move first mesh bones calculation under check for its presense
This commit is contained in:
parent
b4f1ff9a00
commit
42a40b3920
1 changed files with 20 additions and 20 deletions
|
@ -2286,28 +2286,28 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
|
|||
}
|
||||
}
|
||||
|
||||
// Update all bones and boneMatrices of first mesh with bones.
|
||||
for (int boneId = 0; boneId < anim.boneCount; boneId++)
|
||||
{
|
||||
Transform *bindTransform = &model.bindPose[boneId];
|
||||
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||
QuaternionToMatrix(bindTransform->rotation)),
|
||||
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||
|
||||
Transform *targetTransform = &anim.framePoses[frame][boneId];
|
||||
Matrix targetMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(targetTransform->scale.x, targetTransform->scale.y, targetTransform->scale.z),
|
||||
QuaternionToMatrix(targetTransform->rotation)),
|
||||
MatrixTranslate(targetTransform->translation.x, targetTransform->translation.y, targetTransform->translation.z));
|
||||
|
||||
model.meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), targetMatrix);
|
||||
}
|
||||
|
||||
// Update remaining meshes with bones
|
||||
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
|
||||
if (firstMeshWithBones != -1)
|
||||
{
|
||||
// Update all bones and boneMatrices of first mesh with bones.
|
||||
for (int boneId = 0; boneId < anim.boneCount; boneId++)
|
||||
{
|
||||
Transform *bindTransform = &model.bindPose[boneId];
|
||||
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||
QuaternionToMatrix(bindTransform->rotation)),
|
||||
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||
|
||||
Transform *targetTransform = &anim.framePoses[frame][boneId];
|
||||
Matrix targetMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(targetTransform->scale.x, targetTransform->scale.y, targetTransform->scale.z),
|
||||
QuaternionToMatrix(targetTransform->rotation)),
|
||||
MatrixTranslate(targetTransform->translation.x, targetTransform->translation.y, targetTransform->translation.z));
|
||||
|
||||
model.meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), targetMatrix);
|
||||
}
|
||||
|
||||
// Update remaining meshes with bones
|
||||
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
|
||||
for (int i = firstMeshWithBones + 1; i < model.meshCount; i++)
|
||||
{
|
||||
if (model.meshes[i].boneMatrices)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue