Gltf animation support (#1551)
* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded. * Removed wrongly duplicated function * Bone loading for gltf model (not working at this point) * Loading info about vertex to joint connection but animation is still not working * Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF * The model almost looks like a real person on animation. * Fixed model loading with bones. Also updated license info on the model. * Cleaned up some code and updated examples. * Fix identation issues * Fix identation issues * Fix identation issues
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6 changed files with 691 additions and 213 deletions
115
examples/models/models_gltf_animation.c
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115
examples/models/models_gltf_animation.c
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@ -0,0 +1,115 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Load 3d gltf model with animations and play them
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
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// basic data
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// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
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// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load animation data
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int animsCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
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int animFrameCounter = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_SPACE))
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{
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animFrameCounter++;
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UpdateModelAnimation(model, anims[0], animFrameCounter);
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if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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for (int i = 0; i < model.boneCount; i++)
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{
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DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
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}
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
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DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// UnloadTexture(texture); // Unload texture
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// Unload model animations data
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for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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87
examples/models/models_gltf_model.c
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examples/models/models_gltf_model.c
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/*******************************************************************************************
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*
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* raylib [models] example - Load 3d gltf model
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/gltf/Avocado.glb"); // Load the animated model mesh and
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModelEx(model, position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 15.0f, 15.0f, 15.0f }, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("(cc0) Avocado by @Microsoft", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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examples/models/resources/gltf/Avocado.glb
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examples/models/resources/gltf/Avocado.glb
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11
examples/models/resources/gltf/LICENSE
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11
examples/models/resources/gltf/LICENSE
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Rigged Figure model has been created by Cesium (https://cesium.com/cesiumjs/),
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and licensed as Creative Commons Attribution 4.0 International License.
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Check for details: http://creativecommons.org/licenses/by/4.0/
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Avocado model is provided by Microsoft
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and licensed as CC0 Universal Public Domain
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Check for details: https://creativecommons.org/publicdomain/zero/1.0/
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GLTF sample models for testing are taken from: https://github.com/KhronosGroup/glTF-Sample-Models/
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examples/models/resources/gltf/rigged_figure.glb
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examples/models/resources/gltf/rigged_figure.glb
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691
src/models.c
691
src/models.c
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@ -114,9 +114,11 @@ static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
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#endif
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#if defined(SUPPORT_FILEFORMAT_IQM)
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static Model LoadIQM(const char *fileName); // Load IQM mesh data
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static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCount); // Load IQM animation data
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
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static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
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#endif
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//----------------------------------------------------------------------------------
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@ -852,7 +854,7 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount)
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// Upload mesh vertex data to GPU
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void UploadMesh(Mesh *mesh)
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{
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rlLoadMesh(&mesh, false); // Static mesh by default
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rlLoadMesh(mesh, false); // Static mesh by default
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}
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// Unload mesh from memory (RAM and/or VRAM)
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// Load model animations from file
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ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount)
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{
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#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
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#define IQM_VERSION 2 // only IQM version 2 supported
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unsigned int fileSize = 0;
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unsigned char *fileData = LoadFileData(fileName, &fileSize);
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unsigned char *fileDataPtr = fileData;
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typedef struct IQMHeader {
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char magic[16];
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unsigned int version;
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unsigned int filesize;
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unsigned int flags;
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unsigned int num_text, ofs_text;
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unsigned int num_meshes, ofs_meshes;
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unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
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unsigned int num_triangles, ofs_triangles, ofs_adjacency;
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unsigned int num_joints, ofs_joints;
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unsigned int num_poses, ofs_poses;
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unsigned int num_anims, ofs_anims;
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unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
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unsigned int num_comment, ofs_comment;
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unsigned int num_extensions, ofs_extensions;
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} IQMHeader;
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typedef struct IQMPose {
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int parent;
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unsigned int mask;
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float channeloffset[10];
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float channelscale[10];
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} IQMPose;
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typedef struct IQMAnim {
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unsigned int name;
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unsigned int first_frame, num_frames;
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float framerate;
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unsigned int flags;
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} IQMAnim;
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// In case file can not be read, return an empty model
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if (fileDataPtr == NULL) return NULL;
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// Read IQM header
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IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
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if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
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return NULL;
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}
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if (iqmHeader->version != IQM_VERSION)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
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return NULL;
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}
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// Get bones data
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IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
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//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
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//fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
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memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
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// Get animations data
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*animCount = iqmHeader->num_anims;
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IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
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//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
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//fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
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memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
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ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
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// frameposes
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unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
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//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
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//fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
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memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
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for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
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{
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animations[a].frameCount = anim[a].num_frames;
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animations[a].boneCount = iqmHeader->num_poses;
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animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
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animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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//animations[a].framerate = anim.framerate; // TODO: Use framerate?
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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{
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strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
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animations[a].bones[j].parent = poses[j].parent;
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}
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for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
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int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
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for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
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{
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for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
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{
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animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
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if (poses[i].mask & 0x01)
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{
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animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
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dcounter++;
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}
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animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
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if (poses[i].mask & 0x02)
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{
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animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
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dcounter++;
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}
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animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
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if (poses[i].mask & 0x04)
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{
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animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
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if (poses[i].mask & 0x08)
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{
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animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
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if (poses[i].mask & 0x10)
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{
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animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
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if (poses[i].mask & 0x20)
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{
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animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
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if (poses[i].mask & 0x40)
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{
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animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
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if (poses[i].mask & 0x80)
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{
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animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
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if (poses[i].mask & 0x100)
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{
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animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
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if (poses[i].mask & 0x200)
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{
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animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
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}
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}
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// Build frameposes
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for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
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{
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for (int i = 0; i < animations[a].boneCount; i++)
|
||||
{
|
||||
if (animations[a].bones[i].parent >= 0)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
|
||||
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
|
||||
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
|
||||
animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RL_FREE(fileData);
|
||||
|
||||
RL_FREE(framedata);
|
||||
RL_FREE(poses);
|
||||
RL_FREE(anim);
|
||||
ModelAnimation *animations = NULL;
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_IQM)
|
||||
if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
|
||||
#endif
|
||||
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
||||
if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
|
||||
#endif
|
||||
|
||||
return animations;
|
||||
}
|
||||
|
||||
|
@ -3554,6 +3360,218 @@ static Model LoadIQM(const char *fileName)
|
|||
|
||||
return model;
|
||||
}
|
||||
|
||||
// Load IQM animation data
|
||||
static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCount)
|
||||
{
|
||||
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
||||
#define IQM_VERSION 2 // only IQM version 2 supported
|
||||
|
||||
unsigned int fileSize = 0;
|
||||
unsigned char *fileData = LoadFileData(fileName, &fileSize);
|
||||
unsigned char *fileDataPtr = fileData;
|
||||
|
||||
typedef struct IQMHeader {
|
||||
char magic[16];
|
||||
unsigned int version;
|
||||
unsigned int filesize;
|
||||
unsigned int flags;
|
||||
unsigned int num_text, ofs_text;
|
||||
unsigned int num_meshes, ofs_meshes;
|
||||
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
|
||||
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
|
||||
unsigned int num_joints, ofs_joints;
|
||||
unsigned int num_poses, ofs_poses;
|
||||
unsigned int num_anims, ofs_anims;
|
||||
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
|
||||
unsigned int num_comment, ofs_comment;
|
||||
unsigned int num_extensions, ofs_extensions;
|
||||
} IQMHeader;
|
||||
|
||||
typedef struct IQMPose {
|
||||
int parent;
|
||||
unsigned int mask;
|
||||
float channeloffset[10];
|
||||
float channelscale[10];
|
||||
} IQMPose;
|
||||
|
||||
typedef struct IQMAnim {
|
||||
unsigned int name;
|
||||
unsigned int first_frame, num_frames;
|
||||
float framerate;
|
||||
unsigned int flags;
|
||||
} IQMAnim;
|
||||
|
||||
// In case file can not be read, return an empty model
|
||||
if (fileDataPtr == NULL) return NULL;
|
||||
|
||||
// Read IQM header
|
||||
IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
|
||||
|
||||
if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (iqmHeader->version != IQM_VERSION)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get bones data
|
||||
IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
|
||||
//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
|
||||
//fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
|
||||
memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
|
||||
|
||||
// Get animations data
|
||||
*animCount = iqmHeader->num_anims;
|
||||
IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
|
||||
//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
|
||||
//fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
|
||||
memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
|
||||
|
||||
ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
|
||||
|
||||
// frameposes
|
||||
unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
|
||||
//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
|
||||
//fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
|
||||
memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
|
||||
|
||||
for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
|
||||
{
|
||||
animations[a].frameCount = anim[a].num_frames;
|
||||
animations[a].boneCount = iqmHeader->num_poses;
|
||||
animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
|
||||
animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
|
||||
//animations[a].framerate = anim.framerate; // TODO: Use framerate?
|
||||
|
||||
for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
|
||||
{
|
||||
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
|
||||
animations[a].bones[j].parent = poses[j].parent;
|
||||
}
|
||||
|
||||
for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
|
||||
|
||||
int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
|
||||
|
||||
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
|
||||
{
|
||||
for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
|
||||
|
||||
if (poses[i].mask & 0x01)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
|
||||
|
||||
if (poses[i].mask & 0x02)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
|
||||
|
||||
if (poses[i].mask & 0x04)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
|
||||
|
||||
if (poses[i].mask & 0x08)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
|
||||
|
||||
if (poses[i].mask & 0x10)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
|
||||
|
||||
if (poses[i].mask & 0x20)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
|
||||
|
||||
if (poses[i].mask & 0x40)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
|
||||
|
||||
if (poses[i].mask & 0x80)
|
||||
{
|
||||
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
|
||||
|
||||
if (poses[i].mask & 0x100)
|
||||
{
|
||||
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
|
||||
|
||||
if (poses[i].mask & 0x200)
|
||||
{
|
||||
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
|
||||
}
|
||||
}
|
||||
|
||||
// Build frameposes
|
||||
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
|
||||
{
|
||||
for (int i = 0; i < animations[a].boneCount; i++)
|
||||
{
|
||||
if (animations[a].bones[i].parent >= 0)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
|
||||
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
|
||||
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
|
||||
animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RL_FREE(fileData);
|
||||
|
||||
RL_FREE(framedata);
|
||||
RL_FREE(poses);
|
||||
RL_FREE(anim);
|
||||
|
||||
return animations;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
||||
|
@ -3763,7 +3781,8 @@ static Model LoadGLTF(const char *fileName)
|
|||
|
||||
int primitivesCount = 0;
|
||||
|
||||
for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
|
||||
for (unsigned int i = 0; i < data->meshes_count; i++)
|
||||
primitivesCount += (int)data->meshes[i].primitives_count;
|
||||
|
||||
// Process glTF data and map to model
|
||||
model.meshCount = primitivesCount;
|
||||
|
@ -3771,9 +3790,65 @@ static Model LoadGLTF(const char *fileName)
|
|||
model.materialCount = (int)data->materials_count + 1;
|
||||
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
|
||||
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
|
||||
model.boneCount = data->nodes_count;
|
||||
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
|
||||
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
model.meshes[i].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
|
||||
|
||||
for (unsigned int j = 0; j < data->nodes_count; j++)
|
||||
{
|
||||
strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
|
||||
model.bones[j].parent = j != 0 ? data->nodes[j].parent - data->nodes : 0;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < data->nodes_count; i++)
|
||||
{
|
||||
if(data->nodes[i].has_translation)
|
||||
{
|
||||
memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
|
||||
}
|
||||
else
|
||||
{
|
||||
model.bindPose[i].translation = Vector3Zero();
|
||||
}
|
||||
|
||||
if(data->nodes[i].has_rotation)
|
||||
{
|
||||
memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
|
||||
}
|
||||
else
|
||||
{
|
||||
model.bindPose[i].rotation = QuaternionIdentity();
|
||||
}
|
||||
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
|
||||
|
||||
if(data->nodes[i].has_scale)
|
||||
{
|
||||
memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
|
||||
}
|
||||
else
|
||||
{
|
||||
model.bindPose[i].scale = Vector3One();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < model.boneCount; i++)
|
||||
{
|
||||
Transform* currentTransform = model.bindPose + i;
|
||||
BoneInfo* currentBone = model.bones + i;
|
||||
Transform* parentTransform = model.bindPose + currentBone->parent;
|
||||
|
||||
if (currentBone->parent >= 0)
|
||||
{
|
||||
currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
|
||||
currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
|
||||
currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
|
||||
currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < model.materialCount - 1; i++)
|
||||
{
|
||||
model.materials[i] = LoadMaterialDefault();
|
||||
|
@ -3854,16 +3929,22 @@ static Model LoadGLTF(const char *fileName)
|
|||
{
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||
model.meshes[primitiveIndex].vertexCount = (int)acc->count;
|
||||
model.meshes[primitiveIndex].vertices = RL_MALLOC(model.meshes[primitiveIndex].vertexCount*3*sizeof(float));
|
||||
int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float);
|
||||
model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
|
||||
model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
|
||||
|
||||
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
|
||||
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices);
|
||||
memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
|
||||
}
|
||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
|
||||
{
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||
model.meshes[primitiveIndex].normals = RL_MALLOC(acc->count*3*sizeof(float));
|
||||
int bufferSize = acc->count*3*sizeof(float);
|
||||
model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
|
||||
model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
|
||||
|
||||
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals)
|
||||
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals);
|
||||
memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
|
||||
}
|
||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
|
||||
{
|
||||
|
@ -3880,6 +3961,45 @@ static Model LoadGLTF(const char *fileName)
|
|||
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF texture coordinates must be float", fileName);
|
||||
}
|
||||
}
|
||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints)
|
||||
{
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||
|
||||
if(acc->component_type == cgltf_component_type_r_16u)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
|
||||
short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
|
||||
|
||||
LOAD_ACCESSOR(short, 4, acc, bones);
|
||||
for(int a = 0; a < acc->count * 4; a ++)
|
||||
{
|
||||
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
||||
|
||||
for(int k = 0; k < data->nodes_count; k++)
|
||||
{
|
||||
if(&(data->nodes[k]) == skinJoint)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds[a] = k;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
RL_FREE(bones);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Support other size of bone index?
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF bones in unexpected format", fileName);
|
||||
}
|
||||
|
||||
}
|
||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
|
||||
{
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||
|
||||
model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
|
||||
LOAD_ACCESSOR(float, 4, acc, model.meshes[primitiveIndex].boneWeights)
|
||||
}
|
||||
}
|
||||
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
|
||||
|
@ -3913,9 +4033,12 @@ static Model LoadGLTF(const char *fileName)
|
|||
{
|
||||
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
|
||||
}
|
||||
|
||||
|
||||
// if(data->meshes[i].)
|
||||
|
||||
primitiveIndex++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
cgltf_free(data);
|
||||
|
@ -3926,4 +4049,146 @@ static Model LoadGLTF(const char *fileName)
|
|||
|
||||
return model;
|
||||
}
|
||||
|
||||
// LoadGLTF loads in animation data from given filename
|
||||
static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCount)
|
||||
{
|
||||
/***********************************************************************************
|
||||
|
||||
Function implemented by Hristo Stamenov (@object71)
|
||||
|
||||
Features:
|
||||
- Supports .gltf and .glb files
|
||||
|
||||
Some restrictions (not exhaustive):
|
||||
- ...
|
||||
|
||||
*************************************************************************************/
|
||||
// glTF file loading
|
||||
unsigned int dataSize = 0;
|
||||
unsigned char *fileData = LoadFileData(fileName, &dataSize);
|
||||
|
||||
ModelAnimation *animations = NULL;
|
||||
|
||||
if (fileData == NULL) return animations;
|
||||
|
||||
// glTF data loading
|
||||
cgltf_options options = { 0 };
|
||||
cgltf_data *data = NULL;
|
||||
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
|
||||
|
||||
if (result == cgltf_result_success)
|
||||
{
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
|
||||
"gltf", data->animations_count);
|
||||
|
||||
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
|
||||
|
||||
for (unsigned int a = 0; a < data->animations_count; a++)
|
||||
{
|
||||
cgltf_animation *animation = data->animations + a;
|
||||
|
||||
ModelAnimation *output = animations + a;
|
||||
|
||||
output->frameCount = animation->channels->sampler->input->count;
|
||||
output->boneCount = data->nodes_count;
|
||||
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
|
||||
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
|
||||
|
||||
for (unsigned int j = 0; j < data->nodes_count; j++)
|
||||
{
|
||||
strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
|
||||
output->bones[j].parent = j != 0 ? (int)(data->nodes[j].parent - data->nodes) : 0;
|
||||
}
|
||||
|
||||
for (unsigned int j = 0; j < output->frameCount; j++)
|
||||
output->framePoses[j] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
|
||||
|
||||
for (unsigned int frame = 0; frame < output->frameCount; frame++)
|
||||
{
|
||||
for (unsigned int i = 0; i < data->nodes_count; i++)
|
||||
{
|
||||
output->framePoses[frame][i].translation = Vector3Zero();
|
||||
output->framePoses[frame][i].rotation = QuaternionIdentity();
|
||||
output->framePoses[frame][i].rotation = QuaternionNormalize(output->framePoses[frame][i].rotation);
|
||||
output->framePoses[frame][i].scale = Vector3One();
|
||||
}
|
||||
}
|
||||
|
||||
for(int channelId = 0; channelId < animation->channels_count; channelId++)
|
||||
{
|
||||
cgltf_animation_channel* channel = animation->channels + channelId;
|
||||
cgltf_animation_sampler* sampler = channel->sampler;
|
||||
|
||||
int boneId = channel->target_node - data->nodes;
|
||||
|
||||
for(int frame = 0; frame < output->frameCount; frame++)
|
||||
{
|
||||
if(channel->target_path == cgltf_animation_path_type_translation) {
|
||||
Vector3 translation;
|
||||
if(cgltf_accessor_read_float(sampler->output, frame, (float*)&translation, 3))
|
||||
{
|
||||
output->framePoses[frame][boneId].translation = translation;
|
||||
}
|
||||
else if (output->frameCount == 2)
|
||||
{
|
||||
memcpy(&translation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
|
||||
output->framePoses[frame][boneId].translation = translation;
|
||||
}
|
||||
}
|
||||
if(channel->target_path == cgltf_animation_path_type_rotation) {
|
||||
Quaternion rotation;
|
||||
if(cgltf_accessor_read_float(sampler->output, frame, (float*)&rotation, 4))
|
||||
{
|
||||
output->framePoses[frame][boneId].rotation = rotation;
|
||||
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
|
||||
}
|
||||
else if (output->frameCount == 2)
|
||||
{
|
||||
memcpy(&rotation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 4 * sizeof(float));
|
||||
output->framePoses[frame][boneId].rotation = rotation;
|
||||
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
|
||||
}
|
||||
}
|
||||
if(channel->target_path == cgltf_animation_path_type_scale) {
|
||||
Vector3 scale;
|
||||
if(cgltf_accessor_read_float(sampler->output, frame, (float*)&scale, 4))
|
||||
{
|
||||
output->framePoses[frame][boneId].scale = scale;
|
||||
}
|
||||
else if (output->frameCount == 2)
|
||||
{
|
||||
memcpy(&scale, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
|
||||
output->framePoses[frame][boneId].scale = scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Build frameposes
|
||||
for (unsigned int frame = 0; frame < output->frameCount; frame++)
|
||||
{
|
||||
for (int i = 0; i < output->boneCount; i++)
|
||||
{
|
||||
if (output->bones[i].parent >= 0)
|
||||
{
|
||||
output->framePoses[frame][i].rotation = QuaternionMultiply(output->framePoses[frame][output->bones[i].parent].rotation, output->framePoses[frame][i].rotation);
|
||||
output->framePoses[frame][i].translation = Vector3RotateByQuaternion(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].rotation);
|
||||
output->framePoses[frame][i].translation = Vector3Add(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].translation);
|
||||
output->framePoses[frame][i].scale = Vector3Multiply(output->framePoses[frame][i].scale, output->framePoses[frame][output->bones[i].parent].scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
cgltf_free(data);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
|
||||
|
||||
RL_FREE(fileData);
|
||||
|
||||
return animations;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue