Implemented latest .M3D improvements #2648

This commit is contained in:
Ray 2022-09-01 10:27:16 +02:00
parent 0c7ba773ec
commit 23cc39a265
3 changed files with 39 additions and 6 deletions

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@ -18,13 +18,14 @@
#include "raylib.h"
#include <stdlib.h>
#include <stdio.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(int argc, char **argv)
{
char *model_fn = argc > 1 ? argv[1] : "resources/models/m3d/suzanne.m3d";
char *model_fn = argc > 1 ? argv[1] : "resources/models/m3d/seagull.m3d";
// Initialization
//--------------------------------------------------------------------------------------
@ -46,7 +47,7 @@ int main(int argc, char **argv)
Model model = LoadModel(model_fn); // Load the animated model mesh and basic data
// Load animation data
unsigned int animsCount = 0;
unsigned int animsCount = 0, animsSkel = 1, animsMesh = 1;
ModelAnimation *anims = LoadModelAnimations(model_fn, &animsCount);
int animFrameCounter = 0, animId = 0;
@ -71,6 +72,15 @@ int main(int argc, char **argv)
animFrameCounter++;
UpdateModelAnimation(model, anims[animId], animFrameCounter);
if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
//printf("anim %u, frame %u / %u\n",animId,animFrameCounter,anims[animId].frameCount);
}
if (IsKeyDown(KEY_S))
{
animsSkel ^= 1;
}
if (IsKeyDown(KEY_M))
{
animsMesh ^= 1;
}
// Select animation on mouse click
@ -92,11 +102,16 @@ int main(int argc, char **argv)
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
if(anims)
if (animsMesh)
DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
if (anims && animsSkel)
for (int i = 0; i < model.boneCount; i++)
{
DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
if (anims[animId].bones[i].parent >= 0)
DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
}
DrawGrid(10, 1.0f); // Draw a grid
@ -105,7 +120,7 @@ int main(int argc, char **argv)
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 30, 10, MAROON);
DrawText("MOUSE LEFT BUTTON to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 20, 10, DARKGRAY);
DrawText("(c) Suzanne 3D model by blender", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Seagull model by Scorched3D", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -5371,6 +5371,15 @@ static Model LoadM3D(const char *fileName)
// TODO: if the orientation quaternion not normalized, then that's encoding scaling
model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
// Child bones are stored in parent bone relative space, convert that into model space
if (model.bones[i].parent >= 0)
{
model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
}
}
}
@ -5463,6 +5472,15 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
animations[a].framePoses[i][j].rotation.w = m3d->vertex[pose[j].ori].w;
animations[a].framePoses[i][j].rotation = QuaternionNormalize(animations[a].framePoses[i][j].rotation);
animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f;
// Child bones are stored in parent bone relative space, convert that into model space
if (animations[a].bones[j].parent >= 0)
{
animations[a].framePoses[i][j].rotation = QuaternionMultiply(animations[a].framePoses[i][animations[a].bones[j].parent].rotation, animations[a].framePoses[i][j].rotation);
animations[a].framePoses[i][j].translation = Vector3RotateByQuaternion(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].rotation);
animations[a].framePoses[i][j].translation = Vector3Add(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].translation);
animations[a].framePoses[i][j].scale = Vector3Multiply(animations[a].framePoses[i][j].scale, animations[a].framePoses[i][animations[a].bones[j].parent].scale);
}
}
RL_FREE(pose);
}