : t; + t = (t > 1.0f)? 1.0f : t; assert(output->component_type == cgltf_component_type_r_32f); if (output->type == cgltf_type_vec3) { - float tmp[3] = { 0 }; + float tmp[3] = { 0.0f }; cgltf_accessor_read_float(output, keyframe, tmp, 3); Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; cgltf_accessor_read_float(output, keyframe+1, tmp, 3); @@ -5203,7 +5203,7 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo Vector3 *r = data; *r = Vector3Lerp(v1, v2, t); } else if (output->type == cgltf_type_vec4) { - float tmp[4] = { 0 }; + float tmp[4] = { 0.0f }; cgltf_accessor_read_float(output, keyframe, tmp, 4); Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; cgltf_accessor_read_float(output, keyframe+1, tmp, 4); @@ -5251,7 +5251,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in }; struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels)); - float animDuration = 0; + float animDuration = 0.0f; for (unsigned int j = 0; j < animData.channels_count; j++) { cgltf_animation_channel channel = animData.channels[j]; int boneIndex = -1; @@ -5279,19 +5279,19 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName); - float t; + float t = 0.0f; cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1); assert(r); animDuration = (t > animDuration)? t : animDuration; } - animations[i].frameCount = (int)(animDuration*1000/GLTF_ANIMDELAY); + animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY); animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *)); for (unsigned int j = 0; j < animations[i].frameCount; j++) { animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform)); - float time = ((float) j*GLTF_ANIMDELAY)/1000; + float time = ((float) j*GLTF_ANIMDELAY)/1000.0f; for (unsigned int k = 0; k < animations[i].boneCount; k++) { Vector3 translation = {0, 0, 0}; Quaternion rotation = {0, 0, 0, 1};