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src/rmodels.c

Lines changed: 40 additions & 40 deletions
Original file line numberDiff line numberDiff line change
@@ -5582,50 +5582,50 @@ static Model LoadGLTF(const char *fileName)
55825582
{
55835583
// Init raylib mesh vertices to copy glTF attribute data
55845584
model.meshes[meshIndex].vertexCount = (int)attribute->count;
5585-
model.meshes[meshIndex].vertices = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
5585+
model.meshes[meshIndex].vertices = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
55865586

55875587
// Load data into a temp buffer to be converted to raylib data type
5588-
unsigned short* temp = (unsigned short*)RL_MALLOC(attribute->count * 3 * sizeof(unsigned short));
5588+
unsigned short *temp = (unsigned short *)RL_MALLOC(attribute->count*3*sizeof(unsigned short));
55895589
LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp);
55905590

55915591
// Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
5592-
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
5592+
for (unsigned int t = 0; t < attribute->count 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
55935593

55945594
RL_FREE(temp);
55955595

55965596
// Transform the vertices
5597-
float* vertices = model.meshes[meshIndex].vertices;
5597+
float *vertices = model.meshes[meshIndex].vertices;
55985598
for (unsigned int k = 0; k < attribute->count; k++)
55995599
{
5600-
Vector3 vt = Vector3Transform((Vector3) { vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2] }, worldMatrix);
5601-
vertices[3 * k] = vt.x;
5602-
vertices[3 * k + 1] = vt.y;
5603-
vertices[3 * k + 2] = vt.z;
5600+
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k + 1], vertices[3*k + 2] }, worldMatrix);
5601+
vertices[3*k] = vt.x;
5602+
vertices[3*k + 1] = vt.y;
5603+
vertices[3*k + 2] = vt.z;
56045604
}
56055605
}
56065606
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
56075607
{
56085608
// Init raylib mesh vertices to copy glTF attribute data
56095609
model.meshes[meshIndex].vertexCount = (int)attribute->count;
5610-
model.meshes[meshIndex].vertices = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
5610+
model.meshes[meshIndex].vertices = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
56115611

56125612
// Load data into a temp buffer to be converted to raylib data type
5613-
short* temp = (short*)RL_MALLOC(attribute->count * 3 * sizeof(short));
5613+
short *temp = (short *)RL_MALLOC(attribute->count*3*sizeof(short));
56145614
LOAD_ATTRIBUTE(attribute, 3, short, temp);
56155615

56165616
// Convert data to raylib vertex data type (float) the matrix will scale it to the correct size as a float
5617-
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
5617+
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].vertices[t] = (float)temp[t];
56185618

56195619
RL_FREE(temp);
56205620

56215621
// Transform the vertices
5622-
float* vertices = model.meshes[meshIndex].vertices;
5622+
float *vertices = model.meshes[meshIndex].vertices;
56235623
for (unsigned int k = 0; k < attribute->count; k++)
56245624
{
5625-
Vector3 vt = Vector3Transform((Vector3) { vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2] }, worldMatrix);
5626-
vertices[3 * k] = vt.x;
5627-
vertices[3 * k + 1] = vt.y;
5628-
vertices[3 * k + 2] = vt.z;
5625+
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k + 1], vertices[3*k + 2] }, worldMatrix);
5626+
vertices[3*k] = vt.x;
5627+
vertices[3*k + 1] = vt.y;
5628+
vertices[3*k + 2] = vt.z;
56295629
}
56305630
}
56315631
else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
@@ -5659,73 +5659,73 @@ static Model LoadGLTF(const char *fileName)
56595659
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_16))
56605660
{
56615661
// Init raylib mesh normals to copy glTF attribute data
5662-
model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
5662+
model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
56635663

56645664
// Load data into a temp buffer to be converted to raylib data type
5665-
short* temp = (short*)RL_MALLOC(attribute->count * 3 * sizeof(short));
5665+
short *temp = (short *)RL_MALLOC(attribute->count*3*sizeof(short));
56665666
LOAD_ATTRIBUTE(attribute, 3, short, temp);
56675667

56685668
// Convert data to raylib normal data type (float)
5669-
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
5669+
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
56705670

56715671
RL_FREE(temp);
56725672

56735673
// Transform the normals
5674-
float* normals = model.meshes[meshIndex].normals;
5674+
float *normals = model.meshes[meshIndex].normals;
56755675
for (unsigned int k = 0; k < attribute->count; k++)
56765676
{
5677-
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
5678-
normals[3 * k] = nt.x;
5679-
normals[3 * k + 1] = nt.y;
5680-
normals[3 * k + 2] = nt.z;
5677+
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3){ normals[3*k], normals[3*k + 1], normals[3*k + 2] }, worldMatrixNormals));
5678+
normals[3*k] = nt.x;
5679+
normals[3*k + 1] = nt.y;
5680+
normals[3*k + 2] = nt.z;
56815681
}
56825682
}
56835683
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8u))
56845684
{
56855685
// Init raylib mesh normals to copy glTF attribute data
5686-
model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
5686+
model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
56875687

56885688
// Load data into a temp buffer to be converted to raylib data type
5689-
unsigned char* temp = (unsigned char*)RL_MALLOC(attribute->count * 3 * sizeof(unsigned char));
5689+
unsigned char *temp = (unsigned char *)RL_MALLOC(attribute->count*3*sizeof(unsigned char));
56905690
LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp);
56915691

56925692
// Convert data to raylib normal data type (float)
5693-
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
5693+
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
56945694

56955695
RL_FREE(temp);
56965696

56975697
// Transform the normals
5698-
float* normals = model.meshes[meshIndex].normals;
5698+
float *normals = model.meshes[meshIndex].normals;
56995699
for (unsigned int k = 0; k < attribute->count; k++)
57005700
{
5701-
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
5702-
normals[3 * k] = nt.x;
5703-
normals[3 * k + 1] = nt.y;
5704-
normals[3 * k + 2] = nt.z;
5701+
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3){ normals[3*k], normals[3*k + 1], normals[3*k + 2] }, worldMatrixNormals));
5702+
normals[3*k] = nt.x;
5703+
normals[3*k + 1] = nt.y;
5704+
normals[3*k + 2] = nt.z;
57055705
}
57065706
}
57075707
else if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_8))
57085708
{
57095709
// Init raylib mesh normals to copy glTF attribute data
5710-
model.meshes[meshIndex].normals = (float*)RL_MALLOC(attribute->count * 3 * sizeof(float));
5710+
model.meshes[meshIndex].normals = (float *)RL_MALLOC(attribute->count*3*sizeof(float));
57115711

57125712
// Load data into a temp buffer to be converted to raylib data type
5713-
char* temp = (char*)RL_MALLOC(attribute->count * 3 * sizeof(char));
5713+
char *temp = (char *)RL_MALLOC(attribute->count*3*sizeof(char));
57145714
LOAD_ATTRIBUTE(attribute, 3, char, temp);
57155715

57165716
// Convert data to raylib normal data type (float)
5717-
for (unsigned int t = 0; t < attribute->count * 3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
5717+
for (unsigned int t = 0; t < attribute->count*3; t++) model.meshes[meshIndex].normals[t] = (float)temp[t];
57185718

57195719
RL_FREE(temp);
57205720

57215721
// Transform the normals
5722-
float* normals = model.meshes[meshIndex].normals;
5722+
float *normals = model.meshes[meshIndex].normals;
57235723
for (unsigned int k = 0; k < attribute->count; k++)
57245724
{
5725-
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3) { normals[3 * k], normals[3 * k + 1], normals[3 * k + 2] }, worldMatrixNormals));
5726-
normals[3 * k] = nt.x;
5727-
normals[3 * k + 1] = nt.y;
5728-
normals[3 * k + 2] = nt.z;
5725+
Vector3 nt = Vector3Normalize(Vector3Transform((Vector3){ normals[3*k], normals[3*k + 1], normals[3*k + 2] }, worldMatrixNormals));
5726+
normals[3*k] = nt.x;
5727+
normals[3*k + 1] = nt.y;
5728+
normals[3*k + 2] = nt.z;
57295729
}
57305730
}
57315731
else TRACELOG(LOG_WARNING, "MODEL: [%s] Normals attribute data format not supported, use vec3 float", fileName);

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