REVIEWED: GLTF animations support #2844
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@ -27,46 +27,43 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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// Loaf gltf model
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// Load gltf model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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// Load gltf model animations
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unsigned int animsCount = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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unsigned int animIndex = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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unsigned int currentFrame = 0;
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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ModelAnimation anim = modelAnimations[animIndex];
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if (IsKeyPressed(KEY_UP))
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{
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animIndex = (animIndex + 1) % animsCount;
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}
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if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
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if (IsKeyPressed(KEY_DOWN))
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{
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animIndex = (animIndex + animsCount - 1) % animsCount;
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}
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currentFrame = (currentFrame + 1) % anim.frameCount;
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UpdateModelAnimation(model, anim, currentFrame);
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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UpdateModelAnimation(model, anim, animCurrentFrame);
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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@ -74,7 +71,7 @@ int main(void)
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(SKYBLUE);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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@ -83,7 +80,7 @@ int main(void)
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EndMode3D();
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DrawText("Use the up/down arrow keys to switch animation.", 10, 10, 20, WHITE);
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DrawText("Use the UP/DOWN arrow keys to switch animation", 10, 10, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 25 KiB |
135
src/rmodels.c
135
src/rmodels.c
@ -142,18 +142,18 @@ static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
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#endif
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#if defined(SUPPORT_FILEFORMAT_IQM)
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static Model LoadIQM(const char *fileName); // Load IQM mesh data
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static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data
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static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data
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#endif
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#if defined(SUPPORT_FILEFORMAT_VOX)
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static Model LoadVOX(const char *filename); // Load VOX mesh data
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#endif
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#if defined(SUPPORT_FILEFORMAT_M3D)
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static Model LoadM3D(const char *filename); // Load M3D mesh data
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static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data
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static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data
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#endif
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//----------------------------------------------------------------------------------
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@ -3829,6 +3829,12 @@ RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Ve
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return collision;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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#if defined(SUPPORT_FILEFORMAT_IQM) || defined(SUPPORT_FILEFORMAT_GLTF)
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// Build pose from parent joints
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// NOTE: Required for animations loading (required by IQM and GLTF)
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static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms)
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{
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for (int i = 0; i < boneCount; i++)
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@ -3847,10 +3853,8 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
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}
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}
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}
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#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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#if defined(SUPPORT_FILEFORMAT_OBJ)
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// Load OBJ mesh data
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//
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@ -4690,7 +4694,8 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
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return image;
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}
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static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount)
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// Load bone info from GLTF skin data
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static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount)
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{
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*boneCount = skin.joints_count;
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BoneInfo *bones = RL_MALLOC(skin.joints_count*sizeof(BoneInfo));
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@ -4700,8 +4705,9 @@ static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount)
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cgltf_node node = *skin.joints[i];
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strncpy(bones[i].name, node.name, sizeof(bones[i].name));
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// find parent bone index
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// Find parent bone index
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unsigned int parentIndex = -1;
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for (unsigned int j = 0; j < skin.joints_count; j++)
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{
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if (skin.joints[j] == node.parent)
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@ -4731,7 +4737,7 @@ static Model LoadGLTF(const char *fileName)
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- Supports PBR metallic/roughness flow, loads material textures, values and colors
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PBR specular/glossiness flow and extended texture flows not supported
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- Supports multiple meshes per model (every primitives is loaded as a separate mesh)
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- Supports basic animation
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- Supports basic animations
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RESTRICTIONS:
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- Only triangle meshes supported
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@ -5079,12 +5085,16 @@ static Model LoadGLTF(const char *fileName)
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// Load glTF meshes animation data
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// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
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// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
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//
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// LIMITATIONS:
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// - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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// - Only supports linear interpolation (default method in Blender when checked "Always Sample Animations" when exporting a GLTF file)
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// - Only supports translation/rotation/scale animation channel.path, weights not considered (i.e. morph targets)
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//----------------------------------------------------------------------------------------------------
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if (data->skins_count == 1)
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{
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cgltf_skin skin = data->skins[0];
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model.bones = LoadGLTFBoneInfo(skin, &model.boneCount);
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model.bones = LoadBoneInfoGLTF(skin, &model.boneCount);
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model.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform));
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for (unsigned int i = 0; i < model.boneCount; i++)
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@ -5181,19 +5191,19 @@ static Model LoadGLTF(const char *fileName)
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}
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// Get interpolated pose for bone sampler at a specific time. Returns true on success.
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static bool GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data)
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static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, float time, void *data)
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{
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// input and output should have the same count
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// Input and output should have the same count
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float tstart = 0.0f;
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float tend = 0.0f;
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int keyframe = 0; // defaults to first pose
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int keyframe = 0; // Defaults to first pose
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for (int i = 0; i < input->count - 1; i++)
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{
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cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1);
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if (!r1) return false;
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cgltf_bool r2 = cgltf_accessor_read_float(input, i+1, &tend, 1);
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cgltf_bool r2 = cgltf_accessor_read_float(input, i + 1, &tend, 1);
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if (!r2) return false;
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if ((tstart <= time) && (time < tend))
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@ -5227,13 +5237,16 @@ static bool GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo
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cgltf_accessor_read_float(output, keyframe+1, tmp, 4);
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Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
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Vector4 *r = data;
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// only v4 is for rotations, so we know it's a quat.
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// Only v4 is for rotations, so we know it's a quat
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*r = QuaternionSlerp(v1, v2, t);
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}
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return true;
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}
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#define GLTF_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec)
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#define GLTF_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms)
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount)
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{
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// glTF file loading
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@ -5241,10 +5254,12 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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unsigned char *fileData = LoadFileData(fileName, &dataSize);
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ModelAnimation *animations = NULL;
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// glTF data loading
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cgltf_options options = { 0 };
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cgltf_data *data = NULL;
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cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
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if (result != cgltf_result_success)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
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@ -5262,9 +5277,10 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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cgltf_skin skin = data->skins[0];
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*animCount = data->animations_count;
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animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
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for (unsigned int i = 0; i < data->animations_count; i++)
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{
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animations[i].bones = LoadGLTFBoneInfo(skin, &animations[i].boneCount);
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animations[i].bones = LoadBoneInfoGLTF(skin, &animations[i].boneCount);
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cgltf_animation animData = data->animations[i];
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@ -5276,10 +5292,12 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels));
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float animDuration = 0.0f;
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for (unsigned int j = 0; j < animData.channels_count; j++)
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{
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cgltf_animation_channel channel = animData.channels[j];
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int boneIndex = -1;
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for (unsigned int k = 0; k < skin.joints_count; k++)
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{
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if (animData.channels[j].target_node == skin.joints[k])
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@ -5291,7 +5309,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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if (boneIndex == -1)
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{
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// animation channel for a node not in the armature.
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// Animation channel for a node not in the armature
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continue;
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}
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@ -5313,10 +5331,12 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i);
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}
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} else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName);
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName);
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float t = 0.0f;
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cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1);
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if (!r)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load input time", fileName);
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@ -5333,17 +5353,16 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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{
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animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform));
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float time = ((float) j*GLTF_ANIMDELAY)/1000.0f;
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for (unsigned int k = 0; k < animations[i].boneCount; k++)
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{
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Vector3 translation = {0, 0, 0};
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Quaternion rotation = {0, 0, 0, 1};
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Vector3 scale = {1, 1, 1};
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if (boneChannels[k].translate)
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{
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if (!GetGLTFPoseAtTime(boneChannels[k].translate->sampler->input,
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boneChannels[k].translate->sampler->output,
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time,
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&translation))
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if (!GetPoseAtTimeGLTF(boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation))
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{
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TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name);
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}
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@ -5351,10 +5370,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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if (boneChannels[k].rotate)
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{
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if (!GetGLTFPoseAtTime(boneChannels[k].rotate->sampler->input,
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boneChannels[k].rotate->sampler->output,
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time,
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&rotation))
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if (!GetPoseAtTimeGLTF(boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation))
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{
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TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name);
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}
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@ -5362,10 +5378,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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if (boneChannels[k].scale)
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{
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if (!GetGLTFPoseAtTime(boneChannels[k].scale->sampler->input,
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boneChannels[k].scale->sampler->output,
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time,
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&scale))
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if (!GetPoseAtTimeGLTF(boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale))
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{
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TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name);
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}
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@ -5374,7 +5387,8 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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animations[i].framePoses[j][k] = (Transform){
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.translation = translation,
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.rotation = rotation,
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.scale = scale};
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.scale = scale
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};
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}
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BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]);
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@ -5383,7 +5397,8 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration);
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RL_FREE(boneChannels);
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}
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} else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
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}
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else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
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cgltf_free(data);
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}
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@ -5576,12 +5591,14 @@ static Model LoadM3D(const char *fileName)
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model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float));
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model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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// without material, we rely on vertex colors
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if (mi == M3D_UNDEF && model.meshes[k].colors == NULL)
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{
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model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
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for (j = 0; j < model.meshes[k].vertexCount*4; j += 4) memcpy(&model.meshes[k].colors[j], &WHITE, 4);
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}
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if (m3d->numbone && m3d->numskin)
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{
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model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
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@ -5589,6 +5606,7 @@ static Model LoadM3D(const char *fileName)
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model.meshes[k].animVertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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model.meshes[k].animNormals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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}
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model.meshMaterial[k] = mi + 1;
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l = 0;
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}
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@ -5617,25 +5635,25 @@ static Model LoadM3D(const char *fileName)
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if (m3d->face[i].texcoord[0] != M3D_UNDEF)
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{
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model.meshes[k].texcoords[l * 6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u;
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model.meshes[k].texcoords[l * 6 + 1] = 1.0 - m3d->tmap[m3d->face[i].texcoord[0]].v;
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model.meshes[k].texcoords[l * 6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u;
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model.meshes[k].texcoords[l * 6 + 3] = 1.0 - m3d->tmap[m3d->face[i].texcoord[1]].v;
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model.meshes[k].texcoords[l * 6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u;
|
||||
model.meshes[k].texcoords[l * 6 + 5] = 1.0 - m3d->tmap[m3d->face[i].texcoord[2]].v;
|
||||
model.meshes[k].texcoords[l*6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u;
|
||||
model.meshes[k].texcoords[l*6 + 1] = 1.0 - m3d->tmap[m3d->face[i].texcoord[0]].v;
|
||||
model.meshes[k].texcoords[l*6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u;
|
||||
model.meshes[k].texcoords[l*6 + 3] = 1.0 - m3d->tmap[m3d->face[i].texcoord[1]].v;
|
||||
model.meshes[k].texcoords[l*6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u;
|
||||
model.meshes[k].texcoords[l*6 + 5] = 1.0 - m3d->tmap[m3d->face[i].texcoord[2]].v;
|
||||
}
|
||||
|
||||
if (m3d->face[i].normal[0] != M3D_UNDEF)
|
||||
{
|
||||
model.meshes[k].normals[l * 9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x;
|
||||
model.meshes[k].normals[l * 9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y;
|
||||
model.meshes[k].normals[l * 9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z;
|
||||
model.meshes[k].normals[l * 9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x;
|
||||
model.meshes[k].normals[l * 9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y;
|
||||
model.meshes[k].normals[l * 9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z;
|
||||
model.meshes[k].normals[l * 9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x;
|
||||
model.meshes[k].normals[l * 9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y;
|
||||
model.meshes[k].normals[l * 9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z;
|
||||
model.meshes[k].normals[l*9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x;
|
||||
model.meshes[k].normals[l*9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y;
|
||||
model.meshes[k].normals[l*9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z;
|
||||
model.meshes[k].normals[l*9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x;
|
||||
model.meshes[k].normals[l*9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y;
|
||||
model.meshes[k].normals[l*9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z;
|
||||
model.meshes[k].normals[l*9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x;
|
||||
model.meshes[k].normals[l*9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y;
|
||||
model.meshes[k].normals[l*9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z;
|
||||
}
|
||||
|
||||
// Add skin (vertex / bone weight pairs)
|
||||
@ -5658,8 +5676,8 @@ static Model LoadM3D(const char *fileName)
|
||||
{
|
||||
// raylib does not handle boneless meshes with skeletal animations, so
|
||||
// we put all vertices without a bone into a special "no bone" bone
|
||||
model.meshes[k].boneIds[l * 12 + n * 4] = m3d->numbone;
|
||||
model.meshes[k].boneWeights[l * 12 + n * 4] = 1.0f;
|
||||
model.meshes[k].boneIds[l*12 + n*4] = m3d->numbone;
|
||||
model.meshes[k].boneWeights[l*12 + n*4] = 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -5754,6 +5772,7 @@ static Model LoadM3D(const char *fileName)
|
||||
model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y;
|
||||
model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
|
||||
model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w;
|
||||
|
||||
// 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;
|
||||
@ -5799,15 +5818,16 @@ static Model LoadM3D(const char *fileName)
|
||||
return model;
|
||||
}
|
||||
|
||||
#define M3D_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms)
|
||||
|
||||
// Load M3D animation data
|
||||
#define M3D_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec)
|
||||
static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount)
|
||||
{
|
||||
m3d_t *m3d = NULL;
|
||||
unsigned int bytesRead = 0;
|
||||
unsigned char *fileData = LoadFileData(fileName, &bytesRead);
|
||||
ModelAnimation *animations = NULL;
|
||||
int i, j;
|
||||
int i = 0, j = 0;
|
||||
|
||||
*animCount = 0;
|
||||
|
||||
@ -5824,7 +5844,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
|
||||
else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName,
|
||||
m3d->numaction, m3d->numbone, m3d->numskin);
|
||||
|
||||
// no animation or bone+skin?
|
||||
// No animation or bone+skin?
|
||||
if (!m3d->numaction || !m3d->numbone || !m3d->numskin)
|
||||
{
|
||||
m3d_free(m3d);
|
||||
@ -5860,7 +5880,8 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
|
||||
{
|
||||
animations[a].framePoses[i] = RL_MALLOC((m3d->numbone + 1)*sizeof(Transform));
|
||||
|
||||
m3db_t *pose = m3d_pose(m3d, a, i * M3D_ANIMDELAY);
|
||||
m3db_t *pose = m3d_pose(m3d, a, i*M3D_ANIMDELAY);
|
||||
|
||||
if (pose != NULL)
|
||||
{
|
||||
for (j = 0; j < m3d->numbone; j++)
|
||||
|
Loading…
Reference in New Issue
Block a user