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authorTristan Schulz <[email protected]>2021-09-23 21:06:51 +0200
committerGitHub <[email protected]>2021-09-23 21:06:51 +0200
commitb7063ab879a5ae4975e323cdcf94e4ec2528b206 (patch)
tree181f5b5281a12e6c7571ffd387e644174c3deaff /src/rmodels.c
parent10d7718011c6fc074073825a39aec4bab4a6f86f (diff)
downloadraylib-b7063ab879a5ae4975e323cdcf94e4ec2528b206.tar.gz
raylib-b7063ab879a5ae4975e323cdcf94e4ec2528b206.zip
[models] Animation System Fix Part 1 (#2009)
* Fixed gltf missing transforms on load mend * extracted Matrix calculation in to static method and added skinning check * fixed formatting * Fixed write to access to nullptr when animation has no normals * Refactored UpdateModelAnimation to only update changed vertices when needed (allows for multi animation playing) * add check for models that were missed during BindGLTFPrimitiveToBones to not segfault the program * fixed id mismatch between animation and model * draft on fixing the mesh to skin mapping * dont look at this * removing debug info
Diffstat (limited to 'src/rmodels.c')
-rw-r--r--src/rmodels.c167
1 files changed, 95 insertions, 72 deletions
diff --git a/src/rmodels.c b/src/rmodels.c
index e834bff6..6a87b29a 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -134,13 +134,14 @@ static ModelAnimation *LoadIQMModelAnimations(const char *fileName, unsigned int
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned int *animCount); // Load GLTF animation data
static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data);
-static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
+static void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
static void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
static void InitGLTFBones(Model *model, const cgltf_data *data);
-static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex);
+static void BindGLTFPrimitiveToBones(Model *model, cgltf_node *node, const cgltf_data *data, int primitiveIndex);
static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount);
static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable);
static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting);
+static Matrix GetNodeTransformationMatrix(cgltf_node *node, Matrix current);
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
static Model LoadVOX(const char *filename); // Load VOX mesh data
@@ -1782,72 +1783,93 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
for (int m = 0; m < model.meshCount; m++)
{
+ Mesh mesh = model.meshes[m];
+ if (mesh.boneIds == NULL || mesh.boneWeights == NULL)
+ {
+ TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation Mesh %i has no connection to bones",m);
+ continue;
+ }
+
+ bool updated = false; // set to true when anim vertex information is updated
Vector3 animVertex = { 0 };
Vector3 animNormal = { 0 };
Vector3 inTranslation = { 0 };
Quaternion inRotation = { 0 };
- //Vector3 inScale = { 0 }; // Not used...
+ // Vector3 inScale = { 0 };
Vector3 outTranslation = { 0 };
Quaternion outRotation = { 0 };
Vector3 outScale = { 0 };
- int vCounter = 0;
- int boneCounter = 0;
int boneId = 0;
+ int boneCounter = 0;
float boneWeight = 0.0;
- for (int i = 0; i < model.meshes[m].vertexCount; i++)
+ const int vValues = mesh.vertexCount*3;
+ for (int vCounter = 0; vCounter < vValues; vCounter+=3)
{
- model.meshes[m].animVertices[vCounter] = 0;
- model.meshes[m].animVertices[vCounter + 1] = 0;
- model.meshes[m].animVertices[vCounter + 2] = 0;
+ mesh.animVertices[vCounter] = 0;
+ mesh.animVertices[vCounter + 1] = 0;
+ mesh.animVertices[vCounter + 2] = 0;
- model.meshes[m].animNormals[vCounter] = 0;
- model.meshes[m].animNormals[vCounter + 1] = 0;
- model.meshes[m].animNormals[vCounter + 2] = 0;
+ if (mesh.animNormals!=NULL)
+ {
+ mesh.animNormals[vCounter] = 0;
+ mesh.animNormals[vCounter + 1] = 0;
+ mesh.animNormals[vCounter + 2] = 0;
+ }
- for (int j = 0; j < 4; j++)
+ // Iterates over 4 bones per vertex
+ for (int j = 0; j < 4; j++, boneCounter++)
{
- boneId = model.meshes[m].boneIds[boneCounter];
- boneWeight = model.meshes[m].boneWeights[boneCounter];
+ boneWeight = mesh.boneWeights[boneCounter];
+ // early stop when no transformation will be applied
+ if (boneWeight == 0.0f)
+ {
+ continue;
+ }
+ boneId = mesh.boneIds[boneCounter];
+ int boneIdParent = model.bones[boneId].parent;
inTranslation = model.bindPose[boneId].translation;
inRotation = model.bindPose[boneId].rotation;
- //inScale = model.bindPose[boneId].scale;
+ // inScale = model.bindPose[boneId].scale;
outTranslation = anim.framePoses[frame][boneId].translation;
outRotation = anim.framePoses[frame][boneId].rotation;
outScale = anim.framePoses[frame][boneId].scale;
// Vertices processing
// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
- animVertex = (Vector3){ model.meshes[m].vertices[vCounter], model.meshes[m].vertices[vCounter + 1], model.meshes[m].vertices[vCounter + 2] };
+ animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
animVertex = Vector3Multiply(animVertex, outScale);
animVertex = Vector3Subtract(animVertex, inTranslation);
animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
animVertex = Vector3Add(animVertex, outTranslation);
- model.meshes[m].animVertices[vCounter] += animVertex.x*boneWeight;
- model.meshes[m].animVertices[vCounter + 1] += animVertex.y*boneWeight;
- model.meshes[m].animVertices[vCounter + 2] += animVertex.z*boneWeight;
+// animVertex = Vector3Transform(animVertex, model.transform);
+ mesh.animVertices[vCounter] += animVertex.x*boneWeight;
+ mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight;
+ mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight;
+ updated = true;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
- if (model.meshes[m].normals != NULL)
+ if (mesh.normals != NULL)
{
- animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
+ animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
- model.meshes[m].animNormals[vCounter] += animNormal.x*boneWeight;
- model.meshes[m].animNormals[vCounter + 1] += animNormal.y*boneWeight;
- model.meshes[m].animNormals[vCounter + 2] += animNormal.z*boneWeight;
+ mesh.animNormals[vCounter] += animNormal.x*boneWeight;
+ mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
+ mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
}
- boneCounter += 1;
}
- vCounter += 3;
}
// Upload new vertex data to GPU for model drawing
- rlUpdateVertexBuffer(model.meshes[m].vboId[0], model.meshes[m].animVertices, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex position
- rlUpdateVertexBuffer(model.meshes[m].vboId[2], model.meshes[m].animNormals, model.meshes[m].vertexCount*3*sizeof(float), 0); // Update vertex normals
+ // Only update data when values changed.
+ if (updated){
+ rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
+ rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
+ }
}
}
}
@@ -5188,30 +5210,26 @@ static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_dat
model->materials[model->materialCount - 1] = LoadMaterialDefault();
}
-static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex)
+static void BindGLTFPrimitiveToBones(Model *model, cgltf_node *node, const cgltf_data *data, int primitiveIndex)
{
- for (unsigned int nodeId = 0; nodeId < data->nodes_count; nodeId++)
+ int nodeId = node - data->nodes;
+
+ if (model->meshes[primitiveIndex].boneIds == NULL)
{
- if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
+ model->meshes[primitiveIndex].boneIds = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(int));
+ model->meshes[primitiveIndex].boneWeights = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(float));
+
+ for (int b = 0; b < model->meshes[primitiveIndex].vertexCount*4; b++)
{
- if (model->meshes[primitiveIndex].boneIds == NULL)
+ if (b%4 == 0)
{
- model->meshes[primitiveIndex].boneIds = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(int));
- model->meshes[primitiveIndex].boneWeights = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(float));
-
- for (int b = 0; b < model->meshes[primitiveIndex].vertexCount*4; 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;
- }
- }
+ 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;
}
}
}
@@ -5383,13 +5401,16 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
translationStart.y = values[1];
translationStart.z = values[2];
- success = ReadGLTFValue(sampler->output, outputMax, values) || success;
+ success = ReadGLTFValue(sampler->output, outputMax, values) && success;
translationEnd.x = values[0];
translationEnd.y = values[1];
translationEnd.z = values[2];
- if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
+ if (success)
+ {
+ output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
+ }
}
if (channel->target_path == cgltf_animation_path_type_rotation)
{
@@ -5405,7 +5426,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
rotationStart.z = values[2];
rotationStart.w = values[3];
- success = ReadGLTFValue(sampler->output, outputMax, &values) || success;
+ success = ReadGLTFValue(sampler->output, outputMax, &values) && success;
rotationEnd.x = values[0];
rotationEnd.y = values[1];
@@ -5430,13 +5451,16 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
scaleStart.y = values[1];
scaleStart.z = values[2];
- success = ReadGLTFValue(sampler->output, outputMax, &values) || success;
+ success = ReadGLTFValue(sampler->output, outputMax, &values) && success;
scaleEnd.x = values[0];
scaleEnd.y = values[1];
scaleEnd.z = values[2];
- if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
+ if (success)
+ {
+ output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
+ }
}
}
}
@@ -5451,7 +5475,10 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
{
for (int i = 0; i < output->boneCount; i++)
{
- if (completedBones[i]) continue;
+ if (completedBones[i])
+ {
+ continue;
+ }
if (output->bones[i].parent < 0)
{
@@ -5460,7 +5487,10 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
continue;
}
- if (!completedBones[output->bones[i].parent]) continue;
+ if (!completedBones[output->bones[i].parent])
+ {
+ continue;
+ }
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);
@@ -5470,7 +5500,6 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
numberCompletedBones++;
}
}
-
RL_FREE(completedBones);
}
}
@@ -5484,8 +5513,9 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, unsigned in
return animations;
}
-void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
+void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
{
+ cgltf_mesh *mesh = node->mesh;
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
@@ -5552,23 +5582,16 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix cu
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
unsigned int boneCount = acc->count;
unsigned int totalBoneWeights = boneCount*4;
-
outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
+ // Find skin joint
for (unsigned int a = 0; a < totalBoneWeights; a++)
{
outModel->meshes[(*primitiveIndex)].boneIds[a] = 0;
if (bones[a] < 0) continue;
-
- cgltf_node* skinJoint = data->skins->joints[bones[a]];
- for (unsigned int k = 0; k < data->nodes_count; k++)
- {
- if (data->nodes + k == skinJoint)
- {
- outModel->meshes[(*primitiveIndex)].boneIds[a] = k;
- break;
- }
- }
+ cgltf_node* skinJoint = node->skin->joints[bones[a]];
+ unsigned int skinJointId = skinJoint - data->nodes;
+ outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId;
}
RL_FREE(bones);
}
@@ -5603,7 +5626,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix cu
}
else outModel->meshMaterial[(*primitiveIndex)] = outModel->materialCount - 1;
- BindGLTFPrimitiveToBones(outModel, data, *primitiveIndex);
+ BindGLTFPrimitiveToBones(outModel, node, data, *primitiveIndex);
(*primitiveIndex) = (*primitiveIndex) + 1;
}
@@ -5648,12 +5671,12 @@ void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
{
// Check if skinning is enabled and load Mesh accordingly
Matrix vertexTransform = currentTransform;
- if((node->skin != NULL) && (node->parent != NULL))
+ if ((node->skin != NULL) && (node->parent != NULL))
{
vertexTransform = localTransform;
TRACELOG(LOG_WARNING,"MODEL: GLTF Node %s is skinned but not root node! Parent transformations will be ignored (NODE_SKINNED_MESH_NON_ROOT)",node->name);
}
- LoadGLTFMesh(data, node->mesh, outModel, vertexTransform, primitiveIndex, fileName);
+ LoadGLTFMesh(data, node, outModel, vertexTransform, primitiveIndex, fileName);
}
for (unsigned int i = 0; i < node->children_count; i++) LoadGLTFNode(data, node->children[i], outModel, currentTransform, primitiveIndex, fileName);
}