Implemented latest .M3D improvements #2648
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@ -18,13 +18,14 @@
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#include "raylib.h"
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#include <stdlib.h>
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#include <stdio.h>
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(int argc, char **argv)
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{
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char *model_fn = argc > 1 ? argv[1] : "resources/models/m3d/suzanne.m3d";
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char *model_fn = argc > 1 ? argv[1] : "resources/models/m3d/seagull.m3d";
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// Initialization
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//--------------------------------------------------------------------------------------
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@ -46,7 +47,7 @@ int main(int argc, char **argv)
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Model model = LoadModel(model_fn); // Load the animated model mesh and basic data
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// Load animation data
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unsigned int animsCount = 0;
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unsigned int animsCount = 0, animsSkel = 1, animsMesh = 1;
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ModelAnimation *anims = LoadModelAnimations(model_fn, &animsCount);
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int animFrameCounter = 0, animId = 0;
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@ -71,6 +72,15 @@ int main(int argc, char **argv)
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animFrameCounter++;
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UpdateModelAnimation(model, anims[animId], animFrameCounter);
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if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
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//printf("anim %u, frame %u / %u\n",animId,animFrameCounter,anims[animId].frameCount);
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}
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if (IsKeyDown(KEY_S))
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{
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animsSkel ^= 1;
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}
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if (IsKeyDown(KEY_M))
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{
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animsMesh ^= 1;
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}
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// Select animation on mouse click
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@ -92,11 +102,16 @@ int main(int argc, char **argv)
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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
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if(anims)
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if (animsMesh)
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DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
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if (anims && animsSkel)
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for (int i = 0; i < model.boneCount; i++)
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{
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DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
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if (anims[animId].bones[i].parent >= 0)
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DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
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anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
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}
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DrawGrid(10, 1.0f); // Draw a grid
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@ -105,7 +120,7 @@ int main(int argc, char **argv)
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DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 30, 10, MAROON);
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DrawText("MOUSE LEFT BUTTON to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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DrawText("(c) Suzanne 3D model by blender", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawText("(c) Seagull model by Scorched3D", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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BIN
examples/models/models_loading_m3d.png
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BIN
examples/models/models_loading_m3d.png
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After Width: | Height: | Size: 17 KiB |
@ -5371,6 +5371,15 @@ static Model LoadM3D(const char *fileName)
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// TODO: if the orientation quaternion not normalized, then that's encoding scaling
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
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// Child bones are stored in parent bone relative space, convert that into model space
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if (model.bones[i].parent >= 0)
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{
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model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
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model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
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model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
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model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
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}
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}
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}
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@ -5463,6 +5472,15 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
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animations[a].framePoses[i][j].rotation.w = m3d->vertex[pose[j].ori].w;
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animations[a].framePoses[i][j].rotation = QuaternionNormalize(animations[a].framePoses[i][j].rotation);
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animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f;
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// Child bones are stored in parent bone relative space, convert that into model space
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if (animations[a].bones[j].parent >= 0)
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{
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animations[a].framePoses[i][j].rotation = QuaternionMultiply(animations[a].framePoses[i][animations[a].bones[j].parent].rotation, animations[a].framePoses[i][j].rotation);
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animations[a].framePoses[i][j].translation = Vector3RotateByQuaternion(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].rotation);
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animations[a].framePoses[i][j].translation = Vector3Add(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].translation);
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animations[a].framePoses[i][j].scale = Vector3Multiply(animations[a].framePoses[i][j].scale, animations[a].framePoses[i][animations[a].bones[j].parent].scale);
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}
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}
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RL_FREE(pose);
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}
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