Fix variable naming, some comment tweaks

This commit is contained in:
Paul Melis 2024-06-04 15:44:15 +02:00
parent 45d3b22782
commit de978c951c

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@ -4895,7 +4895,8 @@ static Model LoadGLTF(const char *fileName)
PBR specular/glossiness flow and extended texture flows not supported PBR specular/glossiness flow and extended texture flows not supported
- Supports multiple meshes per model (every primitives is loaded as a separate mesh) - Supports multiple meshes per model (every primitives is loaded as a separate mesh)
- Supports basic animations - Supports basic animations
- Node hierarchy and mesh transforms are applied, but the hierarchy is flattened. - Transforms, including parent-child relations, are applied on the mesh data, but the
hierarchy is not kept (as it can't be represented).
- Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes) - Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes)
are turned into separate raylib Meshes. are turned into separate raylib Meshes.
@ -4907,6 +4908,8 @@ static Model LoadGLTF(const char *fileName)
> Texcoords: vec2: float > Texcoords: vec2: float
> Colors: vec4: u8, u16, f32 (normalized) > Colors: vec4: u8, u16, f32 (normalized)
> Indices: u16, u32 (truncated to u16) > Indices: u16, u32 (truncated to u16)
- Scenes defined in the glTF file are ignored. All nodes in the file
are used.
***********************************************************************************************/ ***********************************************************************************************/
@ -5089,17 +5092,17 @@ static Model LoadGLTF(const char *fileName)
if (!mesh) if (!mesh)
continue; continue;
cgltf_float world_transform[16]; cgltf_float worldTransform[16];
cgltf_node_transform_world(node, world_transform); cgltf_node_transform_world(node, worldTransform);
Matrix world_matrix = { Matrix worldMatrix = {
world_transform[0], world_transform[4], world_transform[8], world_transform[12], worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12],
world_transform[1], world_transform[5], world_transform[9], world_transform[13], worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13],
world_transform[2], world_transform[6], world_transform[10], world_transform[14], worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14],
world_transform[3], world_transform[7], world_transform[11], world_transform[15] worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15]
}; };
Matrix world_matrix_normals = MatrixTranspose(MatrixInvert(world_matrix)); Matrix worldMatrixNormals = MatrixTranspose(MatrixInvert(worldMatrix));
for (unsigned int p = 0; p < mesh->primitives_count; p++) for (unsigned int p = 0; p < mesh->primitives_count; p++)
{ {
@ -5132,7 +5135,7 @@ static Model LoadGLTF(const char *fileName)
float *vertices = model.meshes[meshIndex].vertices; float *vertices = model.meshes[meshIndex].vertices;
for (int k = 0; k < attribute->count; k++) for (int k = 0; k < attribute->count; k++)
{ {
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, world_matrix); Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix);
vertices[3*k] = vt.x; vertices[3*k] = vt.x;
vertices[3*k+1] = vt.y; vertices[3*k+1] = vt.y;
vertices[3*k+2] = vt.z; vertices[3*k+2] = vt.z;
@ -5156,7 +5159,7 @@ static Model LoadGLTF(const char *fileName)
float *normals = model.meshes[meshIndex].normals; float *normals = model.meshes[meshIndex].normals;
for (int k = 0; k < attribute->count; k++) for (int k = 0; k < attribute->count; k++)
{ {
Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, world_matrix_normals); Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals);
normals[3*k] = nt.x; normals[3*k] = nt.x;
normals[3*k+1] = nt.y; normals[3*k+1] = nt.y;
normals[3*k+2] = nt.z; normals[3*k+2] = nt.z;
@ -5180,7 +5183,7 @@ static Model LoadGLTF(const char *fileName)
float *tangents = model.meshes[meshIndex].tangents; float *tangents = model.meshes[meshIndex].tangents;
for (int k = 0; k < attribute->count; k++) for (int k = 0; k < attribute->count; k++)
{ {
Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, world_matrix); Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix);
tangents[3*k] = tt.x; tangents[3*k] = tt.x;
tangents[3*k+1] = tt.y; tangents[3*k+1] = tt.y;
tangents[3*k+2] = tt.z; tangents[3*k+2] = tt.z;