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| author | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:22:15 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:22:15 +0200 |
| commit | dcd6942ed1ab703625f5c7072cbcfd823c681db7 (patch) | |
| tree | 26adf20c7a1f71cfc986df22c0f5e15520485ec1 /src/models.c | |
| parent | c320a21f2b0e96f7605624e84048ccab9700b516 (diff) | |
| download | raylib-dcd6942ed1ab703625f5c7072cbcfd823c681db7.tar.gz raylib-dcd6942ed1ab703625f5c7072cbcfd823c681db7.zip | |
Fix small bug and spacing
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/src/models.c b/src/models.c index aef79626..07dee720 100644 --- a/src/models.c +++ b/src/models.c @@ -302,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < (rings + 2); i++) + for (int i = 0; i < (rings + 2); i++) { - for(int j = 0; j < slices; j++) + for (int j = 0; j < slices; j++) { rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), @@ -341,9 +341,9 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < (rings + 2); i++) + for (int i = 0; i < (rings + 2); i++) { - for(int j = 0; j < slices; j++) + for (int j = 0; j < slices; j++) { rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), @@ -386,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h if (radiusTop > 0) { // Draw Body ------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right @@ -398,7 +398,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h } // Draw Cap -------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); @@ -408,7 +408,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h else { // Draw Cone ------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); @@ -417,7 +417,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h } // Draw Base ----------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, 0, 0); rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); @@ -431,7 +431,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h // NOTE: It could be also used for pyramid and cone void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) { - if(sides < 3) sides = 3; + if (sides < 3) sides = 3; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); @@ -439,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); @@ -500,7 +500,7 @@ void DrawGrid(int slices, float spacing) int halfSlices = slices / 2; rlBegin(RL_LINES); - for(int i = -halfSlices; i <= halfSlices; i++) + for (int i = -halfSlices; i <= halfSlices; i++) { if (i == 0) { @@ -798,9 +798,9 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ }; - for(int z = 0; z < mapZ-1; z++) + for (int z = 0; z < mapZ-1; z++) { - for(int x = 0; x < mapX-1; x++) + for (int x = 0; x < mapX-1; x++) { // Fill vertices array with data //---------------------------------------------------------- @@ -1417,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius float vector = VectorDotProduct(raySpherePos, ray.direction); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); - if(d >= 0.0f) collision = true; + if (d >= 0.0f) collision = true; return collision; } @@ -1432,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi float vector = VectorDotProduct(raySpherePos, ray.direction); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); - if(d >= 0.0f) collision = true; + if (d >= 0.0f) collision = true; // Calculate collision point Vector3 offset = ray.direction; float collisionDistance = 0; // Check if ray origin is inside the sphere to calculate the correct collision point - if(distance < sphereRadius) collisionDistance = vector + sqrt(d); + if (distance < sphereRadius) collisionDistance = vector + sqrt(d); else collisionDistance = vector - sqrt(d); VectorScale(&offset, collisionDistance); @@ -1777,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName) // First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles // NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition) // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face) - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': // Comments case 'o': // Object name (One OBJ file can contain multible named meshes) @@ -1842,11 +1842,11 @@ static Mesh LoadOBJ(const char *fileName) // Second reading pass: Get vertex data to fill intermediate arrays // NOTE: This second pass is required in case of multiple meshes defined in same OBJ // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals) - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break; case 'v': @@ -1903,11 +1903,11 @@ static Mesh LoadOBJ(const char *fileName) if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName); // Third reading pass: Get faces (triangles) data and fill VertexArray - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break; case 'f': @@ -2023,7 +2023,7 @@ static Material LoadMTL(const char *fileName) return material; } - while(!feof(mtlFile)) + while (!feof(mtlFile)) { fgets(buffer, MAX_BUFFER_SIZE, mtlFile); |
