BIG UPDATE: Support model animations!

This commit is contained in:
Ray 2019-04-04 13:33:54 +02:00
parent 22dece2935
commit d89d24c5e8
3 changed files with 383 additions and 50 deletions

View File

@ -66,10 +66,10 @@
//------------------------------------------------------------------------------------
// Draw rectangle shapes using font texture white character instead of default white texture
// Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
#define SUPPORT_FONT_TEXTURE
#define SUPPORT_FONT_TEXTURE 1
// Use QUADS instead of TRIANGLES for drawing when possible
// Some lines-based shapes could still use lines
#define SUPPORT_QUADS_DRAW_MODE
#define SUPPORT_QUADS_DRAW_MODE 1
//------------------------------------------------------------------------------------
// Module: textures - Configuration Flags
@ -114,6 +114,8 @@
// Selected desired model fileformats to be supported for loading
#define SUPPORT_FILEFORMAT_OBJ 1
#define SUPPORT_FILEFORMAT_MTL 1
#define SUPPORT_FILEFORMAT_IQM 1
#define SUPPORT_FILEFORMAT_GLTF 1
// Support procedural mesh generation functions, uses external par_shapes.h library
// NOTE: Some generated meshes DO NOT include generated texture coordinates
#define SUPPORT_MESH_GENERATION 1

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@ -57,11 +57,6 @@
#include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading
#endif
#if defined(SUPPORT_FILEFORMAT_IQM)
#define RIQM_IMPLEMENTATION
#include "external/riqm.h" // IQM file format loading
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
#define CGLTF_IMPLEMENTATION
#include "external/cgltf.h" // glTF file format loading
@ -629,6 +624,9 @@ Model LoadModel(const char *fileName)
#if defined(SUPPORT_FILEFORMAT_IQM)
if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName);
#endif
// Make sure model transform is set to identity matrix!
model.transform = MatrixIdentity();
if (model.meshCount == 0)
{
@ -638,7 +636,12 @@ Model LoadModel(const char *fileName)
model.meshes = (Mesh *)calloc(model.meshCount, sizeof(Mesh));
model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f);
}
else
{
// Upload vertex data to GPU (static mesh)
for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false);
}
if (model.materialCount == 0)
{
TraceLog(LOG_WARNING, "[%s] No materials can be loaded, default to white material", fileName);
@ -686,32 +689,14 @@ void UnloadModel(Model model)
free(model.meshes);
free(model.materials);
free(model.meshMaterial);
// Unload animation data
free(model.bones);
free(model.bindPose);
TraceLog(LOG_INFO, "Unloaded model data from RAM and VRAM");
}
// Load mesh from file
// NOTE: Mesh data loaded in CPU and GPU
Mesh LoadMesh(const char *fileName)
{
Mesh mesh = { 0 };
// TODO: Review this function, should still exist?
#if defined(SUPPORT_MESH_GENERATION)
if (mesh.vertexCount == 0)
{
TraceLog(LOG_WARNING, "Mesh could not be loaded! Let's load a cube to replace it!");
mesh = GenMeshCube(1.0f, 1.0f, 1.0f);
}
else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
#else
rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
#endif
return mesh;
}
// Unload mesh from memory (RAM and/or VRAM)
void UnloadMesh(Mesh *mesh)
{
@ -2386,7 +2371,6 @@ void MeshBinormals(Mesh *mesh)
static Model LoadOBJ(const char *fileName)
{
Model model = { 0 };
model.transform = MatrixIdentity();
tinyobj_attrib_t attrib;
tinyobj_shape_t *meshes = NULL;
@ -2486,8 +2470,7 @@ static Model LoadOBJ(const char *fileName)
}
model.meshes[m] = mesh; // Assign mesh data to model
rlLoadMesh(&model.meshes[m], false); // Upload vertex data to GPU (static mesh)
// Assign mesh material for current mesh
model.meshMaterial[m] = attrib.material_ids[m];
}
@ -2555,13 +2538,336 @@ static Model LoadOBJ(const char *fileName)
}
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
#if defined(SUPPORT_FILEFORMAT_IQM)
// Load IQM mesh data
static Model LoadIQM(const char *fileName)
{
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
#define IQM_VERSION 2 // only IQM version 2 supported
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
#define MESH_NAME_LENGTH 32 // Mesh name string length
// IQM file structs
//-----------------------------------------------------------------------------------
typedef struct IQMHeader {
char magic[16];
unsigned int version;
unsigned int filesize;
unsigned int flags;
unsigned int num_text, ofs_text;
unsigned int num_meshes, ofs_meshes;
unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
unsigned int num_triangles, ofs_triangles, ofs_adjacency;
unsigned int num_joints, ofs_joints;
unsigned int num_poses, ofs_poses;
unsigned int num_anims, ofs_anims;
unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
unsigned int num_comment, ofs_comment;
unsigned int num_extensions, ofs_extensions;
} IQMHeader;
typedef struct IQMMesh {
unsigned int name;
unsigned int material;
unsigned int first_vertex, num_vertexes;
unsigned int first_triangle, num_triangles;
} IQMMesh;
typedef struct IQMTriangle {
unsigned int vertex[3];
} IQMTriangle;
// NOTE: Adjacency unused by default
typedef struct IQMAdjacency {
unsigned int triangle[3];
} IQMAdjacency;
typedef struct IQMJoint {
unsigned int name;
int parent;
float translate[3], rotate[4], scale[3];
} IQMJoint;
typedef struct IQMPose {
int parent;
unsigned int mask;
float channeloffset[10];
float channelscale[10];
} IQMPose;
typedef struct IQMAnim {
unsigned int name;
unsigned int first_frame, num_frames;
float framerate;
unsigned int flags;
} IQMAnim;
typedef struct IQMVertexArray {
unsigned int type;
unsigned int flags;
unsigned int format;
unsigned int size;
unsigned int offset;
} IQMVertexArray;
// NOTE: Bounds unused by default
typedef struct IQMBounds {
float bbmin[3], bbmax[3];
float xyradius, radius;
} IQMBounds;
//-----------------------------------------------------------------------------------
// IQM vertex data types
typedef enum {
IQM_POSITION = 0,
IQM_TEXCOORD = 1,
IQM_NORMAL = 2,
IQM_TANGENT = 3, // NOTE: Tangents unused by default
IQM_BLENDINDEXES = 4,
IQM_BLENDWEIGHTS = 5,
IQM_COLOR = 6, // NOTE: Vertex colors unused by default
IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default
} IQMVertexType;
Model model = { 0 };
// TODO: Load IQM file
FILE *iqmFile;
IQMHeader iqm;
IQMMesh *imesh;
IQMTriangle *tri;
IQMVertexArray *va;
IQMJoint *ijoint;
float *vertex = NULL;
float *normal = NULL;
float *text = NULL;
char *blendi = NULL;
unsigned char *blendw = NULL;
iqmFile = fopen(fileName, "rb");
if (iqmFile == NULL)
{
TraceLog(LOG_WARNING, "[%s] IQM file could not be opened", fileName);
return model;
}
fread(&iqm,sizeof(IQMHeader), 1, iqmFile); // Read IQM header
if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC)))
{
TraceLog(LOG_WARNING, "[%s] IQM file does not seem to be valid", fileName);
fclose(iqmFile);
return model;
}
if (iqm.version != IQM_VERSION)
{
TraceLog(LOG_WARNING, "[%s] IQM file version is not supported (%i).", fileName, iqm.version);
fclose(iqmFile);
return model;
}
// Meshes data processing
imesh = malloc(sizeof(IQMMesh)*iqm.num_meshes);
fseek(iqmFile, iqm.ofs_meshes, SEEK_SET);
fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile);
model.meshCount = iqm.num_meshes;
model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes);
char name[MESH_NAME_LENGTH];
for (int i = 0; i < iqm.num_meshes; i++)
{
fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
model.meshes[i].vertexCount = imesh[i].num_vertexes;
model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions
model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals
model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords
model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported!
model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported!
model.meshes[i].triangleCount = imesh[i].num_triangles;
model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
// Animated verted data, what we actually process for rendering
// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
model.meshes[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
}
// Triangles data processing
tri = malloc(sizeof(IQMTriangle)*iqm.num_triangles);
fseek(iqmFile, iqm.ofs_triangles, SEEK_SET);
fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile);
for (int m = 0; m < iqm.num_meshes; m++)
{
int tcounter = 0;
for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
{
// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
tcounter += 3;
}
}
// Vertex arrays data processing
va = malloc(sizeof(IQMVertexArray)*iqm.num_vertexarrays);
fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET);
fread(va, sizeof(IQMVertexArray)*iqm.num_vertexarrays, 1, iqmFile);
for (int i = 0; i < iqm.num_vertexarrays; i++)
{
switch (va[i].type)
{
case IQM_POSITION:
{
vertex = malloc(sizeof(float)*iqm.num_vertexes*3);
fseek(iqmFile, va[i].offset, SEEK_SET);
fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
for (int m = 0; m < iqm.num_meshes; m++)
{
int vCounter = 0;
for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
{
model.meshes[m].vertices[vCounter] = vertex[i];
model.meshes[m].animVertices[vCounter] = vertex[i];
vCounter++;
}
}
} break;
case IQM_NORMAL:
{
normal = malloc(sizeof(float)*iqm.num_vertexes*3);
fseek(iqmFile, va[i].offset, SEEK_SET);
fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
for (int m = 0; m < iqm.num_meshes; m++)
{
int vCounter = 0;
for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
{
model.meshes[m].normals[vCounter] = normal[i];
model.meshes[m].animNormals[vCounter] = normal[i];
vCounter++;
}
}
} break;
case IQM_TEXCOORD:
{
text = malloc(sizeof(float)*iqm.num_vertexes*2);
fseek(iqmFile, va[i].offset, SEEK_SET);
fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile);
for (int m = 0; m < iqm.num_meshes; m++)
{
int vCounter = 0;
for (int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
{
model.meshes[m].texcoords[vCounter] = text[i];
vCounter++;
}
}
} break;
case IQM_BLENDINDEXES:
{
blendi = malloc(sizeof(char)*iqm.num_vertexes*4);
fseek(iqmFile, va[i].offset, SEEK_SET);
fread(blendi, sizeof(char)*iqm.num_vertexes*4, 1, iqmFile);
for (int m = 0; m < iqm.num_meshes; m++)
{
int boneCounter = 0;
for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
{
model.meshes[m].boneIds[boneCounter] = blendi[i];
boneCounter++;
}
}
} break;
case IQM_BLENDWEIGHTS:
{
blendw = malloc(sizeof(unsigned char)*iqm.num_vertexes*4);
fseek(iqmFile,va[i].offset,SEEK_SET);
fread(blendw,sizeof(unsigned char)*iqm.num_vertexes*4,1,iqmFile);
for (int m = 0; m < iqm.num_meshes; m++)
{
int boneCounter = 0;
for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
{
model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f;
boneCounter++;
}
}
} break;
}
}
// Bones (joints) data processing
ijoint = malloc(sizeof(IQMJoint)*iqm.num_joints);
fseek(iqmFile, iqm.ofs_joints, SEEK_SET);
fread(ijoint, sizeof(IQMJoint)*iqm.num_joints, 1, iqmFile);
model.boneCount = iqm.num_joints;
model.bones = malloc(sizeof(BoneInfo)*iqm.num_joints);
model.bindPose = malloc(sizeof(Transform)*iqm.num_joints);
for (int i = 0; i < iqm.num_joints; i++)
{
// Bones
model.bones[i].parent = ijoint[i].parent;
fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET);
fread(model.bones[i].name,sizeof(char)*BONE_NAME_LENGTH, 1, iqmFile);
// Bind pose (base pose)
model.bindPose[i].translation.x = ijoint[i].translate[0];
model.bindPose[i].translation.y = ijoint[i].translate[1];
model.bindPose[i].translation.z = ijoint[i].translate[2];
model.bindPose[i].rotation.x = ijoint[i].rotate[0];
model.bindPose[i].rotation.y = ijoint[i].rotate[1];
model.bindPose[i].rotation.z = ijoint[i].rotate[2];
model.bindPose[i].rotation.w = ijoint[i].rotate[3];
model.bindPose[i].scale.x = ijoint[i].scale[0];
model.bindPose[i].scale.y = ijoint[i].scale[1];
model.bindPose[i].scale.z = ijoint[i].scale[2];
}
// Build bind pose from parent joints
for (int i = 0; i < model.boneCount; i++)
{
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 = Vector3MultiplyV(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
}
}
fclose(iqmFile);
free(imesh);
free(tri);
free(va);
free(vertex);
free(normal);
free(text);
free(blendi);
free(blendw);
free(ijoint);
return model;
}
@ -2593,23 +2899,23 @@ static Model LoadGLTF(const char *fileName)
// glTF data loading
cgltf_options options = {0};
cgltf_data data;
cgltf_data *data;
cgltf_result result = cgltf_parse(&options, buffer, size, &data);
free(buffer);
if (result == cgltf_result_success)
{
printf("Type: %u\n", data.file_type);
printf("Version: %d\n", data.version);
printf("Meshes: %lu\n", data.meshes_count);
// printf("Type: %u\n", data.file_type);
// printf("Version: %d\n", data.version);
// printf("Meshes: %lu\n", data.meshes_count);
// TODO: Process glTF data and map to model
// NOTE: data.buffers[] should be loaded to model.meshes and data.images[] should be loaded to model.materials
// Use buffers[n].uri and images[n].uri... or use cgltf_load_buffers(&options, data, fileName);
cgltf_free(&data);
cgltf_free(data);
}
else TraceLog(LOG_WARNING, "[%s] glTF data could not be loaded", fileName);

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@ -307,10 +307,10 @@ typedef struct Mesh {
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float *baseVertices; // Vertex base position (required to apply bones transformations)
float *baseNormals; // Vertex base normals (required to apply bones transformations)
float *weightBias; // Vertex weight bias
int *weightId; // Vertex weight id
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
@ -337,6 +337,19 @@ typedef struct Material {
float *params; // Material generic parameters (if required)
} Material;
// Transformation properties
typedef struct Transform {
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
} Transform;
// Bone information
typedef struct BoneInfo {
char name[32]; // Bone name
int parent; // Bone parent
} BoneInfo;
// Model type
typedef struct Model {
Matrix transform; // Local transform matrix
@ -346,10 +359,23 @@ typedef struct Model {
int materialCount; // Number of materials
Material *materials; // Materials array
int *meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
BoneInfo *bones; // Bones information (skeleton)
Transform *bindPose; // Bones base transformation (pose)
} Model;
// Model animation
typedef struct ModelAnimation {
int boneCount; // Number of bones
BoneInfo *bones; // Bones information (skeleton)
int frameCount; // Number of animation frames
Transform **framePoses; // Poses array by frame
} ModelAnimation;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position; // Ray position (origin)
@ -1228,17 +1254,16 @@ RLAPI void DrawGizmo(Vector3 position);
// Model loading/unloading functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
//RLAPI void LoadModelAnimations(const char fileName, ModelAnimation *anims, int *animsCount); // Load model animations from file
//RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
// Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh