mirror of https://github.com/raysan5/raylib
UpdateModelAnimation() - Added security check
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41732bebe8
commit
37bb8e9554
128
src/models.c
128
src/models.c
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@ -919,7 +919,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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TraceLog(LOG_ERROR, "[%s] Unable to open file", filename);
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}
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// header
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// Read IQM header
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fread(&iqm, sizeof(IQMHeader), 1, iqmFile);
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if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC)))
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@ -934,34 +934,30 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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fclose(iqmFile);
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}
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// bones
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IQMPose *poses;
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poses = RL_MALLOC(sizeof(IQMPose)*iqm.num_poses);
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// Get bones data
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IQMPose *poses = RL_MALLOC(iqm.num_poses*sizeof(IQMPose));
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fseek(iqmFile, iqm.ofs_poses, SEEK_SET);
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fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile);
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fread(poses, iqm.num_poses*sizeof(IQMPose), 1, iqmFile);
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// animations
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// Get animations data
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*animCount = iqm.num_anims;
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IQMAnim *anim = RL_MALLOC(iqm.num_anims*sizeof(IQMAnim));
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fseek(iqmFile, iqm.ofs_anims, SEEK_SET);
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fread(anim, iqm.num_anims*sizeof(IQMAnim), 1, iqmFile);
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ModelAnimation *animations = RL_MALLOC(iqm.num_anims*sizeof(ModelAnimation));
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// frameposes
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unsigned short *framedata = RL_MALLOC(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels);
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unsigned short *framedata = RL_MALLOC(iqm.num_frames*iqm.num_framechannels*sizeof(unsigned short));
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fseek(iqmFile, iqm.ofs_frames, SEEK_SET);
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fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile);
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fread(framedata, iqm.num_frames*iqm.num_framechannels*sizeof(unsigned short), 1, iqmFile);
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for(int a=0;a<iqm.num_anims;a++)
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for (int a = 0; a < iqm.num_anims; a++)
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{
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animations[a].frameCount = anim[a].num_frames;
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animations[a].boneCount = iqm.num_poses;
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animations[a].bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
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animations[a].framePoses = RL_MALLOC(sizeof(Transform*)*anim[a].num_frames);
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// unused for now
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//animations[a].framerate = anim.framerate;
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animations[a].bones = RL_MALLOC(iqm.num_poses*sizeof(BoneInfo));
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animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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//animations[a].framerate = anim.framerate; // TODO: Use framerate?
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for (int j = 0; j < iqm.num_poses; j++)
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{
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@ -969,7 +965,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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animations[a].bones[j].parent = poses[j].parent;
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}
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for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
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for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqm.num_poses*sizeof(Transform));
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int dcounter = anim[a].first_frame*iqm.num_framechannels;
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@ -1083,7 +1079,6 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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fclose(iqmFile);
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return animations;
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}
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@ -1091,61 +1086,64 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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// NOTE: Updated data is uploaded to GPU
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void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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{
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if (frame >= anim.frameCount) frame = frame%anim.frameCount;
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for (int m = 0; m < model.meshCount; m++)
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if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
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{
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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if (frame >= anim.frameCount) frame = frame%anim.frameCount;
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Vector3 inTranslation = { 0 };
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Quaternion inRotation = { 0 };
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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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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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for (int m = 0; m < model.meshCount; m++)
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{
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boneId = model.meshes[m].boneIds[boneCounter];
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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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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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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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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 = Vector3MultiplyV(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;
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model.meshes[m].animVertices[vCounter + 1] = animVertex.y;
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model.meshes[m].animVertices[vCounter + 2] = animVertex.z;
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Vector3 inTranslation = { 0 };
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Quaternion inRotation = { 0 };
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Vector3 inScale = { 0 };
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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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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].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;
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model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
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model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
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vCounter += 3;
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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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boneCounter += 4;
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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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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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{
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boneId = model.meshes[m].boneIds[boneCounter];
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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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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 = Vector3MultiplyV(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;
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model.meshes[m].animVertices[vCounter + 1] = animVertex.y;
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model.meshes[m].animVertices[vCounter + 2] = animVertex.z;
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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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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].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;
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model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
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model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
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vCounter += 3;
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boneCounter += 4;
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}
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// Upload new vertex data to GPU for model drawing
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rlUpdateBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex position
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rlUpdateBuffer(model.meshes[m].vboId[2], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex normals
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}
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// Upload new vertex data to GPU for model drawing
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rlUpdateBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex position
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rlUpdateBuffer(model.meshes[m].vboId[2], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float)); // Update vertex normals
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}
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}
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