Gltf model and animations exploring problems (#1635)
* Added bone binding to whole mesh and not only set vertices. + Also added missed setting of the animation count. + Removed double ; on one line * Added more of the gltf sample models https://github.com/KhronosGroup/glTF-Sample-Models We need to make it working for all of them. * Binding to initial bind pose added. * Fix cube disappearing bug because lerpPercent could be Inf. * Fixed for rigged figure also
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6 changed files with 202 additions and 7 deletions
78
src/models.c
78
src/models.c
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@ -754,7 +754,7 @@ Model LoadModel(const char *fileName)
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if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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}
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return model;
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}
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@ -3979,10 +3979,75 @@ static Model LoadGLTF(const char *fileName)
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}
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else
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{
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model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
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model.meshMaterial[primitiveIndex] = model.materialCount - 1;
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}
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// if (data->meshes[i].)
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if (model.meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
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{
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for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
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{
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if (data->nodes[nodeId].mesh == &(data->meshes[i]))
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{
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model.meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(int));
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model.meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(float));
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for (int b = 0; b < 4 * model.meshes[primitiveIndex].vertexCount; b++)
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{
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if(b % 4 == 0)
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{
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model.meshes[primitiveIndex].boneIds[b] = nodeId;
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model.meshes[primitiveIndex].boneWeights[b] = 1.0f;
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}
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else
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{
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model.meshes[primitiveIndex].boneIds[b] = 0;
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model.meshes[primitiveIndex].boneWeights[b] = 0.0f;
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}
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}
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Vector3 boundVertex = { 0 };
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Vector3 boundNormal = { 0 };
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Vector3 outTranslation = { 0 };
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Quaternion outRotation = { 0 };
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Vector3 outScale = { 0 };
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int vCounter = 0;
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int boneCounter = 0;
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int boneId = 0;
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for (int i = 0; i < model.meshes[primitiveIndex].vertexCount; i++)
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{
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boneId = model.meshes[primitiveIndex].boneIds[boneCounter];
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outTranslation = model.bindPose[boneId].translation;
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outRotation = model.bindPose[boneId].rotation;
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outScale = model.bindPose[boneId].scale;
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// Vertices processing
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boundVertex = (Vector3){ model.meshes[primitiveIndex].vertices[vCounter], model.meshes[primitiveIndex].vertices[vCounter + 1], model.meshes[primitiveIndex].vertices[vCounter + 2] };
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boundVertex = Vector3Multiply(boundVertex, outScale);
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boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
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boundVertex = Vector3Add(boundVertex, outTranslation);
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model.meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
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model.meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
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model.meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
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// Normals processing
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boundNormal = (Vector3){ model.meshes[primitiveIndex].normals[vCounter], model.meshes[primitiveIndex].normals[vCounter + 1], model.meshes[primitiveIndex].normals[vCounter + 2] };
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boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
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model.meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
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model.meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
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model.meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
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vCounter += 3;
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boneCounter += 4;
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}
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}
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}
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}
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primitiveIndex++;
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}
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@ -4053,9 +4118,9 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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result = cgltf_load_buffers(&options, data, fileName);
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if (result != cgltf_result_success) TRACELOG(LOG_WARNING, "MODEL: [%s] unable to load glTF animations data", fileName);
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animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
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*animCount = data->animations_count;
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for (unsigned int a = 0; a < data->animations_count; a++)
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{
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// gltf animation consists of the following structures:
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@ -4150,7 +4215,10 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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float previousInputTime = 0.0f;
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if (GltfReadFloat(sampler->input, outputMin, (float *)&previousInputTime, 1))
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{
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lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
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if((inputFrameTime - previousInputTime) != 0)
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{
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lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
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}
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}
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break;
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