Fix identation issues

This commit is contained in:
Hristo Stamenov 2021-01-27 23:11:04 +02:00
parent 2b02adcefa
commit e9c0cbd9dc

View File

@ -3782,7 +3782,7 @@ static Model LoadGLTF(const char *fileName)
int primitivesCount = 0;
for (unsigned int i = 0; i < data->meshes_count; i++)
primitivesCount += (int)data->meshes[i].primitives_count;
primitivesCount += (int)data->meshes[i].primitives_count;
// Process glTF data and map to model
model.meshCount = primitivesCount;
@ -3795,7 +3795,7 @@ static Model LoadGLTF(const char *fileName)
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
for (int i = 0; i < model.meshCount; i++)
model.meshes[i].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
model.meshes[i].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
for (unsigned int j = 0; j < data->nodes_count; j++)
{
@ -3803,51 +3803,51 @@ static Model LoadGLTF(const char *fileName)
model.bones[j].parent = j != 0 ? data->nodes[j].parent - data->nodes : 0;
}
for (unsigned int i = 0; i < data->nodes_count; i++)
{
if(data->nodes[i].has_translation)
{
memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
}
else
{
model.bindPose[i].translation = Vector3Zero();
}
for (unsigned int i = 0; i < data->nodes_count; i++)
{
if(data->nodes[i].has_translation)
{
memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
}
else
{
model.bindPose[i].translation = Vector3Zero();
}
if(data->nodes[i].has_rotation)
{
memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
}
else
{
model.bindPose[i].rotation = QuaternionIdentity();
}
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
if(data->nodes[i].has_rotation)
{
memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
}
else
{
model.bindPose[i].rotation = QuaternionIdentity();
}
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
if(data->nodes[i].has_scale)
{
memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
}
else
{
model.bindPose[i].scale = Vector3One();
}
}
if(data->nodes[i].has_scale)
{
memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
}
else
{
model.bindPose[i].scale = Vector3One();
}
}
for (int i = 0; i < model.boneCount; i++)
{
Transform* currentTransform = model.bindPose + i;
BoneInfo* currentBone = model.bones + i;
Transform* parentTransform = model.bindPose + currentBone->parent;
for (int i = 0; i < model.boneCount; i++)
{
Transform* currentTransform = model.bindPose + i;
BoneInfo* currentBone = model.bones + i;
Transform* parentTransform = model.bindPose + currentBone->parent;
if (currentBone->parent >= 0)
{
currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
}
}
if (currentBone->parent >= 0)
{
currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
}
}
for (int i = 0; i < model.materialCount - 1; i++)
{