Improve gltf support (#1647)
* Implement a load values from accessor function. Added some more value types for the different GLTF attributes. Fixed crash when loading animated triangle. * Split GLTF model loading into separate functions for readability. * Fixed the already working models that I broke when introducing GLTFReadValue. Improved the example for gltf models to be able to switch between a few models. * Removed license from screen. It is pu inside a license file anyway. * Small improvements on the naming of functions Removed (*model). and replaced it with model->
This commit is contained in:
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01e28263be
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@ -39,7 +39,18 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/gltf/Avocado.glb"); // Load the animated model mesh and
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Model model[7];
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model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
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model[1] = LoadModel("resources/gltf/rigged_figure.glb");
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model[2] = LoadModel("resources/gltf/Avocado.glb");
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model[3] = LoadModel("resources/gltf/GearboxAssy.glb");
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model[4] = LoadModel("resources/gltf/BoxAnimated.glb");
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model[5] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
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model[6] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
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int currentModel = 0;
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int modelCount = 7;
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -54,23 +65,39 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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if(IsKeyReleased(KEY_RIGHT))
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{
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currentModel++;
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if(currentModel == modelCount)
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{
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currentModel = 0;
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}
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}
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if(IsKeyReleased(KEY_LEFT))
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{
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currentModel--;
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if(currentModel < 0)
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{
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currentModel = modelCount - 1;
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}
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(SKYBLUE);
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BeginMode3D(camera);
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DrawModelEx(model, position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 15.0f, 15.0f, 15.0f }, WHITE);
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DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("(cc0) Avocado by @Microsoft", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -78,7 +105,10 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model
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for(int i = 0; i < modelCount; i++)
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{
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UnloadModel(model[i]); // Unload model
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}
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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examples/models/resources/gltf/Textures/raylib_32x32.png
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examples/models/resources/gltf/Textures/raylib_32x32.png
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After Width: | Height: | Size: 189 B |
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examples/models/resources/gltf/raylib_32x32.glb
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examples/models/resources/gltf/raylib_32x32.glb
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753
src/models.c
753
src/models.c
@ -117,6 +117,11 @@ static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCou
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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 *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
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static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, int primitiveIndex);
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static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex);
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static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex);
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static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data);
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static void InitGLTFBones(Model* model, const cgltf_data* data);
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#endif
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//----------------------------------------------------------------------------------
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@ -1087,13 +1092,16 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] = animNormal.x;
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model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
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model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
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if(model.meshes[m].normals != NULL)
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{
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animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
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animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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model.meshes[m].animNormals[vCounter] = animNormal.x;
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model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
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model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
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}
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vCounter += 3;
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boneCounter += 4;
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}
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@ -3650,12 +3658,37 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co
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return rimage;
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}
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static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void* variable, unsigned int elements, unsigned int size)
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{
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if (acc->count == 2)
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{
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if (index > 1)
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{
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return false;
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}
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memcpy(variable, index == 0 ? acc->min : acc->max, elements * size);
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return true;
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}
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unsigned int stride = size * elements;
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memset(variable, 0, stride);
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if(acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL)
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return false;
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void* readPosition = ((char*)acc->buffer_view->buffer->data) + (index * stride) + acc->buffer_view->offset + acc->offset;
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memcpy(variable, readPosition, stride);
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return true;
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}
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// LoadGLTF loads in model data from given filename, supporting both .gltf and .glb
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static Model LoadGLTF(const char *fileName)
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{
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/***********************************************************************************
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Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend)
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Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) and Hristo Stamenov(@object71)
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Features:
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- Supports .gltf and .glb files
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@ -3671,18 +3704,6 @@ static Model LoadGLTF(const char *fileName)
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*************************************************************************************/
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#define LOAD_ACCESSOR(type, nbcomp, acc, dst) \
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{ \
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int n = 0; \
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type* buf = (type*)acc->buffer_view->buffer->data + acc->buffer_view->offset/sizeof(type) + acc->offset/sizeof(type); \
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for (unsigned int k = 0; k < acc->count; k++) {\
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for (int l = 0; l < nbcomp; l++) {\
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dst[nbcomp*k + l] = buf[n + l];\
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}\
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n += (int)(acc->stride/sizeof(type));\
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}\
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}
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Model model = { 0 };
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// glTF file loading
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@ -3719,131 +3740,10 @@ static Model LoadGLTF(const char *fileName)
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model.boneCount = (int)data->nodes_count;
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model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
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model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
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for (unsigned int j = 0; j < data->nodes_count; j++)
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{
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strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
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model.bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1;
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}
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for (unsigned int i = 0; i < data->nodes_count; i++)
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{
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if (data->nodes[i].has_translation) memcpy(&model.bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
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else model.bindPose[i].translation = Vector3Zero();
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if (data->nodes[i].has_rotation) memcpy(&model.bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
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else model.bindPose[i].rotation = QuaternionIdentity();
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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if (data->nodes[i].has_scale) memcpy(&model.bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
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else model.bindPose[i].scale = Vector3One();
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}
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{
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bool* completedBones = RL_CALLOC(model.boneCount, sizeof(bool));
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int numberCompletedBones = 0;
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while (numberCompletedBones < model.boneCount) {
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for (int i = 0; i < model.boneCount; i++)
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{
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if (completedBones[i]) continue;
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if (model.bones[i].parent < 0) {
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completedBones[i] = true;
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numberCompletedBones++;
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continue;
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}
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if (!completedBones[model.bones[i].parent]) continue;
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Transform* currentTransform = &model.bindPose[i];
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BoneInfo* currentBone = &model.bones[i];
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int root = currentBone->parent;
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if (root >= model.boneCount)
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root = 0;
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Transform* parentTransform = &model.bindPose[root];
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currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
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currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
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currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
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currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
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completedBones[i] = true;
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numberCompletedBones++;
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}
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}
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RL_FREE(completedBones);
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}
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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model.materials[i] = LoadMaterialDefault();
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Color tint = (Color){ 255, 255, 255, 255 };
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const char *texPath = GetDirectoryPath(fileName);
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// Ensure material follows raylib support for PBR (metallic/roughness flow)
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if (data->materials[i].has_pbr_metallic_roughness)
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{
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255);
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255);
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255);
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255);
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model.materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint;
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if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
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{
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Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
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model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
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UnloadImage(albedo);
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}
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tint = WHITE; // Set tint to white after it's been used by Albedo
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if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
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{
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Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
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model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
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float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
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model.materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
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float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
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model.materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic;
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UnloadImage(metallicRoughness);
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}
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if (data->materials[i].normal_texture.texture)
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{
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Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
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model.materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
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UnloadImage(normalImage);
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}
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if (data->materials[i].occlusion_texture.texture)
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{
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Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
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model.materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
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UnloadImage(occulsionImage);
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}
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if (data->materials[i].emissive_texture.texture)
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{
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Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
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model.materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
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tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
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tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
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tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
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model.materials[i].maps[MATERIAL_MAP_EMISSION].color = tint;
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UnloadImage(emissiveImage);
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}
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}
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}
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model.materials[model.materialCount - 1] = LoadMaterialDefault();
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InitGLTFBones(&model, data);
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LoadGLTFMaterial(&model, fileName, data);
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int primitiveIndex = 0;
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for (unsigned int i = 0; i < data->meshes_count; i++)
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@ -3859,18 +3759,65 @@ static Model LoadGLTF(const char *fileName)
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int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float);
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model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
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model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
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LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices);
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if(acc->component_type == cgltf_component_type_r_32f)
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{
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for(int a = 0; a < acc->count; a++)
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{
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GLTFReadValue(acc, a, model.meshes[primitiveIndex].vertices + (a * 3), 3, sizeof(float));
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}
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}
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else if (acc->component_type == cgltf_component_type_r_32u)
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{
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int readValue[3];
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for(int a = 0; a < acc->count; a++)
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{
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GLTFReadValue(acc, a, readValue, 3, sizeof(int));
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model.meshes[primitiveIndex].vertices[(a * 3) + 0] = readValue[0];
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model.meshes[primitiveIndex].vertices[(a * 3) + 1] = readValue[1];
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model.meshes[primitiveIndex].vertices[(a * 3) + 2] = readValue[2];
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}
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}
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else
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{
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// TODO: Support normalized unsigned byte/unsigned short vertices
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TRACELOG(LOG_WARNING, "MODEL: [%s] glTF vertices must be float or int", fileName);
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}
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memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
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}
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
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{
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
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int bufferSize = (int)(acc->count*3*sizeof(float));
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model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
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model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
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LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals);
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if(acc->component_type == cgltf_component_type_r_32f)
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{
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for(int a = 0; a < acc->count; a++)
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{
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GLTFReadValue(acc, a, model.meshes[primitiveIndex].normals + (a * 3), 3, sizeof(float));
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}
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}
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else if (acc->component_type == cgltf_component_type_r_32u)
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{
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int readValue[3];
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for(int a = 0; a < acc->count; a++)
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{
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GLTFReadValue(acc, a, readValue, 3, sizeof(int));
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model.meshes[primitiveIndex].normals[(a * 3) + 0] = readValue[0];
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model.meshes[primitiveIndex].normals[(a * 3) + 1] = readValue[1];
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model.meshes[primitiveIndex].normals[(a * 3) + 2] = readValue[2];
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}
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}
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else
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{
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// TODO: Support normalized unsigned byte/unsigned short normals
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TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
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}
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memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
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}
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
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@ -3880,7 +3827,11 @@ static Model LoadGLTF(const char *fileName)
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if (acc->component_type == cgltf_component_type_r_32f)
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{
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model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float));
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LOAD_ACCESSOR(float, 2, acc, model.meshes[primitiveIndex].texcoords)
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for(int a = 0; a < acc->count; a++)
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{
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GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a * 2), 2, sizeof(float));
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}
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}
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else
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{
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@ -3891,87 +3842,44 @@ static Model LoadGLTF(const char *fileName)
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints)
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{
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||
|
||||
if (acc->component_type == cgltf_component_type_r_16u)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
|
||||
short* bones = RL_MALLOC(sizeof(short) * acc->count * 4);
|
||||
|
||||
LOAD_ACCESSOR(short, 4, acc, bones);
|
||||
for (unsigned int a = 0; a < acc->count * 4; a++)
|
||||
{
|
||||
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
||||
|
||||
for (unsigned int k = 0; k < data->nodes_count; k++)
|
||||
{
|
||||
if (&(data->nodes[k]) == skinJoint)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds[a] = k;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
RL_FREE(bones);
|
||||
}
|
||||
else if (acc->component_type == cgltf_component_type_r_8u)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * acc->count * 4);
|
||||
unsigned char* bones = RL_MALLOC(sizeof(unsigned char) * acc->count * 4);
|
||||
|
||||
LOAD_ACCESSOR(unsigned char, 4, acc, bones);
|
||||
for (unsigned int a = 0; a < acc->count * 4; a++)
|
||||
{
|
||||
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
||||
|
||||
for (unsigned int k = 0; k < data->nodes_count; k++)
|
||||
{
|
||||
if (&(data->nodes[k]) == skinJoint)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds[a] = k;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
RL_FREE(bones);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Support other size of bone index?
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF bones in unexpected format", fileName);
|
||||
}
|
||||
|
||||
LoadGLTFBoneAttribute(&model, acc, data, primitiveIndex);
|
||||
}
|
||||
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
|
||||
{
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
|
||||
|
||||
model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
|
||||
LOAD_ACCESSOR(float, 4, acc, model.meshes[primitiveIndex].boneWeights)
|
||||
|
||||
if(acc->component_type == cgltf_component_type_r_32f)
|
||||
{
|
||||
for(int a = 0; a < acc->count; a++)
|
||||
{
|
||||
GLTFReadValue(acc, a, model.meshes[primitiveIndex].boneWeights + (a * 4), 4, sizeof(float));
|
||||
}
|
||||
}
|
||||
else if (acc->component_type == cgltf_component_type_r_32u)
|
||||
{
|
||||
unsigned int readValue[4];
|
||||
for(int a = 0; a < acc->count; a++)
|
||||
{
|
||||
GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int));
|
||||
model.meshes[primitiveIndex].normals[(a * 4) + 0] = readValue[0];
|
||||
model.meshes[primitiveIndex].normals[(a * 4) + 1] = readValue[1];
|
||||
model.meshes[primitiveIndex].normals[(a * 4) + 2] = readValue[2];
|
||||
model.meshes[primitiveIndex].normals[(a * 4) + 3] = readValue[3];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Support normalized unsigned byte/unsigned short weights
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
|
||||
|
||||
if (acc)
|
||||
{
|
||||
if (acc->component_type == cgltf_component_type_r_16u)
|
||||
{
|
||||
model.meshes[primitiveIndex].triangleCount = (int)acc->count/3;
|
||||
model.meshes[primitiveIndex].indices = RL_MALLOC(model.meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
|
||||
LOAD_ACCESSOR(unsigned short, 1, acc, model.meshes[primitiveIndex].indices)
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Support unsigned byte/unsigned int
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF index data must be unsigned short", fileName);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unindexed mesh
|
||||
model.meshes[primitiveIndex].triangleCount = model.meshes[primitiveIndex].vertexCount/3;
|
||||
}
|
||||
|
||||
LoadGLTFModelIndices(&model, acc, primitiveIndex);
|
||||
|
||||
if (data->meshes[i].primitives[p].material)
|
||||
{
|
||||
// Compute the offset
|
||||
@ -3981,79 +3889,14 @@ static Model LoadGLTF(const char *fileName)
|
||||
{
|
||||
model.meshMaterial[primitiveIndex] = model.materialCount - 1;
|
||||
}
|
||||
|
||||
// if (data->meshes[i].)
|
||||
|
||||
if (model.meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
|
||||
{
|
||||
for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
|
||||
{
|
||||
if (data->nodes[nodeId].mesh == &(data->meshes[i]))
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(int));
|
||||
model.meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(float));
|
||||
|
||||
for (int b = 0; b < 4 * model.meshes[primitiveIndex].vertexCount; b++)
|
||||
{
|
||||
if(b % 4 == 0)
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds[b] = nodeId;
|
||||
model.meshes[primitiveIndex].boneWeights[b] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
model.meshes[primitiveIndex].boneIds[b] = 0;
|
||||
model.meshes[primitiveIndex].boneWeights[b] = 0.0f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Vector3 boundVertex = { 0 };
|
||||
Vector3 boundNormal = { 0 };
|
||||
BindGLTFPrimitiveToBones(&model, data, primitiveIndex);
|
||||
|
||||
Vector3 outTranslation = { 0 };
|
||||
Quaternion outRotation = { 0 };
|
||||
Vector3 outScale = { 0 };
|
||||
|
||||
int vCounter = 0;
|
||||
int boneCounter = 0;
|
||||
int boneId = 0;
|
||||
|
||||
for (int i = 0; i < model.meshes[primitiveIndex].vertexCount; i++)
|
||||
{
|
||||
boneId = model.meshes[primitiveIndex].boneIds[boneCounter];
|
||||
outTranslation = model.bindPose[boneId].translation;
|
||||
outRotation = model.bindPose[boneId].rotation;
|
||||
outScale = model.bindPose[boneId].scale;
|
||||
|
||||
// Vertices processing
|
||||
boundVertex = (Vector3){ model.meshes[primitiveIndex].vertices[vCounter], model.meshes[primitiveIndex].vertices[vCounter + 1], model.meshes[primitiveIndex].vertices[vCounter + 2] };
|
||||
boundVertex = Vector3Multiply(boundVertex, outScale);
|
||||
boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
|
||||
boundVertex = Vector3Add(boundVertex, outTranslation);
|
||||
model.meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
|
||||
model.meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
|
||||
model.meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
|
||||
|
||||
// Normals processing
|
||||
boundNormal = (Vector3){ model.meshes[primitiveIndex].normals[vCounter], model.meshes[primitiveIndex].normals[vCounter + 1], model.meshes[primitiveIndex].normals[vCounter + 2] };
|
||||
boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
|
||||
model.meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
|
||||
model.meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
|
||||
model.meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
|
||||
vCounter += 3;
|
||||
|
||||
boneCounter += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
primitiveIndex++;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
cgltf_free(data);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
|
||||
@ -4063,24 +3906,312 @@ static Model LoadGLTF(const char *fileName)
|
||||
return model;
|
||||
}
|
||||
|
||||
static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
|
||||
static void InitGLTFBones(Model* model, const cgltf_data* data)
|
||||
{
|
||||
if (acc->count == 2)
|
||||
for (unsigned int j = 0; j < data->nodes_count; j++)
|
||||
{
|
||||
if (index > 1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
memcpy(variable, index == 0 ? acc->min : acc->max, elements * sizeof(float));
|
||||
return true;
|
||||
}
|
||||
else if (cgltf_accessor_read_float(acc, index, variable, elements))
|
||||
{
|
||||
return true;
|
||||
strcpy(model->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
|
||||
model->bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1;
|
||||
}
|
||||
|
||||
return false;
|
||||
for (unsigned int i = 0; i < data->nodes_count; i++)
|
||||
{
|
||||
if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
|
||||
else model->bindPose[i].translation = Vector3Zero();
|
||||
|
||||
if (data->nodes[i].has_rotation) memcpy(&model->bindPose[i].rotation, data->nodes[i].rotation, 4 * sizeof(float));
|
||||
else model->bindPose[i].rotation = QuaternionIdentity();
|
||||
|
||||
model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation);
|
||||
|
||||
if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
|
||||
else model->bindPose[i].scale = Vector3One();
|
||||
}
|
||||
|
||||
{
|
||||
bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
|
||||
int numberCompletedBones = 0;
|
||||
|
||||
while (numberCompletedBones < model->boneCount) {
|
||||
for (int i = 0; i < model->boneCount; i++)
|
||||
{
|
||||
if (completedBones[i]) continue;
|
||||
|
||||
if (model->bones[i].parent < 0) {
|
||||
completedBones[i] = true;
|
||||
numberCompletedBones++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!completedBones[model->bones[i].parent]) continue;
|
||||
|
||||
Transform* currentTransform = &model->bindPose[i];
|
||||
BoneInfo* currentBone = &model->bones[i];
|
||||
int root = currentBone->parent;
|
||||
if (root >= model->boneCount)
|
||||
root = 0;
|
||||
Transform* parentTransform = &model->bindPose[root];
|
||||
|
||||
currentTransform->rotation = QuaternionMultiply(parentTransform->rotation, currentTransform->rotation);
|
||||
currentTransform->translation = Vector3RotateByQuaternion(currentTransform->translation, parentTransform->rotation);
|
||||
currentTransform->translation = Vector3Add(currentTransform->translation, parentTransform->translation);
|
||||
currentTransform->scale = Vector3Multiply(parentTransform->scale, parentTransform->scale);
|
||||
completedBones[i] = true;
|
||||
numberCompletedBones++;
|
||||
}
|
||||
}
|
||||
|
||||
RL_FREE(completedBones);
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_data* data)
|
||||
{
|
||||
for (int i = 0; i < model->materialCount - 1; i++)
|
||||
{
|
||||
model->materials[i] = LoadMaterialDefault();
|
||||
Color tint = (Color){ 255, 255, 255, 255 };
|
||||
const char *texPath = GetDirectoryPath(fileName);
|
||||
|
||||
// Ensure material follows raylib support for PBR (metallic/roughness flow)
|
||||
if (data->materials[i].has_pbr_metallic_roughness)
|
||||
{
|
||||
tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0] * 255);
|
||||
tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1] * 255);
|
||||
tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2] * 255);
|
||||
tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3] * 255);
|
||||
|
||||
model->materials[i].maps[MATERIAL_MAP_ALBEDO].color = tint;
|
||||
|
||||
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
|
||||
{
|
||||
Image albedo = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
|
||||
model->materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(albedo);
|
||||
UnloadImage(albedo);
|
||||
}
|
||||
|
||||
tint = WHITE; // Set tint to white after it's been used by Albedo
|
||||
|
||||
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)
|
||||
{
|
||||
Image metallicRoughness = LoadImageFromCgltfImage(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, texPath, tint);
|
||||
model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTextureFromImage(metallicRoughness);
|
||||
|
||||
float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
|
||||
model->materials[i].maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
|
||||
|
||||
float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
|
||||
model->materials[i].maps[MATERIAL_MAP_METALNESS].value = metallic;
|
||||
|
||||
UnloadImage(metallicRoughness);
|
||||
}
|
||||
|
||||
if (data->materials[i].normal_texture.texture)
|
||||
{
|
||||
Image normalImage = LoadImageFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
|
||||
model->materials[i].maps[MATERIAL_MAP_NORMAL].texture = LoadTextureFromImage(normalImage);
|
||||
UnloadImage(normalImage);
|
||||
}
|
||||
|
||||
if (data->materials[i].occlusion_texture.texture)
|
||||
{
|
||||
Image occulsionImage = LoadImageFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
|
||||
model->materials[i].maps[MATERIAL_MAP_OCCLUSION].texture = LoadTextureFromImage(occulsionImage);
|
||||
UnloadImage(occulsionImage);
|
||||
}
|
||||
|
||||
if (data->materials[i].emissive_texture.texture)
|
||||
{
|
||||
Image emissiveImage = LoadImageFromCgltfImage(data->materials[i].emissive_texture.texture->image, texPath, tint);
|
||||
model->materials[i].maps[MATERIAL_MAP_EMISSION].texture = LoadTextureFromImage(emissiveImage);
|
||||
tint.r = (unsigned char)(data->materials[i].emissive_factor[0]*255);
|
||||
tint.g = (unsigned char)(data->materials[i].emissive_factor[1]*255);
|
||||
tint.b = (unsigned char)(data->materials[i].emissive_factor[2]*255);
|
||||
model->materials[i].maps[MATERIAL_MAP_EMISSION].color = tint;
|
||||
UnloadImage(emissiveImage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
model->materials[model->materialCount - 1] = LoadMaterialDefault();
|
||||
}
|
||||
|
||||
static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, const cgltf_data* data, int primitiveIndex)
|
||||
{
|
||||
if (jointsAccessor->component_type == cgltf_component_type_r_16u)
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4);
|
||||
short* bones = RL_MALLOC(sizeof(short) * jointsAccessor->count * 4);
|
||||
|
||||
for(int a = 0; a < jointsAccessor->count; a++)
|
||||
{
|
||||
GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(short));
|
||||
}
|
||||
|
||||
for (unsigned int a = 0; a < jointsAccessor->count * 4; a++)
|
||||
{
|
||||
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
||||
|
||||
for (unsigned int k = 0; k < data->nodes_count; k++)
|
||||
{
|
||||
if (&(data->nodes[k]) == skinJoint)
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds[a] = k;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
RL_FREE(bones);
|
||||
}
|
||||
else if (jointsAccessor->component_type == cgltf_component_type_r_8u)
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int) * jointsAccessor->count * 4);
|
||||
unsigned char* bones = RL_MALLOC(sizeof(unsigned char) * jointsAccessor->count * 4);
|
||||
|
||||
for(int a = 0; a < jointsAccessor->count; a++)
|
||||
{
|
||||
GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(unsigned char));
|
||||
}
|
||||
|
||||
for (unsigned int a = 0; a < jointsAccessor->count * 4; a++)
|
||||
{
|
||||
cgltf_node* skinJoint = data->skins->joints[bones[a]];
|
||||
|
||||
for (unsigned int k = 0; k < data->nodes_count; k++)
|
||||
{
|
||||
if (&(data->nodes[k]) == skinJoint)
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds[a] = k;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
RL_FREE(bones);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Support other size of bone index?
|
||||
TRACELOG(LOG_WARNING, "MODEL: glTF bones in unexpected format");
|
||||
}
|
||||
}
|
||||
|
||||
static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex)
|
||||
{
|
||||
if (model->meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
|
||||
{
|
||||
for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
|
||||
{
|
||||
if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(int));
|
||||
model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model->meshes[primitiveIndex].vertexCount, sizeof(float));
|
||||
|
||||
for (int b = 0; b < 4 * model->meshes[primitiveIndex].vertexCount; b++)
|
||||
{
|
||||
if(b % 4 == 0)
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds[b] = nodeId;
|
||||
model->meshes[primitiveIndex].boneWeights[b] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
model->meshes[primitiveIndex].boneIds[b] = 0;
|
||||
model->meshes[primitiveIndex].boneWeights[b] = 0.0f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Vector3 boundVertex = { 0 };
|
||||
Vector3 boundNormal = { 0 };
|
||||
|
||||
Vector3 outTranslation = { 0 };
|
||||
Quaternion outRotation = { 0 };
|
||||
Vector3 outScale = { 0 };
|
||||
|
||||
int vCounter = 0;
|
||||
int boneCounter = 0;
|
||||
int boneId = 0;
|
||||
|
||||
for (int i = 0; i < model->meshes[primitiveIndex].vertexCount; i++)
|
||||
{
|
||||
boneId = model->meshes[primitiveIndex].boneIds[boneCounter];
|
||||
outTranslation = model->bindPose[boneId].translation;
|
||||
outRotation = model->bindPose[boneId].rotation;
|
||||
outScale = model->bindPose[boneId].scale;
|
||||
|
||||
// Vertices processing
|
||||
boundVertex = (Vector3){ model->meshes[primitiveIndex].vertices[vCounter], model->meshes[primitiveIndex].vertices[vCounter + 1], model->meshes[primitiveIndex].vertices[vCounter + 2] };
|
||||
boundVertex = Vector3Multiply(boundVertex, outScale);
|
||||
boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
|
||||
boundVertex = Vector3Add(boundVertex, outTranslation);
|
||||
model->meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
|
||||
model->meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
|
||||
model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
|
||||
|
||||
// Normals processing
|
||||
if(model->meshes[primitiveIndex].normals != NULL)
|
||||
{
|
||||
boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
|
||||
boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
|
||||
model->meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
|
||||
model->meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
|
||||
model->meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
|
||||
}
|
||||
|
||||
vCounter += 3;
|
||||
boneCounter += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, int primitiveIndex)
|
||||
{
|
||||
if (indexAccessor)
|
||||
{
|
||||
if (indexAccessor->component_type == cgltf_component_type_r_16u || indexAccessor->component_type == cgltf_component_type_r_16)
|
||||
{
|
||||
model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
|
||||
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
|
||||
|
||||
unsigned short readValue = 0;
|
||||
for(int a = 0; a < indexAccessor->count; a++)
|
||||
{
|
||||
GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(short));
|
||||
model->meshes[primitiveIndex].indices[a] = readValue;
|
||||
}
|
||||
}
|
||||
else if (indexAccessor->component_type == cgltf_component_type_r_8u || indexAccessor->component_type == cgltf_component_type_r_8)
|
||||
{
|
||||
model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
|
||||
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
|
||||
|
||||
unsigned char readValue = 0;
|
||||
for(int a = 0; a < indexAccessor->count; a++)
|
||||
{
|
||||
GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(char));
|
||||
model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
|
||||
}
|
||||
}
|
||||
else if (indexAccessor->component_type == cgltf_component_type_r_32u)
|
||||
{
|
||||
model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
|
||||
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
|
||||
|
||||
unsigned int readValue;
|
||||
for(int a = 0; a < indexAccessor->count; a++)
|
||||
{
|
||||
GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(unsigned int));
|
||||
model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unindexed mesh
|
||||
model->meshes[primitiveIndex].triangleCount = model->meshes[primitiveIndex].vertexCount / 3;
|
||||
}
|
||||
}
|
||||
|
||||
// LoadGLTF loads in animation data from given filename
|
||||
@ -4148,7 +4279,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
|
||||
int frameCounts = (int)channel->sampler->input->count;
|
||||
float lastFrameTime = 0.0f;
|
||||
|
||||
if (GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
|
||||
if (GLTFReadValue(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1, sizeof(float)))
|
||||
{
|
||||
animationDuration = fmaxf(lastFrameTime, animationDuration);
|
||||
}
|
||||
@ -4204,7 +4335,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
|
||||
for (unsigned int j = 0; j < sampler->input->count; j++)
|
||||
{
|
||||
float inputFrameTime;
|
||||
if (GltfReadFloat(sampler->input, j, (float *)&inputFrameTime, 1))
|
||||
if (GLTFReadValue(sampler->input, j, &inputFrameTime, 1, sizeof(float)))
|
||||
{
|
||||
if (frameTime < inputFrameTime)
|
||||
{
|
||||
@ -4213,7 +4344,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
|
||||
outputMax = j;
|
||||
|
||||
float previousInputTime = 0.0f;
|
||||
if (GltfReadFloat(sampler->input, outputMin, (float *)&previousInputTime, 1))
|
||||
if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float)))
|
||||
{
|
||||
if((inputFrameTime - previousInputTime) != 0)
|
||||
{
|
||||
@ -4235,8 +4366,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
|
||||
Vector3 translationStart;
|
||||
Vector3 translationEnd;
|
||||
|
||||
bool success = GltfReadFloat(sampler->output, outputMin, (float *)&translationStart, 3);
|
||||
success = GltfReadFloat(sampler->output, outputMax, (float *)&translationEnd, 3) || success;
|
||||
bool success = GLTFReadValue(sampler->output, outputMin, &translationStart, 3, sizeof(float));
|
||||
success = GLTFReadValue(sampler->output, outputMax, &translationEnd, 3, sizeof(float)) || success;
|
||||
|
||||
if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
|
||||
}
|
||||
@ -4245,8 +4376,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
|
||||
Quaternion rotationStart;
|
||||
Quaternion rotationEnd;
|
||||
|
||||
bool success = GltfReadFloat(sampler->output, outputMin, (float *)&rotationStart, 4);
|
||||
success = GltfReadFloat(sampler->output, outputMax, (float *)&rotationEnd, 4) || success;
|
||||
bool success = GLTFReadValue(sampler->output, outputMin, &rotationStart, 4, sizeof(float));
|
||||
success = GLTFReadValue(sampler->output, outputMax, &rotationEnd, 4, sizeof(float)) || success;
|
||||
|
||||
if (success)
|
||||
{
|
||||
@ -4259,8 +4390,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
|
||||
Vector3 scaleStart;
|
||||
Vector3 scaleEnd;
|
||||
|
||||
bool success = GltfReadFloat(sampler->output, outputMin, (float *)&scaleStart, 3);
|
||||
success = GltfReadFloat(sampler->output, outputMax, (float *)&scaleEnd, 3) || success;
|
||||
bool success = GLTFReadValue(sampler->output, outputMin, &scaleStart, 3, sizeof(float));
|
||||
success = GLTFReadValue(sampler->output, outputMax, &scaleEnd, 3, sizeof(float)) || success;
|
||||
|
||||
if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user