/********************************************************************************************** * * riqm - InterQuake Model format (IQM) loader for animated meshes * * CONFIGURATION: * * #define RIQM_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * * LICENSE: zlib/libpng * * Copyright (c) 2018 Jonas Daeyaert (@culacant) and Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RIQM_H #define RIQM_H //#define RIQM_STATIC #ifdef RIQM_STATIC #define RIQMDEF static // Functions just visible to module including this file #else #ifdef __cplusplus #define RIQMDEF extern "C" // Functions visible from other files (no name mangling of functions in C++) #else #define RIQMDEF extern // Functions visible from other files #endif #endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #define JOINT_NAME_LENGTH 32 // Joint name string length #define MESH_NAME_LENGTH 32 // Mesh name string length typedef struct Joint { char name[JOINT_NAME_LENGTH]; int parent; } Joint; typedef struct Pose { Vector3 translation; Quaternion rotation; Vector3 scale; } Pose; typedef struct Animation { int jointCount; // Number of joints (bones) Joint *joints; // Joints array // NOTE: Joints in anims do not have names int frameCount; // Number of animation frames float framerate; // Frame change speed Pose **framepose; // Poses array by frame (and one pose by joint) } Animation; // Animated Model type typedef struct AnimatedModel { Matrix transform; // Local transform matrix int meshCount; // Number of meshes Mesh *meshes; // Meshes array int materialCount; // Number of materials Material *materials; // Materials array int *meshMaterialId; // Mesh materials ids // Animation required data int jointCount; // Number of joints (and keyposes) Joint *joints; // Mesh joints (bones) Pose *basepose; // Mesh base-poses by joint } AnimatedModel; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- // Loading/Unloading functions RIQMDEF AnimatedModel LoadAnimatedModel(const char *filename); RIQMDEF void UnloadAnimatedModel(AnimatedModel model); RIQMDEF Animation LoadAnimation(const char *filename); RIQMDEF void UnloadAnimation(Animation anim); RIQMDEF AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename); // GENERIC! RIQMDEF AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid); // GENERIC! // Usage functionality RIQMDEF bool CheckSkeletonsMatch(AnimatedModel model, Animation anim); RIQMDEF void AnimateModel(AnimatedModel model, Animation anim, int frame); RIQMDEF void DrawAnimatedModel(AnimatedModel model, Vector3 position, float scale, Color tint); RIQMDEF void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); #endif // RIQM_H /*********************************************************************************** * * RIQM IMPLEMENTATION * ************************************************************************************/ #if defined(RIQM_IMPLEMENTATION) //#include "utils.h" // Required for: fopen() Android mapping #include // Required for: FILE, fopen(), fclose(), feof(), fseek(), fread() #include // Required for: malloc(), free() #include // Required for: strncmp(),strcpy() #include "raymath.h" // Required for: Vector3, Quaternion functions //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number #define IQM_VERSION 2 // only IQM version 2 supported #define ANIMJOINTNAME "ANIMJOINT" // default joint name (used in Animation) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // iqm file structs typedef struct IQMHeader { char magic[16]; unsigned int version; unsigned int filesize; unsigned int flags; unsigned int num_text, ofs_text; unsigned int num_meshes, ofs_meshes; unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays; unsigned int num_triangles, ofs_triangles, ofs_adjacency; unsigned int num_joints, ofs_joints; unsigned int num_poses, ofs_poses; unsigned int num_anims, ofs_anims; unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds; unsigned int num_comment, ofs_comment; unsigned int num_extensions, ofs_extensions; } IQMHeader; typedef struct IQMMesh { unsigned int name; unsigned int material; unsigned int first_vertex, num_vertexes; unsigned int first_triangle, num_triangles; } IQMMesh; typedef struct IQMTriangle { unsigned int vertex[3]; } IQMTriangle; typedef struct IQMAdjacency { // adjacency unused by default unsigned int triangle[3]; } IQMAdjacency; typedef struct IQMJoint { unsigned int name; int parent; float translate[3], rotate[4], scale[3]; } IQMJoint; typedef struct IQMPose { int parent; unsigned int mask; float channeloffset[10]; float channelscale[10]; } IQMPose; typedef struct IQMAnim { unsigned int name; unsigned int first_frame, num_frames; float framerate; unsigned int flags; } IQMAnim; typedef struct IQMVertexArray { unsigned int type; unsigned int flags; unsigned int format; unsigned int size; unsigned int offset; } IQMVertexArray; typedef struct IQMBounds { // bounds unused by default float bbmin[3], bbmax[3]; float xyradius, radius; } IQMBounds; typedef enum { IQM_POSITION = 0, IQM_TEXCOORD = 1, IQM_NORMAL = 2, IQM_TANGENT = 3, // tangents unused by default IQM_BLENDINDEXES = 4, IQM_BLENDWEIGHTS = 5, IQM_COLOR = 6, // vertex colors unused by default IQM_CUSTOM = 0x10 // custom vertex values unused by default } IQMVertexType; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static AnimatedModel LoadIQM(const char *filename); #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif // Load .iqm file and initialize animated model AnimatedModel LoadAnimatedModel(const char *filename) { AnimatedModel out = LoadIQM(filename); for (int i = 0; i < out.meshCount; i++) rlLoadMesh(&out.meshes[i], false); out.transform = MatrixIdentity(); out.meshMaterialId = malloc(sizeof(int)*out.meshCount); out.materials = NULL; out.materialCount = 0; for (int i = 0; i < out.meshCount; i++) out.meshMaterialId[i] = -1; return out; } // Add a texture to an animated model AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename) { Texture2D texture = LoadTexture(filename); model.materials = realloc(model.materials, sizeof(Material)*(model.materialCount + 1)); model.materials[model.materialCount] = LoadMaterialDefault(); model.materials[model.materialCount].maps[MAP_DIFFUSE].texture = texture; model.materialCount++; return model; } // Set the material for a meshes AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid) { if (meshid > model.meshCount) { TraceLog(LOG_WARNING, "MeshId greater than meshCount\n"); return model; } if (textureid > model.materialCount) { TraceLog(LOG_WARNING,"textureid greater than materialCount\n"); return model; } model.meshMaterialId[meshid] = textureid; return model; } // Load animations from a .iqm file Animation LoadAnimationFromIQM(const char *filename) { Animation animation = { 0 }; FILE *iqmFile; IQMHeader iqm; iqmFile = fopen(filename,"rb"); if (!iqmFile) { TraceLog(LOG_ERROR, "[%s] Unable to open file", filename); return animation; } // header fread(&iqm, sizeof(IQMHeader), 1, iqmFile); if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC))) { TraceLog(LOG_ERROR, "Magic Number \"%s\"does not match.", iqm.magic); fclose(iqmFile); return animation; } if (iqm.version != IQM_VERSION) { TraceLog(LOG_ERROR, "IQM version %i is incorrect.", iqm.version); fclose(iqmFile); return animation; } // header if (iqm.num_anims > 1) TraceLog(LOG_WARNING, "More than 1 animation in file, only the first one will get loaded"); // joints IQMPose *poses; poses = malloc(sizeof(IQMPose)*iqm.num_poses); fseek(iqmFile, iqm.ofs_poses, SEEK_SET); fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile); animation.jointCount = iqm.num_poses; animation.joints = malloc(sizeof(Joint)*iqm.num_poses); for (int j = 0; j < iqm.num_poses; j++) { strcpy(animation.joints[j].name, ANIMJOINTNAME); animation.joints[j].parent = poses[j].parent; } // animations IQMAnim anim = {0}; fseek(iqmFile, iqm.ofs_anims, SEEK_SET); fread(&anim, sizeof(IQMAnim), 1, iqmFile); animation.frameCount = anim.num_frames; animation.framerate = anim.framerate; // frameposes unsigned short *framedata = malloc(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels); fseek(iqmFile, iqm.ofs_frames, SEEK_SET); fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile); animation.framepose = malloc(sizeof(Pose*)*anim.num_frames); for (int j = 0; j < anim.num_frames; j++) animation.framepose[j] = malloc(sizeof(Pose)*iqm.num_poses); int dcounter = anim.first_frame*iqm.num_framechannels; for (int frame = 0; frame < anim.num_frames; frame++) { for (int i = 0; i < iqm.num_poses; i++) { animation.framepose[frame][i].translation.x = poses[i].channeloffset[0]; if (poses[i].mask & 0x01) { animation.framepose[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0]; dcounter++; } animation.framepose[frame][i].translation.y = poses[i].channeloffset[1]; if (poses[i].mask & 0x02) { animation.framepose[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1]; dcounter++; } animation.framepose[frame][i].translation.z = poses[i].channeloffset[2]; if (poses[i].mask & 0x04) { animation.framepose[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2]; dcounter++; } animation.framepose[frame][i].rotation.x = poses[i].channeloffset[3]; if (poses[i].mask & 0x08) { animation.framepose[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3]; dcounter++; } animation.framepose[frame][i].rotation.y = poses[i].channeloffset[4]; if (poses[i].mask & 0x10) { animation.framepose[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4]; dcounter++; } animation.framepose[frame][i].rotation.z = poses[i].channeloffset[5]; if (poses[i].mask & 0x20) { animation.framepose[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5]; dcounter++; } animation.framepose[frame][i].rotation.w = poses[i].channeloffset[6]; if (poses[i].mask & 0x40) { animation.framepose[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6]; dcounter++; } animation.framepose[frame][i].scale.x = poses[i].channeloffset[7]; if (poses[i].mask & 0x80) { animation.framepose[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7]; dcounter++; } animation.framepose[frame][i].scale.y = poses[i].channeloffset[8]; if (poses[i].mask & 0x100) { animation.framepose[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8]; dcounter++; } animation.framepose[frame][i].scale.z = poses[i].channeloffset[9]; if (poses[i].mask & 0x200) { animation.framepose[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9]; dcounter++; } animation.framepose[frame][i].rotation = QuaternionNormalize(animation.framepose[frame][i].rotation); } } // Build frameposes for (int frame = 0; frame < anim.num_frames; frame++) { for (int i = 0; i < animation.jointCount; i++) { if (animation.joints[i].parent >= 0) { animation.framepose[frame][i].rotation = QuaternionMultiply(animation.framepose[frame][animation.joints[i].parent].rotation, animation.framepose[frame][i].rotation); animation.framepose[frame][i].translation = Vector3RotateByQuaternion(animation.framepose[frame][i].translation, animation.framepose[frame][animation.joints[i].parent].rotation); animation.framepose[frame][i].translation = Vector3Add(animation.framepose[frame][i].translation, animation.framepose[frame][animation.joints[i].parent].translation); animation.framepose[frame][i].scale = Vector3MultiplyV(animation.framepose[frame][i].scale, animation.framepose[frame][animation.joints[i].parent].scale); } } } free(framedata); free(poses); fclose(iqmFile); return animation; } // Unload animated model void UnloadAnimatedModel(AnimatedModel model) { free(model.materials); free(model.meshMaterialId); free(model.joints); free(model.basepose); for (int i = 0; i < model.meshCount; i++) rlUnloadMesh(&model.meshes[i]); free(model.meshes); } // Unload animation void UnloadAnimation(Animation anim) { free(anim.joints); free(anim.framepose); for (int i = 0; i < anim.frameCount; i++) free(anim.framepose[i]); } // Check if skeletons match, only parents and jointCount are checked bool CheckSkeletonsMatch(AnimatedModel model, Animation anim) { if (model.jointCount != anim.jointCount) return 0; for (int i = 0; i < model.jointCount; i++) { if (model.joints[i].parent != anim.joints[i].parent) return 0; } return 1; } // Calculate the animated vertex positions and normals based on an animation at a given frame void AnimateModel(AnimatedModel model, Animation anim, int frame) { if (frame >= anim.frameCount) frame = frame%anim.frameCount; for (int m = 0; m < model.meshCount; m++) { Vector3 outv = {0}; Vector3 outn = {0}; Vector3 baset = {0}; Quaternion baser = {0}; Vector3 bases = {0}; Vector3 outt = {0}; Quaternion outr = {0}; Vector3 outs = {0}; int vcounter = 0; int wcounter = 0; int weightId = 0; for (int i = 0; i < model.meshes[m].vertexCount; i++) { weightId = model.meshes[m].weightId[wcounter]; baset = model.basepose[weightId].translation; baser = model.basepose[weightId].rotation; bases = model.basepose[weightId].scale; outt = anim.framepose[frame][weightId].translation; outr = anim.framepose[frame][weightId].rotation; outs = anim.framepose[frame][weightId].scale; // vertices // NOTE: We use meshes.baseVertices (default position) to calculate meshes.vertices (animated position) outv = (Vector3){ model.meshes[m].baseVertices[vcounter], model.meshes[m].baseVertices[vcounter + 1], model.meshes[m].baseVertices[vcounter + 2] }; outv = Vector3MultiplyV(outv, outs); outv = Vector3Subtract(outv, baset); outv = Vector3RotateByQuaternion(outv, QuaternionMultiply(outr, QuaternionInvert(baser))); outv = Vector3Add(outv, outt); model.meshes[m].vertices[vcounter] = outv.x; model.meshes[m].vertices[vcounter + 1] = outv.y; model.meshes[m].vertices[vcounter + 2] = outv.z; // normals // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) outn = (Vector3){ model.meshes[m].baseNormals[vcounter], model.meshes[m].baseNormals[vcounter + 1], model.meshes[m].baseNormals[vcounter + 2] }; outn = Vector3RotateByQuaternion(outn, QuaternionMultiply(outr, QuaternionInvert(baser))); model.meshes[m].normals[vcounter] = outn.x; model.meshes[m].normals[vcounter + 1] = outn.y; model.meshes[m].normals[vcounter + 2] = outn.z; vcounter += 3; wcounter += 4; } } } // Draw an animated model void DrawAnimatedModel(AnimatedModel model, Vector3 position, float scale, Color tint) { Vector3 vScale = { scale, scale, scale }; Vector3 rotationAxis = { 1.0f, 0.0f,0.0f }; DrawAnimatedModelEx(model, position, rotationAxis, -90.0f, vScale, tint); } // Draw an animated model with extended parameters void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) { if (model.materialCount == 0) { TraceLog(LOG_WARNING,"No materials set, can't draw animated meshes\n"); return; } Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); model.transform = MatrixMultiply(model.transform, matTransform); for (int i = 0; i < model.meshCount; i++) { rlUpdateMesh(model.meshes[i], 0, model.meshes[i].vertexCount); // Update vertex position rlUpdateMesh(model.meshes[i], 2, model.meshes[i].vertexCount); // Update vertex normals rlDrawMesh(model.meshes[i], model.materials[model.meshMaterialId[i]], model.transform); // Draw meshes } } // Load animated model meshes from IQM file static AnimatedModel LoadIQM(const char *filename) { AnimatedModel model = { 0 }; FILE *iqmFile; IQMHeader iqm; IQMMesh *imesh; IQMTriangle *tri; IQMVertexArray *va; IQMJoint *ijoint; float *vertex; float *normal; float *text; char *blendi; unsigned char *blendw; iqmFile = fopen(filename, "rb"); if (!iqmFile) { TraceLog(LOG_ERROR, "[%s] Unable to open file", filename); return model; } // header fread(&iqm,sizeof(IQMHeader), 1, iqmFile); if (strncmp(iqm.magic, IQM_MAGIC, sizeof(IQM_MAGIC))) { TraceLog(LOG_ERROR, "Magic Number \"%s\"does not match.", iqm.magic); fclose(iqmFile); return model; } if(iqm.version != IQM_VERSION) { TraceLog(LOG_ERROR, "IQM version %i is incorrect.", iqm.version); fclose(iqmFile); return model; } // meshes imesh = malloc(sizeof(IQMMesh)*iqm.num_meshes); fseek(iqmFile, iqm.ofs_meshes, SEEK_SET); fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile); model.meshCount = iqm.num_meshes; model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes); char name[MESH_NAME_LENGTH]; for (int i = 0; i < iqm.num_meshes; i++) { fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET); fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used... model.meshes[i].vertexCount = imesh[i].num_vertexes; model.meshes[i].baseVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base position model.meshes[i].baseNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base normal model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); model.meshes[i].weightId = malloc(sizeof(int)*imesh[i].num_vertexes*4); model.meshes[i].weightBias = malloc(sizeof(float)*imesh[i].num_vertexes*4); model.meshes[i].triangleCount = imesh[i].num_triangles; model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3); // What we actually process for rendering, should be updated transforming meshes.vertices and meshes.normals model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); } // tris tri = malloc(sizeof(IQMTriangle)*iqm.num_triangles); fseek(iqmFile, iqm.ofs_triangles, SEEK_SET); fread(tri, sizeof(IQMTriangle)*iqm.num_triangles, 1, iqmFile); for (int m = 0; m < iqm.num_meshes; m++) { int tcounter = 0; for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++) { // IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex; model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex; model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex; tcounter += 3; } } // vertarrays va = malloc(sizeof(IQMVertexArray)*iqm.num_vertexarrays); fseek(iqmFile, iqm.ofs_vertexarrays, SEEK_SET); fread(va, sizeof(IQMVertexArray)*iqm.num_vertexarrays, 1, iqmFile); for (int i = 0; i < iqm.num_vertexarrays; i++) { switch (va[i].type) { case IQM_POSITION: { vertex = malloc(sizeof(float)*iqm.num_vertexes*3); fseek(iqmFile, va[i].offset, SEEK_SET); fread(vertex, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile); for (int m = 0; m < iqm.num_meshes; m++) { int vcounter = 0; for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) { model.meshes[m].vertices[vcounter] = vertex[i]; model.meshes[m].baseVertices[vcounter] = vertex[i]; vcounter++; } } } break; case IQM_NORMAL: { normal = malloc(sizeof(float)*iqm.num_vertexes*3); fseek(iqmFile, va[i].offset, SEEK_SET); fread(normal, sizeof(float)*iqm.num_vertexes*3, 1, iqmFile); for (int m = 0; m < iqm.num_meshes; m++) { int vcounter = 0; for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++) { model.meshes[m].normals[vcounter] = normal[i]; model.meshes[m].baseNormals[vcounter] = normal[i]; vcounter++; } } } break; case IQM_TEXCOORD: { text = malloc(sizeof(float)*iqm.num_vertexes*2); fseek(iqmFile, va[i].offset, SEEK_SET); fread(text, sizeof(float)*iqm.num_vertexes*2, 1, iqmFile); for (int m = 0; m < iqm.num_meshes; m++) { int vcounter = 0; for (int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++) { model.meshes[m].texcoords[vcounter] = text[i]; vcounter++; } } } break; case IQM_BLENDINDEXES: { blendi = malloc(sizeof(char)*iqm.num_vertexes*4); fseek(iqmFile, va[i].offset, SEEK_SET); fread(blendi, sizeof(char)*iqm.num_vertexes*4, 1, iqmFile); for (int m = 0; m < iqm.num_meshes; m++) { int vcounter = 0; for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) { model.meshes[m].weightId[vcounter] = blendi[i]; vcounter++; } } } break; case IQM_BLENDWEIGHTS: { blendw = malloc(sizeof(unsigned char)*iqm.num_vertexes*4); fseek(iqmFile,va[i].offset,SEEK_SET); fread(blendw,sizeof(unsigned char)*iqm.num_vertexes*4,1,iqmFile); for (int m = 0; m < iqm.num_meshes; m++) { int vcounter = 0; for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++) { model.meshes[m].weightBias[vcounter] = blendw[i]/255.0f; vcounter++; } } } break; } } // joints, include base poses ijoint = malloc(sizeof(IQMJoint)*iqm.num_joints); fseek(iqmFile, iqm.ofs_joints, SEEK_SET); fread(ijoint, sizeof(IQMJoint)*iqm.num_joints, 1, iqmFile); model.jointCount = iqm.num_joints; model.joints = malloc(sizeof(Joint)*iqm.num_joints); model.basepose = malloc(sizeof(Pose)*iqm.num_joints); for (int i = 0; i < iqm.num_joints; i++) { // joints model.joints[i].parent = ijoint[i].parent; fseek(iqmFile, iqm.ofs_text + ijoint[i].name, SEEK_SET); fread(model.joints[i].name,sizeof(char)*JOINT_NAME_LENGTH, 1, iqmFile); // basepose model.basepose[i].translation.x = ijoint[i].translate[0]; model.basepose[i].translation.y = ijoint[i].translate[1]; model.basepose[i].translation.z = ijoint[i].translate[2]; model.basepose[i].rotation.x = ijoint[i].rotate[0]; model.basepose[i].rotation.y = ijoint[i].rotate[1]; model.basepose[i].rotation.z = ijoint[i].rotate[2]; model.basepose[i].rotation.w = ijoint[i].rotate[3]; model.basepose[i].scale.x = ijoint[i].scale[0]; model.basepose[i].scale.y = ijoint[i].scale[1]; model.basepose[i].scale.z = ijoint[i].scale[2]; } // build base pose for (int i = 0; i < model.jointCount; i++) { if (model.joints[i].parent >= 0) { model.basepose[i].rotation = QuaternionMultiply(model.basepose[model.joints[i].parent].rotation, model.basepose[i].rotation); model.basepose[i].translation = Vector3RotateByQuaternion(model.basepose[i].translation, model.basepose[model.joints[i].parent].rotation); model.basepose[i].translation = Vector3Add(model.basepose[i].translation, model.basepose[model.joints[i].parent].translation); model.basepose[i].scale = Vector3MultiplyV(model.basepose[i].scale, model.basepose[model.joints[i].parent].scale); } } fclose(iqmFile); free(imesh); free(tri); free(va); free(vertex); free(normal); free(text); free(blendi); free(blendw); free(ijoint); return model; } #endif