Merge branch 'master' of https://github.com/raysan5/raylib
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commit
b15715ca80
46
src/models.c
46
src/models.c
@ -5461,18 +5461,52 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix cu
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}
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}
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void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
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static Matrix GetNodeTransformationMatrix(cgltf_node *node, Matrix current)
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{
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Matrix nodeTransform = {
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if (node->has_matrix)
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{
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Matrix nodeTransform = {
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node->matrix[0], node->matrix[4], node->matrix[8], node->matrix[12],
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node->matrix[1], node->matrix[5], node->matrix[9], node->matrix[13],
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node->matrix[2], node->matrix[6], node->matrix[10], node->matrix[14],
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node->matrix[3], node->matrix[7], node->matrix[11], node->matrix[15] };
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current= MatrixMultiply(nodeTransform, current);
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}
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if (node->has_translation)
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{
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Matrix tl = MatrixTranslate(node->translation[0],node->translation[1],node->translation[2]);
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current = MatrixMultiply(tl, current);
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}
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if (node->has_rotation)
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{
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Matrix rot = QuaternionToMatrix((Quaternion){node->rotation[0],node->rotation[1],node->rotation[2],node->rotation[3]});
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current = MatrixMultiply(rot, current);
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}
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if (node->has_scale)
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{
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Matrix scale = MatrixScale(node->scale[0],node->scale[1],node->scale[2]);
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current = MatrixMultiply(scale, current);
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}
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return current;
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}
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currentTransform = MatrixMultiply(nodeTransform, currentTransform);
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if (node->mesh != NULL) LoadGLTFMesh(data, node->mesh, outModel, currentTransform, primitiveIndex, fileName);
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void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
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{
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// Apply the transforms if they exist (Will still be applied even if no mesh is present to support emptys and bone structures)
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Matrix localTransform = GetNodeTransformationMatrix(node, MatrixIdentity());
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currentTransform = MatrixMultiply(localTransform, currentTransform);
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// Load mesh if it exists
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if (node->mesh != NULL)
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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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{
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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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}
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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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