Merge pull request #4896 from mUnicorn/fix_bones_animation_scale
[rmodels] Fix bones animation scale
This commit is contained in:
commit
b185f482d0
1 changed files with 20 additions and 30 deletions
|
@ -2286,38 +2286,28 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
|
|||
}
|
||||
}
|
||||
|
||||
// Update all bones and boneMatrices of first mesh with bones.
|
||||
for (int boneId = 0; boneId < anim.boneCount; boneId++)
|
||||
{
|
||||
Vector3 inTranslation = model.bindPose[boneId].translation;
|
||||
Quaternion inRotation = model.bindPose[boneId].rotation;
|
||||
Vector3 inScale = model.bindPose[boneId].scale;
|
||||
|
||||
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
|
||||
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
|
||||
Vector3 outScale = anim.framePoses[frame][boneId].scale;
|
||||
|
||||
Quaternion invRotation = QuaternionInvert(inRotation);
|
||||
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), invRotation);
|
||||
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
|
||||
|
||||
Vector3 boneTranslation = Vector3Add(Vector3RotateByQuaternion(
|
||||
Vector3Multiply(outScale, invTranslation), outRotation), outTranslation);
|
||||
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
|
||||
Vector3 boneScale = Vector3Multiply(outScale, invScale);
|
||||
|
||||
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
|
||||
QuaternionToMatrix(boneRotation),
|
||||
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
|
||||
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
|
||||
|
||||
model.meshes[firstMeshWithBones].boneMatrices[boneId] = boneMatrix;
|
||||
}
|
||||
|
||||
// Update remaining meshes with bones
|
||||
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
|
||||
if (firstMeshWithBones != -1)
|
||||
{
|
||||
// Update all bones and boneMatrices of first mesh with bones.
|
||||
for (int boneId = 0; boneId < anim.boneCount; boneId++)
|
||||
{
|
||||
Transform *bindTransform = &model.bindPose[boneId];
|
||||
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||
QuaternionToMatrix(bindTransform->rotation)),
|
||||
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||
|
||||
Transform *targetTransform = &anim.framePoses[frame][boneId];
|
||||
Matrix targetMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(targetTransform->scale.x, targetTransform->scale.y, targetTransform->scale.z),
|
||||
QuaternionToMatrix(targetTransform->rotation)),
|
||||
MatrixTranslate(targetTransform->translation.x, targetTransform->translation.y, targetTransform->translation.z));
|
||||
|
||||
model.meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), targetMatrix);
|
||||
}
|
||||
|
||||
// Update remaining meshes with bones
|
||||
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
|
||||
for (int i = firstMeshWithBones + 1; i < model.meshCount; i++)
|
||||
{
|
||||
if (model.meshes[i].boneMatrices)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue