[models] Add GLTF animation support (#2844)
* add GLTF animation support * use correct index when allocating animVertices and animNormals * early exit LoadModelAnimationsGLTF if the gtlf file fails to parse * update models/models_loading_gltf.c to play gltf animation Updated the .blend file to use weights rather than bone parents so it fits into the framework. Exported with weights to the .glb file. * fix order of operations for bone scale in UpdateModelAnimation * minor doc cleanup and improvements * fix formatting * fix float formatting * fix brace alignment and replace asserts with log messages
This commit is contained in:
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fabedf7636
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f2e3d6eca7
@ -35,6 +35,10 @@ int main(void)
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// Loaf gltf model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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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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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -43,11 +47,26 @@ int main(void)
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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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{
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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_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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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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@ -64,6 +83,8 @@ 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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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -71,7 +92,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model and meshes/material
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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320
src/rmodels.c
320
src/rmodels.c
@ -146,7 +146,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
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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 *LoadModelAnimationGLTF(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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@ -1955,7 +1955,7 @@ ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCoun
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if (IsFileExtension(fileName, ".m3d")) animations = LoadModelAnimationsM3D(fileName, animCount);
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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//if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationGLTF(fileName, animCount);
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if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationsGLTF(fileName, animCount);
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#endif
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return animations;
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@ -2029,8 +2029,8 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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// Vertices processing
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// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
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animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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//animVertex = Vector3Transform(animVertex, model.transform);
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@ -3829,6 +3829,25 @@ 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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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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{
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if (bones[i].parent >= 0)
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{
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if (bones[i].parent > i)
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{
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TRACELOG(LOG_WARNING, "Assumes bones are toplogically sorted, but bone %d has parent %d. Skipping.", i, bones[i].parent);
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continue;
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}
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transforms[i].rotation = QuaternionMultiply(transforms[bones[i].parent].rotation, transforms[i].rotation);
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transforms[i].translation = Vector3RotateByQuaternion(transforms[i].translation, transforms[bones[i].parent].rotation);
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transforms[i].translation = Vector3Add(transforms[i].translation, transforms[bones[i].parent].translation);
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transforms[i].scale = Vector3Multiply(transforms[i].scale, transforms[bones[i].parent].scale);
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -4370,17 +4389,7 @@ static Model LoadIQM(const char *fileName)
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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);
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model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
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}
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}
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BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
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RL_FREE(fileData);
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@ -4681,6 +4690,33 @@ 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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{
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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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for (unsigned int i = 0; i < skin.joints_count; i++)
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{
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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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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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{
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parentIndex = j;
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break;
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}
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}
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bones[i].parent = parentIndex;
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}
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return bones;
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}
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// Load glTF file into model struct, .gltf and .glb supported
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static Model LoadGLTF(const char *fileName)
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{
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@ -4695,6 +4731,7 @@ 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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RESTRICTIONS:
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- Only triangle meshes supported
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@ -5039,11 +5076,41 @@ static Model LoadGLTF(const char *fileName)
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}
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}
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/*
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// TODO: Load glTF meshes animation data
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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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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.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform));
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for (unsigned int i = 0; i < model.boneCount; i++)
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{
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cgltf_node node = *skin.joints[i];
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model.bindPose[i].translation.x = node.translation[0];
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model.bindPose[i].translation.y = node.translation[1];
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model.bindPose[i].translation.z = node.translation[2];
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model.bindPose[i].rotation.x = node.rotation[0];
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model.bindPose[i].rotation.y = node.rotation[1];
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model.bindPose[i].rotation.z = node.rotation[2];
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model.bindPose[i].rotation.w = node.rotation[3];
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model.bindPose[i].scale.x = node.scale[0];
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model.bindPose[i].scale.y = node.scale[1];
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model.bindPose[i].scale.z = node.scale[2];
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}
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BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
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}
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else if (data->skins_count > 1)
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{
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TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count);
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}
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for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
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{
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for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
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@ -5065,7 +5132,6 @@ static Model LoadGLTF(const char *fileName)
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
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// Load 4 components of unsigned char data type into mesh.boneIds
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// TODO: It seems LOAD_ATTRIBUTE() macro does not work as expected in some cases,
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// for cgltf_attribute_type_joints we have:
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// - data.meshes[0] (256 vertices)
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// - 256 values, provided as cgltf_type_vec4 of bytes (4 byte per joint, stride 4)
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@ -5092,10 +5158,17 @@ static Model LoadGLTF(const char *fileName)
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}
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}
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// Animated vertex data
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model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
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memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float));
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model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
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memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
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meshIndex++; // Move to next mesh
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}
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}
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*/
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// Free all cgltf loaded data
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cgltf_free(data);
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}
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@ -5106,6 +5179,217 @@ static Model LoadGLTF(const char *fileName)
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return model;
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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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{
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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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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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if (!r2) return false;
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if ((tstart <= time) && (time < tend))
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{
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keyframe = i;
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break;
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}
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}
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float t = (time - tstart)/(tend - tstart);
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t = (t < 0.0f)? 0.0f : t;
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t = (t > 1.0f)? 1.0f : t;
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if (output->component_type != cgltf_component_type_r_32f) return false;
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if (output->type == cgltf_type_vec3)
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{
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float tmp[3] = { 0.0f };
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cgltf_accessor_read_float(output, keyframe, tmp, 3);
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Vector3 v1 = {tmp[0], tmp[1], tmp[2]};
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cgltf_accessor_read_float(output, keyframe+1, tmp, 3);
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Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
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Vector3 *r = data;
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*r = Vector3Lerp(v1, v2, t);
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}
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else if (output->type == cgltf_type_vec4)
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{
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float tmp[4] = { 0.0f };
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cgltf_accessor_read_float(output, keyframe, tmp, 4);
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Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]};
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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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*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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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount)
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{
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// glTF file loading
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unsigned int dataSize = 0;
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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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*animCount = 0;
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return NULL;
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}
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result = cgltf_load_buffers(&options, data, fileName);
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if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load animation buffers", fileName);
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if (result == cgltf_result_success)
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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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*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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cgltf_animation animData = data->animations[i];
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struct Channels {
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cgltf_animation_channel *translate;
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cgltf_animation_channel *rotate;
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cgltf_animation_channel *scale;
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};
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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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{
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boneIndex = k;
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break;
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}
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}
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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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continue;
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}
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if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear)
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{
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if (channel.target_path == cgltf_animation_path_type_translation)
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{
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boneChannels[boneIndex].translate = &animData.channels[j];
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}
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else if (channel.target_path == cgltf_animation_path_type_rotation)
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{
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boneChannels[boneIndex].rotate = &animData.channels[j];
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}
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else if (channel.target_path == cgltf_animation_path_type_scale)
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{
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boneChannels[boneIndex].scale = &animData.channels[j];
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}
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else
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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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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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continue;
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}
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animDuration = (t > animDuration)? t : animDuration;
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}
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animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY);
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animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *));
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for (unsigned int j = 0; j < animations[i].frameCount; j++)
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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))
|
||||
{
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name);
|
||||
}
|
||||
}
|
||||
|
||||
if (boneChannels[k].rotate)
|
||||
{
|
||||
if (!GetGLTFPoseAtTime(boneChannels[k].rotate->sampler->input,
|
||||
boneChannels[k].rotate->sampler->output,
|
||||
time,
|
||||
&rotation))
|
||||
{
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name);
|
||||
}
|
||||
}
|
||||
|
||||
if (boneChannels[k].scale)
|
||||
{
|
||||
if (!GetGLTFPoseAtTime(boneChannels[k].scale->sampler->input,
|
||||
boneChannels[k].scale->sampler->output,
|
||||
time,
|
||||
&scale))
|
||||
{
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name);
|
||||
}
|
||||
}
|
||||
|
||||
animations[i].framePoses[j][k] = (Transform){
|
||||
.translation = translation,
|
||||
.rotation = rotation,
|
||||
.scale = scale};
|
||||
}
|
||||
|
||||
BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]);
|
||||
}
|
||||
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration);
|
||||
RL_FREE(boneChannels);
|
||||
}
|
||||
} else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
|
||||
|
||||
cgltf_free(data);
|
||||
}
|
||||
|
||||
return animations;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_VOX)
|
||||
|
Loading…
Reference in New Issue
Block a user