Expanding Possibilities: Integrating Additional glTF / GLB Data Formats for Enhanced 3D Experiences (#3546)

* Add more gltf data formats

* Fix forgot to save bone ids

* Fix misstake

* Fix code format

* Removed useless formats
This commit is contained in:
MrScautHD 2023-11-18 20:07:30 +01:00 committed by GitHub
parent f6de0358e1
commit 0137efde7a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -5155,16 +5155,29 @@ static Model LoadGLTF(const char *fileName)
if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4))
{
// Init raylib mesh bone ids to copy glTF attribute data
// Handle 8-bit unsigned byte, vec4 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
// Load 4 components of unsigned char data type into mesh.boneIds
// for cgltf_attribute_type_joints we have:
// - data.meshes[0] (256 vertices)
// - 256 values, provided as cgltf_type_vec4 of bytes (4 byte per joint, stride 4)
LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported, use vec4 u8", fileName);
else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec2))
{
// Handle 16-bit unsigned short, vec2 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(unsigned short));
LOAD_ATTRIBUTE(attribute, 2, unsigned short, model.meshes[meshIndex].boneIds)
}
else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4))
{
// Handle 32-bit unsigned int, vec4 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned int));
LOAD_ATTRIBUTE(attribute, 4, unsigned int, model.meshes[meshIndex].boneIds)
}
else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2))
{
// Handle 32-bit float, vec2 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(float));
LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].boneIds)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4 / u8, u16, f32)
{