[models] Animation System Fix Part 1 (#2009)
* Fixed gltf missing transforms on load mend * extracted Matrix calculation in to static method and added skinning check * fixed formatting * Fixed write to access to nullptr when animation has no normals * Refactored UpdateModelAnimation to only update changed vertices when needed (allows for multi animation playing) * add check for models that were missed during BindGLTFPrimitiveToBones to not segfault the program * fixed id mismatch between animation and model * draft on fixing the mesh to skin mapping * dont look at this * removing debug info
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10d7718011
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1 changed files with 98 additions and 75 deletions
143
src/rmodels.c
143
src/rmodels.c
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@ -134,13 +134,14 @@ static ModelAnimation *LoadIQMModelAnimations(const char *fileName, unsigned int
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
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static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned int *animCount); // Load GLTF animation data
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static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data);
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static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
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static void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
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static void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
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static void InitGLTFBones(Model *model, const cgltf_data *data);
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static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex);
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static void BindGLTFPrimitiveToBones(Model *model, cgltf_node *node, const cgltf_data *data, int primitiveIndex);
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static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount);
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static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable);
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static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting);
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static Matrix GetNodeTransformationMatrix(cgltf_node *node, Matrix current);
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#endif
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#if defined(SUPPORT_FILEFORMAT_VOX)
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static Model LoadVOX(const char *filename); // Load VOX mesh data
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@ -1782,72 +1783,93 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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for (int m = 0; m < model.meshCount; m++)
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{
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Mesh mesh = model.meshes[m];
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if (mesh.boneIds == NULL || mesh.boneWeights == NULL)
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{
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TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation Mesh %i has no connection to bones",m);
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continue;
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}
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bool updated = false; // set to true when anim vertex information is updated
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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Vector3 inTranslation = { 0 };
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Quaternion inRotation = { 0 };
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//Vector3 inScale = { 0 }; // Not used...
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// Vector3 inScale = { 0 };
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Vector3 outTranslation = { 0 };
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Quaternion outRotation = { 0 };
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Vector3 outScale = { 0 };
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int vCounter = 0;
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int boneCounter = 0;
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int boneId = 0;
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int boneCounter = 0;
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float boneWeight = 0.0;
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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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const int vValues = mesh.vertexCount*3;
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for (int vCounter = 0; vCounter < vValues; vCounter+=3)
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{
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model.meshes[m].animVertices[vCounter] = 0;
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model.meshes[m].animVertices[vCounter + 1] = 0;
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model.meshes[m].animVertices[vCounter + 2] = 0;
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mesh.animVertices[vCounter] = 0;
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mesh.animVertices[vCounter + 1] = 0;
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mesh.animVertices[vCounter + 2] = 0;
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model.meshes[m].animNormals[vCounter] = 0;
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model.meshes[m].animNormals[vCounter + 1] = 0;
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model.meshes[m].animNormals[vCounter + 2] = 0;
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for (int j = 0; j < 4; j++)
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if (mesh.animNormals!=NULL)
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{
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boneId = model.meshes[m].boneIds[boneCounter];
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boneWeight = model.meshes[m].boneWeights[boneCounter];
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mesh.animNormals[vCounter] = 0;
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mesh.animNormals[vCounter + 1] = 0;
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mesh.animNormals[vCounter + 2] = 0;
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}
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// Iterates over 4 bones per vertex
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for (int j = 0; j < 4; j++, boneCounter++)
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{
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boneWeight = mesh.boneWeights[boneCounter];
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// early stop when no transformation will be applied
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if (boneWeight == 0.0f)
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{
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continue;
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}
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boneId = mesh.boneIds[boneCounter];
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int boneIdParent = model.bones[boneId].parent;
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inTranslation = model.bindPose[boneId].translation;
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inRotation = model.bindPose[boneId].rotation;
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//inScale = model.bindPose[boneId].scale;
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// inScale = model.bindPose[boneId].scale;
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outTranslation = anim.framePoses[frame][boneId].translation;
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outRotation = anim.framePoses[frame][boneId].rotation;
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outScale = anim.framePoses[frame][boneId].scale;
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// Vertices processing
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// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
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animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
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animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight;
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model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight;
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model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight;
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// animVertex = Vector3Transform(animVertex, model.transform);
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mesh.animVertices[vCounter] += animVertex.x*boneWeight;
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mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight;
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mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight;
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updated = true;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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if (model.meshes[m].normals != NULL)
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if (mesh.normals != NULL)
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{
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight;
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model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight;
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model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight;
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mesh.animNormals[vCounter] += animNormal.x*boneWeight;
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mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
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mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
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}
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boneCounter += 1;
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}
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vCounter += 3;
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}
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// Upload new vertex data to GPU for model drawing
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rlUpdateVertexBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex position
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rlUpdateVertexBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex normals
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// Only update data when values changed.
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if (updated){
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rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
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rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
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}
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}
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}
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}
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@ -5188,12 +5210,10 @@ static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_dat
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model->materials[model->materialCount - 1] = LoadMaterialDefault();
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}
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static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex)
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static void BindGLTFPrimitiveToBones(Model *model, cgltf_node *node, const cgltf_data *data, int primitiveIndex)
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{
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for (unsigned int nodeId = 0; nodeId < data->nodes_count; nodeId++)
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{
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if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
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{
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int nodeId = node - data->nodes;
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if (model->meshes[primitiveIndex].boneIds == NULL)
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{
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model->meshes[primitiveIndex].boneIds = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(int));
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@ -5213,8 +5233,6 @@ static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int p
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}
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}
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}
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}
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}
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}
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// LoadGLTF loads in animation data from given filename
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@ -5383,13 +5401,16 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
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translationStart.y = values[1];
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translationStart.z = values[2];
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success = ReadGLTFValue(sampler->output, outputMax, values) || success;
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success = ReadGLTFValue(sampler->output, outputMax, values) && success;
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translationEnd.x = values[0];
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translationEnd.y = values[1];
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translationEnd.z = values[2];
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if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
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if (success)
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{
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output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
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}
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}
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if (channel->target_path == cgltf_animation_path_type_rotation)
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{
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@ -5405,7 +5426,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
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rotationStart.z = values[2];
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rotationStart.w = values[3];
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success = ReadGLTFValue(sampler->output, outputMax, &values) || success;
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success = ReadGLTFValue(sampler->output, outputMax, &values) && success;
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rotationEnd.x = values[0];
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rotationEnd.y = values[1];
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@ -5430,13 +5451,16 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
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scaleStart.y = values[1];
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scaleStart.z = values[2];
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success = ReadGLTFValue(sampler->output, outputMax, &values) || success;
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success = ReadGLTFValue(sampler->output, outputMax, &values) && success;
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scaleEnd.x = values[0];
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scaleEnd.y = values[1];
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scaleEnd.z = values[2];
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if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
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if (success)
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{
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output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
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}
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}
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}
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}
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@ -5451,7 +5475,10 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
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{
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for (int i = 0; i < output->boneCount; i++)
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{
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if (completedBones[i]) continue;
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if (completedBones[i])
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{
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continue;
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}
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if (output->bones[i].parent < 0)
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{
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continue;
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}
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if (!completedBones[output->bones[i].parent]) continue;
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if (!completedBones[output->bones[i].parent])
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{
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continue;
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}
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output->framePoses[frame][i].rotation = QuaternionMultiply(output->framePoses[frame][output->bones[i].parent].rotation, output->framePoses[frame][i].rotation);
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output->framePoses[frame][i].translation = Vector3RotateByQuaternion(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].rotation);
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numberCompletedBones++;
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}
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}
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RL_FREE(completedBones);
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}
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}
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return animations;
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}
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void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
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void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
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{
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cgltf_mesh *mesh = node->mesh;
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for (unsigned int p = 0; p < mesh->primitives_count; p++)
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{
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for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
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cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
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unsigned int boneCount = acc->count;
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unsigned int totalBoneWeights = boneCount*4;
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outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
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short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
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// Find skin joint
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for (unsigned int a = 0; a < totalBoneWeights; a++)
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{
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outModel->meshes[(*primitiveIndex)].boneIds[a] = 0;
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if (bones[a] < 0) continue;
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cgltf_node* skinJoint = data->skins->joints[bones[a]];
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for (unsigned int k = 0; k < data->nodes_count; k++)
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{
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if (data->nodes + k == skinJoint)
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{
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outModel->meshes[(*primitiveIndex)].boneIds[a] = k;
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break;
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}
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}
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cgltf_node* skinJoint = node->skin->joints[bones[a]];
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unsigned int skinJointId = skinJoint - data->nodes;
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outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId;
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}
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RL_FREE(bones);
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}
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}
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else outModel->meshMaterial[(*primitiveIndex)] = outModel->materialCount - 1;
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BindGLTFPrimitiveToBones(outModel, data, *primitiveIndex);
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BindGLTFPrimitiveToBones(outModel, node, data, *primitiveIndex);
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(*primitiveIndex) = (*primitiveIndex) + 1;
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}
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@ -5648,12 +5671,12 @@ void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
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{
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// Check if skinning is enabled and load Mesh accordingly
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Matrix vertexTransform = currentTransform;
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if((node->skin != NULL) && (node->parent != NULL))
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if ((node->skin != NULL) && (node->parent != NULL))
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{
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vertexTransform = localTransform;
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TRACELOG(LOG_WARNING,"MODEL: GLTF Node %s is skinned but not root node! Parent transformations will be ignored (NODE_SKINNED_MESH_NON_ROOT)",node->name);
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}
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LoadGLTFMesh(data, node->mesh, outModel, vertexTransform, primitiveIndex, fileName);
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LoadGLTFMesh(data, node, outModel, vertexTransform, primitiveIndex, fileName);
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}
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for (unsigned int i = 0; i < node->children_count; i++) LoadGLTFNode(data, node->children[i], outModel, currentTransform, primitiveIndex, fileName);
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}
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