raylib/examples/others/iqm_loader/riqm.h
Ray 06be400ca3 Reviewed AnimatedModel struct
Just reviewing for a possible adaptation of AnimatedModel to default raylib Model...
2018-08-07 11:31:32 +02:00

834 lines
29 KiB
C

/**********************************************************************************************
*
* 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 <stdio.h> // Required for: FILE, fopen(), fclose(), feof(), fseek(), fread()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // 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