fix float formatting
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216f5f4047
commit
6ad9e0b622
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@ -5173,8 +5173,8 @@ static Model LoadGLTF(const char *fileName)
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static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data) {
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assert(input->count == output->count);
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float tstart = 0;
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float tend = 0;
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float tstart = 0.0f;
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float tend = 0.0f;
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int keyframe = 0; // defaults to first pose
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for (int i = 0; i < input->count - 1; i++) {
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@ -5190,12 +5190,12 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo
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}
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float t = (time - tstart)/(tend - tstart);
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t = (t < 0)? 0 : t;
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t = (t > 1)? 1 : t;
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t = (t < 0.0f)? 0.0f : t;
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t = (t > 1.0f)? 1.0f : t;
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assert(output->component_type == cgltf_component_type_r_32f);
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if (output->type == cgltf_type_vec3) {
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float tmp[3] = { 0 };
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float tmp[3] = { 0.0f };
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cgltf_accessor_read_float(output, keyframe, tmp, 3);
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Vector3 v1 = {tmp[0], tmp[1], tmp[2]};
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cgltf_accessor_read_float(output, keyframe+1, tmp, 3);
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@ -5203,7 +5203,7 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo
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Vector3 *r = data;
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*r = Vector3Lerp(v1, v2, t);
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} else if (output->type == cgltf_type_vec4) {
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float tmp[4] = { 0 };
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float tmp[4] = { 0.0f };
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cgltf_accessor_read_float(output, keyframe, tmp, 4);
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Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]};
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cgltf_accessor_read_float(output, keyframe+1, tmp, 4);
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@ -5251,7 +5251,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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};
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struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels));
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float animDuration = 0;
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float animDuration = 0.0f;
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for (unsigned int j = 0; j < animData.channels_count; j++) {
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cgltf_animation_channel channel = animData.channels[j];
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int boneIndex = -1;
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@ -5279,19 +5279,19 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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}
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} else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName);
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float t;
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float t = 0.0f;
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cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1);
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assert(r);
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animDuration = (t > animDuration)? t : animDuration;
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}
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animations[i].frameCount = (int)(animDuration*1000/GLTF_ANIMDELAY);
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animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY);
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animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *));
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for (unsigned int j = 0; j < animations[i].frameCount; j++) {
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animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform));
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float time = ((float) j*GLTF_ANIMDELAY)/1000;
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float time = ((float) j*GLTF_ANIMDELAY)/1000.0f;
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for (unsigned int k = 0; k < animations[i].boneCount; k++) {
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Vector3 translation = {0, 0, 0};
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Quaternion rotation = {0, 0, 0, 1};
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