Fix loading multiple animations from .iqm file (#928)
* Fix loading multiple animations from .iqm file * Fix memory leak in models_animation example * Added export instructions to the animation example * use raylib free * include <stdlib.h> to appease the travis CI gods * replace tabs with spaces
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@ -9,8 +9,15 @@
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*
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* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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*
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********************************************************************************************/
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#include <stdlib.h>
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#include "raylib.h"
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int main(void)
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@ -93,6 +100,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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// Unload model animations data
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for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model); // Unload model
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240
src/models.c
240
src/models.c
@ -867,9 +867,6 @@ void SetModelMeshMaterial(Model *model, int meshId, int materialId)
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// Load model animations from file
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ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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{
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ModelAnimation *animations = (ModelAnimation *)RL_MALLOC(1*sizeof(ModelAnimation));
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int count = 1;
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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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@ -904,8 +901,6 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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unsigned int flags;
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} IQMAnim;
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ModelAnimation animation = { 0 };
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FILE *iqmFile;
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IQMHeader iqm;
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@ -931,153 +926,156 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
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fclose(iqmFile);
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}
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// header
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if (iqm.num_anims > 1) TraceLog(LOG_WARNING, "More than 1 animation in file, only the first one will be loaded");
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// bones
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IQMPose *poses;
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poses = RL_MALLOC(sizeof(IQMPose)*iqm.num_poses);
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fseek(iqmFile, iqm.ofs_poses, SEEK_SET);
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fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile);
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animation.boneCount = iqm.num_poses;
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animation.bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
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for (int j = 0; j < iqm.num_poses; j++)
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{
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strcpy(animation.bones[j].name, "ANIMJOINTNAME");
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animation.bones[j].parent = poses[j].parent;
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}
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// animations
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IQMAnim anim = {0};
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*animCount = iqm.num_anims;
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IQMAnim *anim = RL_MALLOC(iqm.num_anims*sizeof(IQMAnim));
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fseek(iqmFile, iqm.ofs_anims, SEEK_SET);
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fread(&anim, sizeof(IQMAnim), 1, iqmFile);
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fread(anim, iqm.num_anims*sizeof(IQMAnim), 1, iqmFile);
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ModelAnimation *animations = RL_MALLOC(iqm.num_anims*sizeof(ModelAnimation));
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animation.frameCount = anim.num_frames;
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//animation.framerate = anim.framerate;
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// frameposes
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unsigned short *framedata = RL_MALLOC(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels);
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fseek(iqmFile, iqm.ofs_frames, SEEK_SET);
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fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile);
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animation.framePoses = RL_MALLOC(sizeof(Transform*)*anim.num_frames);
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for (int j = 0; j < anim.num_frames; j++) animation.framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
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int dcounter = anim.first_frame*iqm.num_framechannels;
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for (int frame = 0; frame < anim.num_frames; frame++)
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for(int a=0;a<iqm.num_anims;a++)
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{
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for (int i = 0; i < iqm.num_poses; i++)
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animations[a].frameCount = anim[a].num_frames;
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animations[a].boneCount = iqm.num_poses;
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animations[a].bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
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animations[a].framePoses = RL_MALLOC(sizeof(Transform*)*anim[a].num_frames);
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// unused for now
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//animations[a].framerate = anim.framerate;
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for (int j = 0; j < iqm.num_poses; j++)
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{
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animation.framePoses[frame][i].translation.x = poses[i].channeloffset[0];
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if (poses[i].mask & 0x01)
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{
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animation.framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
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dcounter++;
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}
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animation.framePoses[frame][i].translation.y = poses[i].channeloffset[1];
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if (poses[i].mask & 0x02)
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{
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animation.framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
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dcounter++;
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}
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animation.framePoses[frame][i].translation.z = poses[i].channeloffset[2];
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if (poses[i].mask & 0x04)
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{
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animation.framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
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dcounter++;
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}
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animation.framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
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if (poses[i].mask & 0x08)
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{
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animation.framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
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dcounter++;
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}
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animation.framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
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if (poses[i].mask & 0x10)
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{
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animation.framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
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dcounter++;
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}
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animation.framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
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if (poses[i].mask & 0x20)
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{
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animation.framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
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dcounter++;
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}
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animation.framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
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if (poses[i].mask & 0x40)
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{
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animation.framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
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dcounter++;
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}
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animation.framePoses[frame][i].scale.x = poses[i].channeloffset[7];
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if (poses[i].mask & 0x80)
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{
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animation.framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
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dcounter++;
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}
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animation.framePoses[frame][i].scale.y = poses[i].channeloffset[8];
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if (poses[i].mask & 0x100)
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{
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animation.framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
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dcounter++;
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}
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animation.framePoses[frame][i].scale.z = poses[i].channeloffset[9];
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if (poses[i].mask & 0x200)
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{
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animation.framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
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dcounter++;
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}
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animation.framePoses[frame][i].rotation = QuaternionNormalize(animation.framePoses[frame][i].rotation);
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strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
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animations[a].bones[j].parent = poses[j].parent;
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}
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}
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// Build frameposes
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for (int frame = 0; frame < anim.num_frames; frame++)
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{
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for (int i = 0; i < animation.boneCount; i++)
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for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
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int dcounter = anim[a].first_frame*iqm.num_framechannels;
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for (int frame = 0; frame < anim[a].num_frames; frame++)
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{
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if (animation.bones[i].parent >= 0)
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for (int i = 0; i < iqm.num_poses; i++)
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{
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animation.framePoses[frame][i].rotation = QuaternionMultiply(animation.framePoses[frame][animation.bones[i].parent].rotation, animation.framePoses[frame][i].rotation);
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animation.framePoses[frame][i].translation = Vector3RotateByQuaternion(animation.framePoses[frame][i].translation, animation.framePoses[frame][animation.bones[i].parent].rotation);
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animation.framePoses[frame][i].translation = Vector3Add(animation.framePoses[frame][i].translation, animation.framePoses[frame][animation.bones[i].parent].translation);
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animation.framePoses[frame][i].scale = Vector3MultiplyV(animation.framePoses[frame][i].scale, animation.framePoses[frame][animation.bones[i].parent].scale);
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animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
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if (poses[i].mask & 0x01)
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{
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animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
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dcounter++;
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}
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animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
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if (poses[i].mask & 0x02)
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{
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animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
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dcounter++;
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}
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animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
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if (poses[i].mask & 0x04)
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{
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animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
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if (poses[i].mask & 0x08)
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{
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animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
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if (poses[i].mask & 0x10)
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{
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animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
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if (poses[i].mask & 0x20)
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{
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animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
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if (poses[i].mask & 0x40)
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{
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animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
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if (poses[i].mask & 0x80)
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{
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animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
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if (poses[i].mask & 0x100)
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{
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animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
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if (poses[i].mask & 0x200)
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{
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animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
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}
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}
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// Build frameposes
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for (int frame = 0; frame < anim[a].num_frames; frame++)
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{
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for (int i = 0; i < animations[a].boneCount; i++)
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{
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if (animations[a].bones[i].parent >= 0)
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{
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animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
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animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
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animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
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animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
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}
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}
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}
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}
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RL_FREE(framedata);
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RL_FREE(poses);
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RL_FREE(anim);
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fclose(iqmFile);
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animations[0] = animation;
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*animCount = count;
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return animations;
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}
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