diff --git a/src/models.c b/src/models.c index 581aa1ac0..b3a50f403 100644 --- a/src/models.c +++ b/src/models.c @@ -919,7 +919,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount) TraceLog(LOG_ERROR, "[%s] Unable to open file", filename); } - // header + // Read IQM header fread(&iqm, sizeof(IQMHeader), 1, iqmFile); if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC))) @@ -934,34 +934,30 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount) fclose(iqmFile); } - // bones - IQMPose *poses; - poses = RL_MALLOC(sizeof(IQMPose)*iqm.num_poses); + // Get bones data + IQMPose *poses = RL_MALLOC(iqm.num_poses*sizeof(IQMPose)); fseek(iqmFile, iqm.ofs_poses, SEEK_SET); - fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile); + fread(poses, iqm.num_poses*sizeof(IQMPose), 1, iqmFile); - // animations + // Get animations data *animCount = iqm.num_anims; IQMAnim *anim = RL_MALLOC(iqm.num_anims*sizeof(IQMAnim)); fseek(iqmFile, iqm.ofs_anims, SEEK_SET); fread(anim, iqm.num_anims*sizeof(IQMAnim), 1, iqmFile); ModelAnimation *animations = RL_MALLOC(iqm.num_anims*sizeof(ModelAnimation)); - // frameposes - unsigned short *framedata = RL_MALLOC(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels); + unsigned short *framedata = RL_MALLOC(iqm.num_frames*iqm.num_framechannels*sizeof(unsigned short)); fseek(iqmFile, iqm.ofs_frames, SEEK_SET); - fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile); + fread(framedata, iqm.num_frames*iqm.num_framechannels*sizeof(unsigned short), 1, iqmFile); - for(int a=0;a= anim.frameCount) frame = frame%anim.frameCount; - - for (int m = 0; m < model.meshCount; m++) + if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL)) { - Vector3 animVertex = { 0 }; - Vector3 animNormal = { 0 }; + if (frame >= anim.frameCount) frame = frame%anim.frameCount; - Vector3 inTranslation = { 0 }; - Quaternion inRotation = { 0 }; - Vector3 inScale = { 0 }; - - Vector3 outTranslation = { 0 }; - Quaternion outRotation = { 0 }; - Vector3 outScale = { 0 }; - - int vCounter = 0; - int boneCounter = 0; - int boneId = 0; - - for (int i = 0; i < model.meshes[m].vertexCount; i++) + for (int m = 0; m < model.meshCount; m++) { - boneId = model.meshes[m].boneIds[boneCounter]; - inTranslation = model.bindPose[boneId].translation; - inRotation = model.bindPose[boneId].rotation; - inScale = model.bindPose[boneId].scale; - outTranslation = anim.framePoses[frame][boneId].translation; - outRotation = anim.framePoses[frame][boneId].rotation; - outScale = anim.framePoses[frame][boneId].scale; + Vector3 animVertex = { 0 }; + Vector3 animNormal = { 0 }; - // Vertices processing - // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) - animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] }; - animVertex = Vector3MultiplyV(animVertex, outScale); - animVertex = Vector3Subtract(animVertex, inTranslation); - animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); - animVertex = Vector3Add(animVertex, outTranslation); - model.meshes[m].animVertices[vCounter] = animVertex.x; - model.meshes[m].animVertices[vCounter + 1] = animVertex.y; - model.meshes[m].animVertices[vCounter + 2] = animVertex.z; + Vector3 inTranslation = { 0 }; + Quaternion inRotation = { 0 }; + Vector3 inScale = { 0 }; - // Normals processing - // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) - animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] }; - animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); - model.meshes[m].animNormals[vCounter] = animNormal.x; - model.meshes[m].animNormals[vCounter + 1] = animNormal.y; - model.meshes[m].animNormals[vCounter + 2] = animNormal.z; - vCounter += 3; + Vector3 outTranslation = { 0 }; + Quaternion outRotation = { 0 }; + Vector3 outScale = { 0 }; - boneCounter += 4; + int vCounter = 0; + int boneCounter = 0; + int boneId = 0; + + for (int i = 0; i < model.meshes[m].vertexCount; i++) + { + boneId = model.meshes[m].boneIds[boneCounter]; + inTranslation = model.bindPose[boneId].translation; + inRotation = model.bindPose[boneId].rotation; + inScale = model.bindPose[boneId].scale; + outTranslation = anim.framePoses[frame][boneId].translation; + outRotation = anim.framePoses[frame][boneId].rotation; + outScale = anim.framePoses[frame][boneId].scale; + + // Vertices processing + // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) + animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] }; + animVertex = Vector3MultiplyV(animVertex, outScale); + animVertex = Vector3Subtract(animVertex, inTranslation); + animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); + animVertex = Vector3Add(animVertex, outTranslation); + model.meshes[m].animVertices[vCounter] = animVertex.x; + model.meshes[m].animVertices[vCounter + 1] = animVertex.y; + model.meshes[m].animVertices[vCounter + 2] = animVertex.z; + + // Normals processing + // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) + animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] }; + animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); + model.meshes[m].animNormals[vCounter] = animNormal.x; + model.meshes[m].animNormals[vCounter + 1] = animNormal.y; + model.meshes[m].animNormals[vCounter + 2] = animNormal.z; + vCounter += 3; + + boneCounter += 4; + } + + // Upload new vertex data to GPU for model drawing + rlUpdateBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex position + rlUpdateBuffer(model.meshes[m].vboId[2], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex normals } - - // Upload new vertex data to GPU for model drawing - rlUpdateBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex position - rlUpdateBuffer(model.meshes[m].vboId[2], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex normals } }