replace tabs with spaces

This commit is contained in:
culacant 2019-08-06 14:47:48 +02:00
parent 5e1cadf1bd
commit 7b4d0ac626
2 changed files with 98 additions and 98 deletions

View File

@ -100,7 +100,7 @@ int main(void)
//--------------------------------------------------------------------------------------
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
RL_FREE(anims);
UnloadModel(model); // Unload model

View File

@ -945,129 +945,129 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
fseek(iqmFile, iqm.ofs_frames, SEEK_SET);
fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile);
for(int a=0;a<iqm.num_anims;a++)
{
for(int a=0;a<iqm.num_anims;a++)
{
animations[a].frameCount = anim[a].num_frames;
animations[a].boneCount = iqm.num_poses;
animations[a].bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
animations[a].framePoses = RL_MALLOC(sizeof(Transform*)*anim[a].num_frames);
// unused for now
//animations[a].framerate = anim.framerate;
animations[a].frameCount = anim[a].num_frames;
animations[a].boneCount = iqm.num_poses;
animations[a].bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
animations[a].framePoses = RL_MALLOC(sizeof(Transform*)*anim[a].num_frames);
// unused for now
//animations[a].framerate = anim.framerate;
for (int j = 0; j < iqm.num_poses; j++)
{
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
animations[a].bones[j].parent = poses[j].parent;
}
for (int j = 0; j < iqm.num_poses; j++)
{
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
animations[a].bones[j].parent = poses[j].parent;
}
for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
int dcounter = anim[a].first_frame*iqm.num_framechannels;
int dcounter = anim[a].first_frame*iqm.num_framechannels;
for (int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < iqm.num_poses; i++)
{
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
for (int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < iqm.num_poses; i++)
{
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
if (poses[i].mask & 0x01)
{
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
dcounter++;
}
if (poses[i].mask & 0x01)
{
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
dcounter++;
}
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
if (poses[i].mask & 0x02)
{
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
dcounter++;
}
if (poses[i].mask & 0x02)
{
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
dcounter++;
}
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
if (poses[i].mask & 0x04)
{
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
dcounter++;
}
if (poses[i].mask & 0x04)
{
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
if (poses[i].mask & 0x08)
{
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
dcounter++;
}
if (poses[i].mask & 0x08)
{
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
if (poses[i].mask & 0x10)
{
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
dcounter++;
}
if (poses[i].mask & 0x10)
{
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
if (poses[i].mask & 0x20)
{
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
dcounter++;
}
if (poses[i].mask & 0x20)
{
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
if (poses[i].mask & 0x40)
{
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
dcounter++;
}
if (poses[i].mask & 0x40)
{
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
dcounter++;
}
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
if (poses[i].mask & 0x80)
{
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
dcounter++;
}
if (poses[i].mask & 0x80)
{
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
dcounter++;
}
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
if (poses[i].mask & 0x100)
{
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
if (poses[i].mask & 0x100)
{
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
if (poses[i].mask & 0x200)
{
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
dcounter++;
}
if (poses[i].mask & 0x200)
{
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
dcounter++;
}
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
}
}
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
}
}
// Build frameposes
for (int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < animations[a].boneCount; i++)
{
if (animations[a].bones[i].parent >= 0)
{
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
}
}
}
}
// Build frameposes
for (int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < animations[a].boneCount; i++)
{
if (animations[a].bones[i].parent >= 0)
{
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
}
}
}
}
RL_FREE(framedata);
RL_FREE(poses);