BIG UPDATE: Support model animations!
This commit is contained in:
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22dece2935
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d89d24c5e8
@ -66,10 +66,10 @@
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//------------------------------------------------------------------------------------
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// Draw rectangle shapes using font texture white character instead of default white texture
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// Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
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#define SUPPORT_FONT_TEXTURE
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#define SUPPORT_FONT_TEXTURE 1
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// Use QUADS instead of TRIANGLES for drawing when possible
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// Some lines-based shapes could still use lines
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#define SUPPORT_QUADS_DRAW_MODE
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#define SUPPORT_QUADS_DRAW_MODE 1
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//------------------------------------------------------------------------------------
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// Module: textures - Configuration Flags
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@ -114,6 +114,8 @@
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// Selected desired model fileformats to be supported for loading
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#define SUPPORT_FILEFORMAT_OBJ 1
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#define SUPPORT_FILEFORMAT_MTL 1
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#define SUPPORT_FILEFORMAT_IQM 1
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#define SUPPORT_FILEFORMAT_GLTF 1
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// Support procedural mesh generation functions, uses external par_shapes.h library
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// NOTE: Some generated meshes DO NOT include generated texture coordinates
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#define SUPPORT_MESH_GENERATION 1
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src/models.c
382
src/models.c
@ -57,11 +57,6 @@
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#include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading
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#endif
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#if defined(SUPPORT_FILEFORMAT_IQM)
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#define RIQM_IMPLEMENTATION
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#include "external/riqm.h" // IQM file format loading
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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#define CGLTF_IMPLEMENTATION
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#include "external/cgltf.h" // glTF file format loading
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@ -629,6 +624,9 @@ Model LoadModel(const char *fileName)
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#if defined(SUPPORT_FILEFORMAT_IQM)
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if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName);
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#endif
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// Make sure model transform is set to identity matrix!
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model.transform = MatrixIdentity();
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if (model.meshCount == 0)
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{
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@ -638,7 +636,12 @@ Model LoadModel(const char *fileName)
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model.meshes = (Mesh *)calloc(model.meshCount, sizeof(Mesh));
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model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f);
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}
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else
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{
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// Upload vertex data to GPU (static mesh)
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for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false);
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}
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if (model.materialCount == 0)
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{
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TraceLog(LOG_WARNING, "[%s] No materials can be loaded, default to white material", fileName);
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@ -686,32 +689,14 @@ void UnloadModel(Model model)
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free(model.meshes);
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free(model.materials);
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free(model.meshMaterial);
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// Unload animation data
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free(model.bones);
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free(model.bindPose);
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TraceLog(LOG_INFO, "Unloaded model data from RAM and VRAM");
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}
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// Load mesh from file
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// NOTE: Mesh data loaded in CPU and GPU
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Mesh LoadMesh(const char *fileName)
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{
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Mesh mesh = { 0 };
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// TODO: Review this function, should still exist?
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#if defined(SUPPORT_MESH_GENERATION)
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if (mesh.vertexCount == 0)
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{
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TraceLog(LOG_WARNING, "Mesh could not be loaded! Let's load a cube to replace it!");
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mesh = GenMeshCube(1.0f, 1.0f, 1.0f);
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}
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else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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#else
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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#endif
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return mesh;
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}
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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{
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@ -2386,7 +2371,6 @@ void MeshBinormals(Mesh *mesh)
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static Model LoadOBJ(const char *fileName)
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{
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Model model = { 0 };
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model.transform = MatrixIdentity();
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tinyobj_attrib_t attrib;
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tinyobj_shape_t *meshes = NULL;
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@ -2486,8 +2470,7 @@ static Model LoadOBJ(const char *fileName)
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}
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model.meshes[m] = mesh; // Assign mesh data to model
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rlLoadMesh(&model.meshes[m], false); // Upload vertex data to GPU (static mesh)
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// Assign mesh material for current mesh
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model.meshMaterial[m] = attrib.material_ids[m];
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}
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@ -2555,13 +2538,336 @@ static Model LoadOBJ(const char *fileName)
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}
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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#if defined(SUPPORT_FILEFORMAT_IQM)
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// Load IQM mesh data
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static Model LoadIQM(const char *fileName)
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{
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#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
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#define IQM_VERSION 2 // only IQM version 2 supported
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#define BONE_NAME_LENGTH 32 // BoneInfo name string length
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#define MESH_NAME_LENGTH 32 // Mesh name string length
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// IQM file structs
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//-----------------------------------------------------------------------------------
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typedef struct IQMHeader {
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char magic[16];
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unsigned int version;
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unsigned int filesize;
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unsigned int flags;
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unsigned int num_text, ofs_text;
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unsigned int num_meshes, ofs_meshes;
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unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
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unsigned int num_triangles, ofs_triangles, ofs_adjacency;
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unsigned int num_joints, ofs_joints;
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unsigned int num_poses, ofs_poses;
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unsigned int num_anims, ofs_anims;
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unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
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unsigned int num_comment, ofs_comment;
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unsigned int num_extensions, ofs_extensions;
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} IQMHeader;
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typedef struct IQMMesh {
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unsigned int name;
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unsigned int material;
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unsigned int first_vertex, num_vertexes;
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unsigned int first_triangle, num_triangles;
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} IQMMesh;
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typedef struct IQMTriangle {
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unsigned int vertex[3];
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} IQMTriangle;
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// NOTE: Adjacency unused by default
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typedef struct IQMAdjacency {
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unsigned int triangle[3];
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} IQMAdjacency;
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typedef struct IQMJoint {
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unsigned int name;
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int parent;
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float translate[3], rotate[4], scale[3];
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} IQMJoint;
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typedef struct IQMPose {
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int parent;
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unsigned int mask;
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float channeloffset[10];
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float channelscale[10];
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} IQMPose;
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typedef struct IQMAnim {
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unsigned int name;
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unsigned int first_frame, num_frames;
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float framerate;
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unsigned int flags;
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} IQMAnim;
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typedef struct IQMVertexArray {
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unsigned int type;
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unsigned int flags;
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unsigned int format;
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unsigned int size;
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unsigned int offset;
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} IQMVertexArray;
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// NOTE: Bounds unused by default
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typedef struct IQMBounds {
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float bbmin[3], bbmax[3];
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float xyradius, radius;
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} IQMBounds;
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//-----------------------------------------------------------------------------------
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// IQM vertex data types
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typedef enum {
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IQM_POSITION = 0,
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IQM_TEXCOORD = 1,
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IQM_NORMAL = 2,
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IQM_TANGENT = 3, // NOTE: Tangents unused by default
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IQM_BLENDINDEXES = 4,
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IQM_BLENDWEIGHTS = 5,
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IQM_COLOR = 6, // NOTE: Vertex colors unused by default
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IQM_CUSTOM = 0x10 // NOTE: Custom vertex values unused by default
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} IQMVertexType;
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Model model = { 0 };
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// TODO: Load IQM file
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FILE *iqmFile;
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IQMHeader iqm;
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IQMMesh *imesh;
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IQMTriangle *tri;
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IQMVertexArray *va;
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IQMJoint *ijoint;
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float *vertex = NULL;
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float *normal = NULL;
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float *text = NULL;
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char *blendi = NULL;
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unsigned char *blendw = NULL;
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iqmFile = fopen(fileName, "rb");
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if (iqmFile == NULL)
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{
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TraceLog(LOG_WARNING, "[%s] IQM file could not be opened", fileName);
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return model;
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}
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fread(&iqm,sizeof(IQMHeader), 1, iqmFile); // Read IQM header
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if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC)))
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{
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TraceLog(LOG_WARNING, "[%s] IQM file does not seem to be valid", fileName);
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fclose(iqmFile);
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return model;
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}
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if (iqm.version != IQM_VERSION)
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{
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TraceLog(LOG_WARNING, "[%s] IQM file version is not supported (%i).", fileName, iqm.version);
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fclose(iqmFile);
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return model;
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}
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// Meshes data processing
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imesh = malloc(sizeof(IQMMesh)*iqm.num_meshes);
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fseek(iqmFile, iqm.ofs_meshes, SEEK_SET);
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fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile);
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model.meshCount = iqm.num_meshes;
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model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes);
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char name[MESH_NAME_LENGTH];
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for (int i = 0; i < iqm.num_meshes; i++)
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{
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fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
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fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
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model.meshes[i].vertexCount = imesh[i].num_vertexes;
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model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions
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model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals
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model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords
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model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported!
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model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported!
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model.meshes[i].triangleCount = imesh[i].num_triangles;
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model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
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// Animated verted data, what we actually process for rendering
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
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model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
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model.meshes[i].animNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
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}
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// Triangles data processing
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tri = malloc(sizeof(IQMTriangle)*iqm.num_triangles);
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fseek(iqmFile, iqm.ofs_triangles, SEEK_SET);
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fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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int tcounter = 0;
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for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
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{
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// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
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model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
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model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
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model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
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tcounter += 3;
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}
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}
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// Vertex arrays data processing
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va = malloc(sizeof(IQMVertexArray)*iqm.num_vertexarrays);
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fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET);
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fread(va, sizeof(IQMVertexArray)*iqm.num_vertexarrays, 1, iqmFile);
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for (int i = 0; i < iqm.num_vertexarrays; i++)
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{
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switch (va[i].type)
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{
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case IQM_POSITION:
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{
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vertex = malloc(sizeof(float)*iqm.num_vertexes*3);
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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int vCounter = 0;
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for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
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{
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model.meshes[m].vertices[vCounter] = vertex[i];
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model.meshes[m].animVertices[vCounter] = vertex[i];
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vCounter++;
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}
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}
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} break;
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case IQM_NORMAL:
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{
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normal = malloc(sizeof(float)*iqm.num_vertexes*3);
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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int vCounter = 0;
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for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
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{
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model.meshes[m].normals[vCounter] = normal[i];
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model.meshes[m].animNormals[vCounter] = normal[i];
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vCounter++;
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}
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}
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} break;
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case IQM_TEXCOORD:
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{
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text = malloc(sizeof(float)*iqm.num_vertexes*2);
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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int vCounter = 0;
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for (int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
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{
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model.meshes[m].texcoords[vCounter] = text[i];
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vCounter++;
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}
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}
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} break;
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case IQM_BLENDINDEXES:
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{
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blendi = malloc(sizeof(char)*iqm.num_vertexes*4);
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fseek(iqmFile, va[i].offset, SEEK_SET);
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fread(blendi, sizeof(char)*iqm.num_vertexes*4, 1, iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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int boneCounter = 0;
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for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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{
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model.meshes[m].boneIds[boneCounter] = blendi[i];
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boneCounter++;
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}
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}
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} break;
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case IQM_BLENDWEIGHTS:
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{
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blendw = malloc(sizeof(unsigned char)*iqm.num_vertexes*4);
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fseek(iqmFile,va[i].offset,SEEK_SET);
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fread(blendw,sizeof(unsigned char)*iqm.num_vertexes*4,1,iqmFile);
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for (int m = 0; m < iqm.num_meshes; m++)
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{
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int boneCounter = 0;
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for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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{
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model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f;
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boneCounter++;
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}
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}
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} break;
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}
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}
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// Bones (joints) data processing
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ijoint = malloc(sizeof(IQMJoint)*iqm.num_joints);
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fseek(iqmFile, iqm.ofs_joints, SEEK_SET);
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fread(ijoint, sizeof(IQMJoint)*iqm.num_joints, 1, iqmFile);
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model.boneCount = iqm.num_joints;
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model.bones = malloc(sizeof(BoneInfo)*iqm.num_joints);
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model.bindPose = malloc(sizeof(Transform)*iqm.num_joints);
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for (int i = 0; i < iqm.num_joints; i++)
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{
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// Bones
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model.bones[i].parent = ijoint[i].parent;
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fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET);
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fread(model.bones[i].name,sizeof(char)*BONE_NAME_LENGTH, 1, iqmFile);
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// Bind pose (base pose)
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model.bindPose[i].translation.x = ijoint[i].translate[0];
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model.bindPose[i].translation.y = ijoint[i].translate[1];
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model.bindPose[i].translation.z = ijoint[i].translate[2];
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model.bindPose[i].rotation.x = ijoint[i].rotate[0];
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model.bindPose[i].rotation.y = ijoint[i].rotate[1];
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model.bindPose[i].rotation.z = ijoint[i].rotate[2];
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model.bindPose[i].rotation.w = ijoint[i].rotate[3];
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model.bindPose[i].scale.x = ijoint[i].scale[0];
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model.bindPose[i].scale.y = ijoint[i].scale[1];
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model.bindPose[i].scale.z = ijoint[i].scale[2];
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}
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// Build bind pose from parent joints
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for (int i = 0; i < model.boneCount; i++)
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{
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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);
|
||||
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);
|
||||
|
||||
|
45
src/raylib.h
45
src/raylib.h
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user