BIG UPDATE: New models functions for animations!
Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
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8 changed files with 547 additions and 936 deletions
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@ -1,98 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Load IQM 3d model with animations and play them
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*
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* This example has been created using raylib 2.0 (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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* Copyright (c) 2018 @culacant and @raysan5
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RIQM_IMPLEMENTATION
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#include "riqm.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - iqm 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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// Load the animated model mesh and basic data
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AnimatedModel model = LoadAnimatedModel("resources/guy.iqm");
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// Load model texture and set material
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// NOTE: There is only 1 mesh and 1 material (both at index 0), thats what the 2 0's are
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model = AnimatedModelAddTexture(model, "resources/guytex.png"); // REPLACE!
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model = SetMeshMaterial(model, 0, 0); // REPLACE!
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// Load animation data
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Animation anim = LoadAnimationFromIQM("resources/guyanim.iqm");
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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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AnimateModel(model, anim, animFrameCounter); // Animate the model with animation data and frame
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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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DrawAnimatedModel(model, Vector3Zero(), 1.0f, WHITE); // Draw animated model
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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 IQM MODEL ANIMATION", 10, 10, 20, MAROON);
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DrawText("(c) Guy IQM 3D model by @culacant", 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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UnloadAnimation(anim); // Unload animation data
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UnloadAnimatedModel(model); // Unload animated 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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Before Width: | Height: | Size: 295 KiB |
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#define JOINT_NAME_LENGTH 32 // Joint name string length
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#define MESH_NAME_LENGTH 32 // Mesh name string length
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typedef struct Joint {
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char name[JOINT_NAME_LENGTH];
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int parent;
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} Joint;
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typedef struct Pose {
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Vector3 translation;
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Quaternion rotation;
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Vector3 scale;
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} Pose;
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typedef struct Animation {
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int jointCount; // Number of joints (bones)
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Joint *joints; // Joints array
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// NOTE: Joints in anims do not have names
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int frameCount; // Number of animation frames
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float framerate; // Frame change speed
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Pose **framepose; // Poses array by frame (and one pose by joint)
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} Animation;
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// Animated Model type
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typedef struct AnimatedModel {
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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Mesh *meshes; // Meshes array
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int materialCount; // Number of materials
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Material *materials; // Materials array
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int *meshMaterialId; // Mesh materials ids
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// Animation required data
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int jointCount; // Number of joints (and keyposes)
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Joint *joints; // Mesh joints (bones)
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Pose *basepose; // Mesh base-poses by joint
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} AnimatedModel;
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#define BONE_NAME_LENGTH 32 // BoneInfo name string length
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#define MESH_NAME_LENGTH 32 // Mesh name string length
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// Loading/Unloading functions
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RIQMDEF AnimatedModel LoadAnimatedModel(const char *filename);
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RIQMDEF void UnloadAnimatedModel(AnimatedModel model);
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RIQMDEF Animation LoadAnimation(const char *filename);
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RIQMDEF void UnloadAnimation(Animation anim);
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RIQMDEF AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename); // GENERIC!
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RIQMDEF AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid); // GENERIC!
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// Usage functionality
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RIQMDEF bool CheckSkeletonsMatch(AnimatedModel model, Animation anim);
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RIQMDEF void AnimateModel(AnimatedModel model, Animation anim, int frame);
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RIQMDEF void DrawAnimatedModel(AnimatedModel model, Vector3 position, float scale, Color tint);
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RIQMDEF void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);
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#endif // RIQM_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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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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#define ANIMJOINTNAME "ANIMJOINT" // default joint name (used in Animation)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// iqm file structs
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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 IQMMesh {
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unsigned int name;
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unsigned int material;
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unsigned int first_vertex, num_vertexes;
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unsigned int first_triangle, num_triangles;
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} IQMMesh;
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typedef struct IQMTriangle {
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unsigned int vertex[3];
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} IQMTriangle;
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typedef struct IQMAdjacency { // adjacency unused by default
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unsigned int triangle[3];
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} IQMAdjacency;
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typedef struct IQMJoint {
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unsigned int name;
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int parent;
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float translate[3], rotate[4], scale[3];
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} IQMJoint;
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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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typedef struct IQMVertexArray {
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unsigned int type;
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unsigned int flags;
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unsigned int format;
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unsigned int size;
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unsigned int offset;
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} IQMVertexArray;
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typedef struct IQMBounds { // bounds unused by default
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float bbmin[3], bbmax[3];
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float xyradius, radius;
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} IQMBounds;
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typedef enum {
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IQM_POSITION = 0,
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IQM_TEXCOORD = 1,
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IQM_NORMAL = 2,
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IQM_TANGENT = 3, // tangents unused by default
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IQM_BLENDINDEXES = 4,
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IQM_BLENDWEIGHTS = 5,
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IQM_COLOR = 6, // vertex colors unused by default
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IQM_CUSTOM = 0x10 // custom vertex values unused by default
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} IQMVertexType;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static AnimatedModel LoadIQM(const char *filename);
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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// Load .iqm file and initialize animated model
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AnimatedModel LoadAnimatedModel(const char *filename)
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{
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AnimatedModel out = LoadIQM(filename);
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for (int i = 0; i < out.meshCount; i++) rlLoadMesh(&out.meshes[i], false);
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out.transform = MatrixIdentity();
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out.meshMaterialId = malloc(sizeof(int)*out.meshCount);
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out.materials = NULL;
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out.materialCount = 0;
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for (int i = 0; i < out.meshCount; i++) out.meshMaterialId[i] = -1;
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return out;
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}
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// Add a texture to an animated model
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AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename)
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{
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Texture2D texture = LoadTexture(filename);
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model.materials = realloc(model.materials, sizeof(Material)*(model.materialCount + 1));
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model.materials[model.materialCount] = LoadMaterialDefault();
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model.materials[model.materialCount].maps[MAP_DIFFUSE].texture = texture;
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model.materialCount++;
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return model;
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}
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// Set the material for a meshes
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AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid)
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{
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if (meshid > model.meshCount)
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{
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TraceLog(LOG_WARNING, "MeshId greater than meshCount\n");
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return model;
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}
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if (textureid > model.materialCount)
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{
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TraceLog(LOG_WARNING,"textureid greater than materialCount\n");
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return model;
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}
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model.meshMaterialId[meshid] = textureid;
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return model;
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}
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// Load animations from a .iqm file
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Animation LoadAnimationFromIQM(const char *filename)
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{
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Animation animation = { 0 };
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FILE *iqmFile;
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IQMHeader iqm;
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iqmFile = fopen(filename,"rb");
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if (!iqmFile)
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{
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TraceLog(LOG_ERROR, "[%s] Unable to open file", filename);
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return animation;
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}
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// header
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fread(&iqm, sizeof(IQMHeader), 1, iqmFile);
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if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC)))
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{
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TraceLog(LOG_ERROR, "Magic Number \"%s\"does not match.", iqm.magic);
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fclose(iqmFile);
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return animation;
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}
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if (iqm.version != IQM_VERSION)
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{
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TraceLog(LOG_ERROR, "IQM version %i is incorrect.", iqm.version);
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fclose(iqmFile);
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return animation;
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}
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// header
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if (iqm.num_anims > 1) TraceLog(LOG_WARNING, "More than 1 animation in file, only the first one will get loaded");
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// joints
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IQMPose *poses;
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poses = malloc(sizeof(IQMPose)*iqm.num_poses);
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fseek(iqmFile, iqm.ofs_poses, SEEK_SET);
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fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile);
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animation.jointCount = iqm.num_poses;
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animation.joints = malloc(sizeof(Joint)*iqm.num_poses);
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for (int j = 0; j < iqm.num_poses; j++)
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{
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strcpy(animation.joints[j].name, ANIMJOINTNAME);
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animation.joints[j].parent = poses[j].parent;
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}
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// animations
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IQMAnim anim = {0};
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fseek(iqmFile, iqm.ofs_anims, SEEK_SET);
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fread(&anim, sizeof(IQMAnim), 1, iqmFile);
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animation.frameCount = anim.num_frames;
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animation.framerate = anim.framerate;
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// frameposes
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unsigned short *framedata = malloc(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels);
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fseek(iqmFile, iqm.ofs_frames, SEEK_SET);
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fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile);
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animation.framepose = malloc(sizeof(Pose*)*anim.num_frames);
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for (int j = 0; j < anim.num_frames; j++) animation.framepose[j] = malloc(sizeof(Pose)*iqm.num_poses);
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int dcounter = anim.first_frame*iqm.num_framechannels;
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for (int frame = 0; frame < anim.num_frames; frame++)
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{
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for (int i = 0; i < iqm.num_poses; i++)
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{
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animation.framepose[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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animation.framepose[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
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dcounter++;
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}
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animation.framepose[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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animation.framepose[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
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dcounter++;
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}
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animation.framepose[frame][i].rotation = QuaternionNormalize(animation.framepose[frame][i].rotation);
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}
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}
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// Build frameposes
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for (int frame = 0; frame < anim.num_frames; frame++)
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{
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for (int i = 0; i < animation.jointCount; i++)
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{
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if (animation.joints[i].parent >= 0)
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{
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animation.framepose[frame][i].rotation = QuaternionMultiply(animation.framepose[frame][animation.joints[i].parent].rotation, animation.framepose[frame][i].rotation);
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animation.framepose[frame][i].translation = Vector3RotateByQuaternion(animation.framepose[frame][i].translation, animation.framepose[frame][animation.joints[i].parent].rotation);
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||||
animation.framepose[frame][i].translation = Vector3Add(animation.framepose[frame][i].translation, animation.framepose[frame][animation.joints[i].parent].translation);
|
||||
animation.framepose[frame][i].scale = Vector3MultiplyV(animation.framepose[frame][i].scale, animation.framepose[frame][animation.joints[i].parent].scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
free(framedata);
|
||||
free(poses);
|
||||
|
||||
fclose(iqmFile);
|
||||
|
||||
return animation;
|
||||
}
|
||||
|
||||
// Unload animated model
|
||||
void UnloadAnimatedModel(AnimatedModel model)
|
||||
{
|
||||
free(model.materials);
|
||||
free(model.meshMaterialId);
|
||||
free(model.joints);
|
||||
free(model.basepose);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++) rlUnloadMesh(&model.meshes[i]);
|
||||
|
||||
free(model.meshes);
|
||||
}
|
||||
|
||||
// Unload animation
|
||||
void UnloadAnimation(Animation anim)
|
||||
{
|
||||
free(anim.joints);
|
||||
free(anim.framepose);
|
||||
|
||||
for (int i = 0; i < anim.frameCount; i++) free(anim.framepose[i]);
|
||||
}
|
||||
|
||||
// Check if skeletons match, only parents and jointCount are checked
|
||||
bool CheckSkeletonsMatch(AnimatedModel model, Animation anim)
|
||||
{
|
||||
if (model.jointCount != anim.jointCount) return 0;
|
||||
|
||||
for (int i = 0; i < model.jointCount; i++)
|
||||
{
|
||||
if (model.joints[i].parent != anim.joints[i].parent) return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Calculate the animated vertex positions and normals based on an animation at a given frame
|
||||
void AnimateModel(AnimatedModel model, Animation anim, int frame)
|
||||
{
|
||||
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
|
||||
|
||||
for (int m = 0; m < model.meshCount; m++)
|
||||
{
|
||||
Vector3 outv = {0};
|
||||
Vector3 outn = {0};
|
||||
|
||||
Vector3 baset = {0};
|
||||
Quaternion baser = {0};
|
||||
Vector3 bases = {0};
|
||||
|
||||
Vector3 outt = {0};
|
||||
Quaternion outr = {0};
|
||||
Vector3 outs = {0};
|
||||
|
||||
int vcounter = 0;
|
||||
int wcounter = 0;
|
||||
int weightId = 0;
|
||||
|
||||
for (int i = 0; i < model.meshes[m].vertexCount; i++)
|
||||
{
|
||||
weightId = model.meshes[m].weightId[wcounter];
|
||||
baset = model.basepose[weightId].translation;
|
||||
baser = model.basepose[weightId].rotation;
|
||||
bases = model.basepose[weightId].scale;
|
||||
outt = anim.framepose[frame][weightId].translation;
|
||||
outr = anim.framepose[frame][weightId].rotation;
|
||||
outs = anim.framepose[frame][weightId].scale;
|
||||
|
||||
// vertices
|
||||
// NOTE: We use meshes.baseVertices (default position) to calculate meshes.vertices (animated position)
|
||||
outv = (Vector3){ model.meshes[m].baseVertices[vcounter], model.meshes[m].baseVertices[vcounter + 1], model.meshes[m].baseVertices[vcounter + 2] };
|
||||
outv = Vector3MultiplyV(outv, outs);
|
||||
outv = Vector3Subtract(outv, baset);
|
||||
outv = Vector3RotateByQuaternion(outv, QuaternionMultiply(outr, QuaternionInvert(baser)));
|
||||
outv = Vector3Add(outv, outt);
|
||||
model.meshes[m].vertices[vcounter] = outv.x;
|
||||
model.meshes[m].vertices[vcounter + 1] = outv.y;
|
||||
model.meshes[m].vertices[vcounter + 2] = outv.z;
|
||||
|
||||
// normals
|
||||
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
|
||||
outn = (Vector3){ model.meshes[m].baseNormals[vcounter], model.meshes[m].baseNormals[vcounter + 1], model.meshes[m].baseNormals[vcounter + 2] };
|
||||
outn = Vector3RotateByQuaternion(outn, QuaternionMultiply(outr, QuaternionInvert(baser)));
|
||||
model.meshes[m].normals[vcounter] = outn.x;
|
||||
model.meshes[m].normals[vcounter + 1] = outn.y;
|
||||
model.meshes[m].normals[vcounter + 2] = outn.z;
|
||||
vcounter += 3;
|
||||
wcounter += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw an animated model
|
||||
void DrawAnimatedModel(AnimatedModel model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
Vector3 vScale = { scale, scale, scale };
|
||||
Vector3 rotationAxis = { 1.0f, 0.0f,0.0f };
|
||||
|
||||
DrawAnimatedModelEx(model, position, rotationAxis, -90.0f, vScale, tint);
|
||||
}
|
||||
|
||||
// Draw an animated model with extended parameters
|
||||
void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||
{
|
||||
if (model.materialCount == 0)
|
||||
{
|
||||
TraceLog(LOG_WARNING,"No materials set, can't draw animated meshes\n");
|
||||
return;
|
||||
}
|
||||
|
||||
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
|
||||
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
|
||||
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
||||
|
||||
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.transform = MatrixMultiply(model.transform, matTransform);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
rlUpdateMesh(model.meshes[i], 0, model.meshes[i].vertexCount); // Update vertex position
|
||||
rlUpdateMesh(model.meshes[i], 2, model.meshes[i].vertexCount); // Update vertex normals
|
||||
rlDrawMesh(model.meshes[i], model.materials[model.meshMaterialId[i]], model.transform); // Draw meshes
|
||||
}
|
||||
}
|
||||
|
||||
// Load animated model meshes from IQM file
|
||||
static AnimatedModel LoadIQM(const char *filename)
|
||||
{
|
||||
AnimatedModel model = { 0 };
|
||||
|
||||
FILE *iqmFile;
|
||||
IQMHeader iqm;
|
||||
|
||||
IQMMesh *imesh;
|
||||
IQMTriangle *tri;
|
||||
IQMVertexArray *va;
|
||||
IQMJoint *ijoint;
|
||||
|
||||
float *vertex;
|
||||
float *normal;
|
||||
float *text;
|
||||
char *blendi;
|
||||
unsigned char *blendw;
|
||||
|
||||
iqmFile = fopen(filename, "rb");
|
||||
|
||||
if (!iqmFile)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "[%s] Unable to open file", filename);
|
||||
return model;
|
||||
}
|
||||
|
||||
// header
|
||||
fread(&iqm,sizeof(IQMHeader), 1, iqmFile);
|
||||
|
||||
if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC)))
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Magic Number \"%s\"does not match.", iqm.magic);
|
||||
fclose(iqmFile);
|
||||
return model;
|
||||
}
|
||||
|
||||
if(iqm.version != IQM_VERSION)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "IQM version %i is incorrect.", iqm.version);
|
||||
fclose(iqmFile);
|
||||
return model;
|
||||
}
|
||||
|
||||
// meshes
|
||||
imesh = malloc(sizeof(IQMMesh)*iqm.num_meshes);
|
||||
fseek(iqmFile, iqm.ofs_meshes, SEEK_SET);
|
||||
fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile);
|
||||
|
||||
model.meshCount = iqm.num_meshes;
|
||||
model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes);
|
||||
|
||||
char name[MESH_NAME_LENGTH];
|
||||
|
||||
for (int i = 0; i < iqm.num_meshes; i++)
|
||||
{
|
||||
fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
|
||||
fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
|
||||
model.meshes[i].vertexCount = imesh[i].num_vertexes;
|
||||
|
||||
model.meshes[i].baseVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base position
|
||||
model.meshes[i].baseNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base normal
|
||||
|
||||
model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2);
|
||||
model.meshes[i].weightId = malloc(sizeof(int)*imesh[i].num_vertexes*4);
|
||||
model.meshes[i].weightBias = malloc(sizeof(float)*imesh[i].num_vertexes*4);
|
||||
|
||||
model.meshes[i].triangleCount = imesh[i].num_triangles;
|
||||
model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
|
||||
|
||||
// What we actually process for rendering, should be updated transforming meshes.vertices and meshes.normals
|
||||
model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
|
||||
}
|
||||
|
||||
// tris
|
||||
tri = malloc(sizeof(IQMTriangle)*iqm.num_triangles);
|
||||
fseek(iqmFile, iqm.ofs_triangles, SEEK_SET);
|
||||
fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile);
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int tcounter = 0;
|
||||
|
||||
for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
|
||||
{
|
||||
// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
|
||||
model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
|
||||
model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
|
||||
model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
|
||||
tcounter += 3;
|
||||
}
|
||||
}
|
||||
|
||||
// vertarrays
|
||||
va = malloc(sizeof(IQMVertexArray)*iqm.num_vertexarrays);
|
||||
fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET);
|
||||
fread(va, sizeof(IQMVertexArray)*iqm.num_vertexarrays, 1, iqmFile);
|
||||
|
||||
for (int i = 0; i < iqm.num_vertexarrays; i++)
|
||||
{
|
||||
switch (va[i].type)
|
||||
{
|
||||
case IQM_POSITION:
|
||||
{
|
||||
vertex = malloc(sizeof(float)*iqm.num_vertexes*3);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
|
||||
{
|
||||
model.meshes[m].vertices[vcounter] = vertex[i];
|
||||
model.meshes[m].baseVertices[vcounter] = vertex[i];
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case IQM_NORMAL:
|
||||
{
|
||||
normal = malloc(sizeof(float)*iqm.num_vertexes*3);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
|
||||
{
|
||||
model.meshes[m].normals[vcounter] = normal[i];
|
||||
model.meshes[m].baseNormals[vcounter] = normal[i];
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case IQM_TEXCOORD:
|
||||
{
|
||||
text = malloc(sizeof(float)*iqm.num_vertexes*2);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile);
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
for (int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
|
||||
{
|
||||
model.meshes[m].texcoords[vcounter] = text[i];
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case IQM_BLENDINDEXES:
|
||||
{
|
||||
blendi = malloc(sizeof(char)*iqm.num_vertexes*4);
|
||||
fseek(iqmFile, va[i].offset, SEEK_SET);
|
||||
fread(blendi, sizeof(char)*iqm.num_vertexes*4, 1, iqmFile);
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
|
||||
{
|
||||
model.meshes[m].weightId[vcounter] = blendi[i];
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case IQM_BLENDWEIGHTS:
|
||||
{
|
||||
blendw = malloc(sizeof(unsigned char)*iqm.num_vertexes*4);
|
||||
fseek(iqmFile,va[i].offset,SEEK_SET);
|
||||
fread(blendw,sizeof(unsigned char)*iqm.num_vertexes*4,1,iqmFile);
|
||||
|
||||
for (int m = 0; m < iqm.num_meshes; m++)
|
||||
{
|
||||
int vcounter = 0;
|
||||
for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
|
||||
{
|
||||
model.meshes[m].weightBias[vcounter] = blendw[i]/255.0f;
|
||||
vcounter++;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
// joints, include base poses
|
||||
ijoint = malloc(sizeof(IQMJoint)*iqm.num_joints);
|
||||
fseek(iqmFile, iqm.ofs_joints, SEEK_SET);
|
||||
fread(ijoint, sizeof(IQMJoint)*iqm.num_joints, 1, iqmFile);
|
||||
|
||||
model.jointCount = iqm.num_joints;
|
||||
model.joints = malloc(sizeof(Joint)*iqm.num_joints);
|
||||
model.basepose = malloc(sizeof(Pose)*iqm.num_joints);
|
||||
|
||||
for (int i = 0; i < iqm.num_joints; i++)
|
||||
{
|
||||
// joints
|
||||
model.joints[i].parent = ijoint[i].parent;
|
||||
fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET);
|
||||
fread(model.joints[i].name,sizeof(char)*JOINT_NAME_LENGTH, 1, iqmFile);
|
||||
|
||||
// basepose
|
||||
model.basepose[i].translation.x = ijoint[i].translate[0];
|
||||
model.basepose[i].translation.y = ijoint[i].translate[1];
|
||||
model.basepose[i].translation.z = ijoint[i].translate[2];
|
||||
|
||||
model.basepose[i].rotation.x = ijoint[i].rotate[0];
|
||||
model.basepose[i].rotation.y = ijoint[i].rotate[1];
|
||||
model.basepose[i].rotation.z = ijoint[i].rotate[2];
|
||||
model.basepose[i].rotation.w = ijoint[i].rotate[3];
|
||||
|
||||
model.basepose[i].scale.x = ijoint[i].scale[0];
|
||||
model.basepose[i].scale.y = ijoint[i].scale[1];
|
||||
model.basepose[i].scale.z = ijoint[i].scale[2];
|
||||
}
|
||||
|
||||
// build base pose
|
||||
for (int i = 0; i < model.jointCount; i++)
|
||||
{
|
||||
if (model.joints[i].parent >= 0)
|
||||
{
|
||||
model.basepose[i].rotation = QuaternionMultiply(model.basepose[model.joints[i].parent].rotation, model.basepose[i].rotation);
|
||||
model.basepose[i].translation = Vector3RotateByQuaternion(model.basepose[i].translation, model.basepose[model.joints[i].parent].rotation);
|
||||
model.basepose[i].translation = Vector3Add(model.basepose[i].translation, model.basepose[model.joints[i].parent].translation);
|
||||
model.basepose[i].scale = Vector3MultiplyV(model.basepose[i].scale, model.basepose[model.joints[i].parent].scale);
|
||||
}
|
||||
}
|
||||
|
||||
fclose(iqmFile);
|
||||
free(imesh);
|
||||
free(tri);
|
||||
free(va);
|
||||
free(vertex);
|
||||
free(normal);
|
||||
free(text);
|
||||
free(blendi);
|
||||
free(blendw);
|
||||
free(ijoint);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue