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authorhristo <[email protected]>2021-01-28 12:29:06 +0200
committerGitHub <[email protected]>2021-01-28 11:29:06 +0100
commit731ab15d5768340bcfb028878fb3d92ae49ec1ab (patch)
tree533190c7cb95210d7c62426c63c3263a4a8b2aca
parent88a6f16c9a552ebb8c39fff57cf16cfce7c88913 (diff)
downloadraylib-731ab15d5768340bcfb028878fb3d92ae49ec1ab.tar.gz
raylib-731ab15d5768340bcfb028878fb3d92ae49ec1ab.zip
Gltf animation support (#1551)
* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded. * Removed wrongly duplicated function * Bone loading for gltf model (not working at this point) * Loading info about vertex to joint connection but animation is still not working * Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF * The model almost looks like a real person on animation. * Fixed model loading with bones. Also updated license info on the model. * Cleaned up some code and updated examples. * Fix identation issues * Fix identation issues * Fix identation issues
-rw-r--r--examples/models/models_gltf_animation.c115
-rw-r--r--examples/models/models_gltf_model.c87
-rw-r--r--examples/models/resources/gltf/Avocado.glbbin0 -> 8328156 bytes
-rw-r--r--examples/models/resources/gltf/LICENSE11
-rw-r--r--examples/models/resources/gltf/rigged_figure.glbbin0 -> 50116 bytes
-rw-r--r--src/models.c693
6 files changed, 692 insertions, 214 deletions
diff --git a/examples/models/models_gltf_animation.c b/examples/models/models_gltf_animation.c
new file mode 100644
index 00000000..e3120500
--- /dev/null
+++ b/examples/models/models_gltf_animation.c
@@ -0,0 +1,115 @@
+/*******************************************************************************************
+*
+* raylib [models] example - Load 3d gltf model with animations and play them
+*
+* This example has been created using raylib 3.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************
+*
+* To export a model from blender, make sure it is not posed, the vertices need to be in the
+* same position as they would be in edit mode.
+* and that the scale of your models is set to 0. Scaling can be done from the export menu.
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h>
+
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
+
+ Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
+ // basic data
+// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
+// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ // Load animation data
+ int animsCount = 0;
+ ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
+ int animFrameCounter = 0;
+
+ SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera);
+
+ // Play animation when spacebar is held down
+ if (IsKeyDown(KEY_SPACE))
+ {
+ animFrameCounter++;
+ UpdateModelAnimation(model, anims[0], animFrameCounter);
+ if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
+
+ for (int i = 0; i < model.boneCount; i++)
+ {
+ DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
+ }
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ EndMode3D();
+
+ DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
+ DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+// UnloadTexture(texture); // Unload texture
+
+ // Unload model animations data
+ for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
+ RL_FREE(anims);
+
+ UnloadModel(model); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/models/models_gltf_model.c b/examples/models/models_gltf_model.c
new file mode 100644
index 00000000..c064e34f
--- /dev/null
+++ b/examples/models/models_gltf_model.c
@@ -0,0 +1,87 @@
+/*******************************************************************************************
+*
+* raylib [models] example - Load 3d gltf model
+*
+* This example has been created using raylib 3.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************
+*
+* To export a model from blender, make sure it is not posed, the vertices need to be in the
+* same position as they would be in edit mode.
+* and that the scale of your models is set to 0. Scaling can be done from the export menu.
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h>
+
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
+
+ Model model = LoadModel("resources/gltf/Avocado.glb"); // Load the animated model mesh and
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera);
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ DrawModelEx(model, position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 15.0f, 15.0f, 15.0f }, WHITE);
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ EndMode3D();
+
+ DrawText("(cc0) Avocado by @Microsoft", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ UnloadModel(model); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/models/resources/gltf/Avocado.glb b/examples/models/resources/gltf/Avocado.glb
new file mode 100644
index 00000000..006b79c3
--- /dev/null
+++ b/examples/models/resources/gltf/Avocado.glb
Binary files differ
diff --git a/examples/models/resources/gltf/LICENSE b/examples/models/resources/gltf/LICENSE
new file mode 100644
index 00000000..77c73c62
--- /dev/null
+++ b/examples/models/resources/gltf/LICENSE
@@ -0,0 +1,11 @@
+Rigged Figure model has been created by Cesium (https://cesium.com/cesiumjs/),
+and licensed as Creative Commons Attribution 4.0 International License.
+
+Check for details: http://creativecommons.org/licenses/by/4.0/
+
+Avocado model is provided by Microsoft
+and licensed as CC0 Universal Public Domain
+
+Check for details: https://creativecommons.org/publicdomain/zero/1.0/
+
+GLTF sample models for testing are taken from: https://github.com/KhronosGroup/glTF-Sample-Models/
diff --git a/examples/models/resources/gltf/rigged_figure.glb b/examples/models/resources/gltf/rigged_figure.glb
new file mode 100644
index 00000000..c505a33d
--- /dev/null
+++ b/examples/models/resources/gltf/rigged_figure.glb
Binary files differ
diff --git a/src/models.c b/src/models.c
index 98aa2eff..b3b78431 100644
--- a/src/models.c
+++ b/src/models.c
@@ -114,9 +114,11 @@ static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
#endif
#if defined(SUPPORT_FILEFORMAT_IQM)
static Model LoadIQM(const char *fileName); // Load IQM mesh data
+static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCount); // Load IQM animation data
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
+static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
#endif
//----------------------------------------------------------------------------------
@@ -852,7 +854,7 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount)
// Upload mesh vertex data to GPU
void UploadMesh(Mesh *mesh)
{
- rlLoadMesh(&mesh, false); // Static mesh by default
+ rlLoadMesh(mesh, false); // Static mesh by default
}
// Unload mesh from memory (RAM and/or VRAM)
@@ -1014,211 +1016,15 @@ void SetModelMeshMaterial(Model *model, int meshId, int materialId)
// Load model animations from file
ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount)
{
- #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
- #define IQM_VERSION 2 // only IQM version 2 supported
-
- unsigned int fileSize = 0;
- unsigned char *fileData = LoadFileData(fileName, &fileSize);
- unsigned char *fileDataPtr = fileData;
-
- 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 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;
-
- // In case file can not be read, return an empty model
- if (fileDataPtr == NULL) return NULL;
-
- // Read IQM header
- IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
-
- if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
- {
- TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
- return NULL;
- }
-
- if (iqmHeader->version != IQM_VERSION)
- {
- TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
- return NULL;
- }
-
- // Get bones data
- IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
- //fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
- //fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
- memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
-
- // Get animations data
- *animCount = iqmHeader->num_anims;
- IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
- //fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
- //fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
- memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
-
- ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
-
- // frameposes
- unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
- //fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
- //fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
- memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
-
- for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
- {
- animations[a].frameCount = anim[a].num_frames;
- animations[a].boneCount = iqmHeader->num_poses;
- animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
- animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
- //animations[a].framerate = anim.framerate; // TODO: Use framerate?
-
- for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
- {
- strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
- animations[a].bones[j].parent = poses[j].parent;
- }
-
- for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
-
- int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
-
- for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
- {
- for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
- {
- animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
-
- if (poses[i].mask & 0x01)
- {
- animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
-
- if (poses[i].mask & 0x02)
- {
- animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
-
- if (poses[i].mask & 0x04)
- {
- animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
-
- if (poses[i].mask & 0x08)
- {
- animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
-
- if (poses[i].mask & 0x10)
- {
- animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
-
- if (poses[i].mask & 0x20)
- {
- animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
-
- if (poses[i].mask & 0x40)
- {
- animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
-
- if (poses[i].mask & 0x80)
- {
- animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
-
- if (poses[i].mask & 0x100)
- {
- animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
-
- if (poses[i].mask & 0x200)
- {
- animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
- dcounter++;
- }
-
- animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
- }
- }
-
- // Build frameposes
- for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
- {
- for (int i = 0; i < animations[a].boneCount; i++)
- {
- if (animations[a].bones[i].parent >= 0)
- {
- animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
- animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
- animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
- animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
- }
- }
- }
- }
-
- RL_FREE(fileData);
-
- RL_FREE(framedata);
- RL_FREE(poses);
- RL_FREE(anim);
+ ModelAnimation *animations = NULL;
+#if defined(SUPPORT_FILEFORMAT_IQM)
+ if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
+#endif
+#if defined(SUPPORT_FILEFORMAT_GLTF)
+ if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
+#endif
+
return animations;
}
@@ -3554,6 +3360,218 @@ static Model LoadIQM(const char *fileName)
return model;
}
+
+// Load IQM animation data
+static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCount)
+{
+#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
+#define IQM_VERSION 2 // only IQM version 2 supported
+
+ unsigned int fileSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &fileSize);
+ unsigned char *fileDataPtr = fileData;
+
+ 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 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;
+
+ // In case file can not be read, return an empty model
+ if (fileDataPtr == NULL) return NULL;
+
+ // Read IQM header
+ IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
+
+ if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
+ return NULL;
+ }
+
+ if (iqmHeader->version != IQM_VERSION)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
+ return NULL;
+ }
+
+ // Get bones data
+ IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
+ //fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
+ //fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
+ memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
+
+ // Get animations data
+ *animCount = iqmHeader->num_anims;
+ IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
+ //fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
+ //fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
+ memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
+
+ ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
+
+ // frameposes
+ unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
+ //fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
+ //fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
+ memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
+
+ for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
+ {
+ animations[a].frameCount = anim[a].num_frames;
+ animations[a].boneCount = iqmHeader->num_poses;
+ animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
+ animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
+ //animations[a].framerate = anim.framerate; // TODO: Use framerate?
+
+ for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
+ {
+ strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
+ animations[a].bones[j].parent = poses[j].parent;
+ }
+
+ for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
+
+ int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
+
+ for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
+ {
+ for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
+ {
+ animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
+
+ if (poses[i].mask & 0x01)
+ {
+ animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
+
+ if (poses[i].mask & 0x02)
+ {
+ animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
+
+ if (poses[i].mask & 0x04)
+ {
+ animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
+
+ if (poses[i].mask & 0x08)
+ {
+ animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
+
+ if (poses[i].mask & 0x10)
+ {
+ animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
+
+ if (poses[i].mask & 0x20)
+ {
+ animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
+
+ if (poses[i].mask & 0x40)
+ {
+ animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
+
+ if (poses[i].mask & 0x80)
+ {
+ animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
+
+ if (poses[i].mask & 0x100)
+ {
+ animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
+
+ if (poses[i].mask & 0x200)
+ {
+ animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
+ dcounter++;
+ }
+
+ animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
+ }
+ }
+
+ // Build frameposes
+ for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
+ {
+ for (int i = 0; i < animations[a].boneCount; i++)
+ {
+ if (animations[a].bones[i].parent >= 0)
+ {
+ animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
+ animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
+ animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
+ animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
+ }
+ }
+ }
+ }
+
+ RL_FREE(fileData);
+
+ RL_FREE(framedata);
+ RL_FREE(poses);
+ RL_FREE(anim);
+
+ return animations;
+}
+
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
@@ -3763,7 +3781,8 @@ static Model LoadGLTF(const char *fileName)
int primitivesCount = 0;
- for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
+ for (unsigned int i = 0; i < data->meshes_count; i++)
+ primitivesCount += (int)data->meshes[i].primitives_count;
// Process glTF data and map to model
model.meshCount = primitivesCount;
@@ -3771,9 +3790,65 @@ static Model LoadGLTF(const char *fileName)
model.materialCount = (int)data->materials_count + 1;
model.materials = RL_MALLOC(model.materialCount*sizeof(Material));
model.meshMaterial = RL_MALLOC(model.meshCount*sizeof(int));
-
- for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
-
+ model.boneCount = data->nodes_count;
+ model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
+ model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
+
+ for (int i = 0; i < model.meshCount; i++)
+ model.meshes[i].vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ for (unsigned int j = 0; j < data->nodes_count; j++)
+ {
+ strcpy(model.bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
+ model.bones[j].parent = j != 0 ? data->nodes[j].parent - data->nodes : 0;
+ }
+
+ 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();
+ }
+ }
+
+ for (int i = 0; i < model.boneCount; i++)
+ {
+ Transform* currentTransform = model.bindPose + i;
+ BoneInfo* currentBone = model.bones + i;
+ Transform* parentTransform = model.bindPose + currentBone->parent;
+
+ if (currentBone->parent >= 0)
+ {
+ 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);
+ }
+ }
+
for (int i = 0; i < model.materialCount - 1; i++)
{
model.materials[i] = LoadMaterialDefault();
@@ -3854,16 +3929,22 @@ static Model LoadGLTF(const char *fileName)
{
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
model.meshes[primitiveIndex].vertexCount = (int)acc->count;
- model.meshes[primitiveIndex].vertices = RL_MALLOC(model.meshes[primitiveIndex].vertexCount*3*sizeof(float));
+ int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float);
+ model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
+ model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
- LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
+ LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices);
+ memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
{
cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
- model.meshes[primitiveIndex].normals = RL_MALLOC(acc->count*3*sizeof(float));
+ int bufferSize = acc->count*3*sizeof(float);
+ model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
+ model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
- LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals)
+ LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals);
+ memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
{
@@ -3880,6 +3961,45 @@ static Model LoadGLTF(const char *fileName)
TRACELOG(LOG_WARNING, "MODEL: [%s] glTF texture coordinates must be float", fileName);
}
}
+ else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints)
+ {
+ 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(int a = 0; a < acc->count * 4; a ++)
+ {
+ cgltf_node* skinJoint = data->skins->joints[bones[a]];
+
+ for(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);
+ }
+
+ }
+ 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)
+ }
}
cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
@@ -3913,9 +4033,12 @@ static Model LoadGLTF(const char *fileName)
{
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
}
-
+
+// if(data->meshes[i].)
+
primitiveIndex++;
}
+
}
cgltf_free(data);
@@ -3926,4 +4049,146 @@ static Model LoadGLTF(const char *fileName)
return model;
}
+
+// LoadGLTF loads in animation data from given filename
+static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCount)
+{
+ /***********************************************************************************
+
+ Function implemented by Hristo Stamenov (@object71)
+
+ Features:
+ - Supports .gltf and .glb files
+
+ Some restrictions (not exhaustive):
+ - ...
+
+ *************************************************************************************/
+ // glTF file loading
+ unsigned int dataSize = 0;
+ unsigned char *fileData = LoadFileData(fileName, &dataSize);
+
+ ModelAnimation *animations = NULL;
+
+ if (fileData == NULL) return animations;
+
+ // glTF data loading
+ cgltf_options options = { 0 };
+ cgltf_data *data = NULL;
+ cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
+
+ if (result == cgltf_result_success)
+ {
+ TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
+ "gltf", data->animations_count);
+
+ animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
+
+ for (unsigned int a = 0; a < data->animations_count; a++)
+ {
+ cgltf_animation *animation = data->animations + a;
+
+ ModelAnimation *output = animations + a;
+
+ output->frameCount = animation->channels->sampler->input->count;
+ output->boneCount = data->nodes_count;
+ output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
+ output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
+
+ for (unsigned int j = 0; j < data->nodes_count; j++)
+ {
+ strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
+ output->bones[j].parent = j != 0 ? (int)(data->nodes[j].parent - data->nodes) : 0;
+ }
+
+ for (unsigned int j = 0; j < output->frameCount; j++)
+ output->framePoses[j] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
+
+ for (unsigned int frame = 0; frame < output->frameCount; frame++)
+ {
+ for (unsigned int i = 0; i < data->nodes_count; i++)
+ {
+ output->framePoses[frame][i].translation = Vector3Zero();
+ output->framePoses[frame][i].rotation = QuaternionIdentity();
+ output->framePoses[frame][i].rotation = QuaternionNormalize(output->framePoses[frame][i].rotation);
+ output->framePoses[frame][i].scale = Vector3One();
+ }
+ }
+
+ for(int channelId = 0; channelId < animation->channels_count; channelId++)
+ {
+ cgltf_animation_channel* channel = animation->channels + channelId;
+ cgltf_animation_sampler* sampler = channel->sampler;
+
+ int boneId = channel->target_node - data->nodes;
+
+ for(int frame = 0; frame < output->frameCount; frame++)
+ {
+ if(channel->target_path == cgltf_animation_path_type_translation) {
+ Vector3 translation;
+ if(cgltf_accessor_read_float(sampler->output, frame, (float*)&translation, 3))
+ {
+ output->framePoses[frame][boneId].translation = translation;
+ }
+ else if (output->frameCount == 2)
+ {
+ memcpy(&translation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
+ output->framePoses[frame][boneId].translation = translation;
+ }
+ }
+ if(channel->target_path == cgltf_animation_path_type_rotation) {
+ Quaternion rotation;
+ if(cgltf_accessor_read_float(sampler->output, frame, (float*)&rotation, 4))
+ {
+ output->framePoses[frame][boneId].rotation = rotation;
+ output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
+ }
+ else if (output->frameCount == 2)
+ {
+ memcpy(&rotation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 4 * sizeof(float));
+ output->framePoses[frame][boneId].rotation = rotation;
+ output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
+ }
+ }
+ if(channel->target_path == cgltf_animation_path_type_scale) {
+ Vector3 scale;
+ if(cgltf_accessor_read_float(sampler->output, frame, (float*)&scale, 4))
+ {
+ output->framePoses[frame][boneId].scale = scale;
+ }
+ else if (output->frameCount == 2)
+ {
+ memcpy(&scale, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
+ output->framePoses[frame][boneId].scale = scale;
+ }
+ }
+ }
+ }
+
+ // Build frameposes
+ for (unsigned int frame = 0; frame < output->frameCount; frame++)
+ {
+ for (int i = 0; i < output->boneCount; i++)
+ {
+ if (output->bones[i].parent >= 0)
+ {
+ output->framePoses[frame][i].rotation = QuaternionMultiply(output->framePoses[frame][output->bones[i].parent].rotation, output->framePoses[frame][i].rotation);
+ output->framePoses[frame][i].translation = Vector3RotateByQuaternion(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].rotation);
+ output->framePoses[frame][i].translation = Vector3Add(output->framePoses[frame][i].translation, output->framePoses[frame][output->bones[i].parent].translation);
+ output->framePoses[frame][i].scale = Vector3Multiply(output->framePoses[frame][i].scale, output->framePoses[frame][output->bones[i].parent].scale);
+ }
+ }
+ }
+
+ }
+
+ cgltf_free(data);
+ }
+ else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
+
+ RL_FREE(fileData);
+
+ return animations;
+}
+
#endif