Some misc tweaks

This commit is contained in:
Ray 2021-03-02 02:03:52 +01:00
parent 8df56c5843
commit 01b3c97c42
3 changed files with 43 additions and 49 deletions

View file

@ -4019,7 +4019,7 @@ static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variab
}
// LoadGLTF loads in animation data from given filename
static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCount)
static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount)
{
/***********************************************************************************
@ -4032,6 +4032,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
- ...
*************************************************************************************/
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
@ -4081,6 +4082,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
cgltf_animation_channel* channel = animation->channels + i;
int frameCounts = (int)channel->sampler->input->count;
float lastFrameTime = 0.0f;
if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
{
animationDuration = fmaxf(lastFrameTime, animationDuration);
@ -4137,7 +4139,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
for (unsigned int j = 0; j < sampler->input->count; j++)
{
float inputFrameTime;
if (GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
if (GltfReadFloat(sampler->input, j, (float *)&inputFrameTime, 1))
{
if (frameTime < inputFrameTime)
{
@ -4146,59 +4148,53 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
outputMax = j;
float previousInputTime = 0.0f;
if (GltfReadFloat(sampler->input, outputMin, (float*)&previousInputTime, 1))
if (GltfReadFloat(sampler->input, outputMin, (float *)&previousInputTime, 1))
{
lerpPercent = (frameTime - previousInputTime) / (inputFrameTime - previousInputTime);
lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
}
break;
}
} else {
break;
}
}
else break;
}
// If the current transformation has no information for the current frame time point
if (shouldSkipFurtherTransformation) {
continue;
}
if (shouldSkipFurtherTransformation) continue;
if (channel->target_path == cgltf_animation_path_type_translation) {
if (channel->target_path == cgltf_animation_path_type_translation)
{
Vector3 translationStart;
Vector3 translationEnd;
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&translationStart, 3);
success = GltfReadFloat(sampler->output, outputMax, (float*)&translationEnd, 3) || success;
bool success = GltfReadFloat(sampler->output, outputMin, (float *)&translationStart, 3);
success = GltfReadFloat(sampler->output, outputMax, (float *)&translationEnd, 3) || success;
if (success)
{
output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
}
if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
}
if (channel->target_path == cgltf_animation_path_type_rotation) {
if (channel->target_path == cgltf_animation_path_type_rotation)
{
Quaternion rotationStart;
Quaternion rotationEnd;
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&rotationStart, 4);
success = GltfReadFloat(sampler->output, outputMax, (float*)&rotationEnd, 4) || success;
bool success = GltfReadFloat(sampler->output, outputMin, (float *)&rotationStart, 4);
success = GltfReadFloat(sampler->output, outputMax, (float *)&rotationEnd, 4) || success;
if (success)
{
output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
}
}
if (channel->target_path == cgltf_animation_path_type_scale) {
if (channel->target_path == cgltf_animation_path_type_scale)
{
Vector3 scaleStart;
Vector3 scaleEnd;
bool success = GltfReadFloat(sampler->output, outputMin, (float*)&scaleStart, 3);
success = GltfReadFloat(sampler->output, outputMax, (float*)&scaleEnd, 3) || success;
bool success = GltfReadFloat(sampler->output, outputMin, (float *)&scaleStart, 3);
success = GltfReadFloat(sampler->output, outputMax, (float *)&scaleEnd, 3) || success;
if (success)
{
output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
}
if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
}
}
}
@ -4206,15 +4202,17 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
// Build frameposes
for (int frame = 0; frame < output->frameCount; frame++)
{
bool* completedBones = RL_CALLOC(output->boneCount, sizeof(bool));
bool *completedBones = RL_CALLOC(output->boneCount, sizeof(bool));
int numberCompletedBones = 0;
while (numberCompletedBones < output->boneCount) {
while (numberCompletedBones < output->boneCount)
{
for (int i = 0; i < output->boneCount; i++)
{
if (completedBones[i]) continue;
if (output->bones[i].parent < 0) {
if (output->bones[i].parent < 0)
{
completedBones[i] = true;
numberCompletedBones++;
continue;