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authorhristo <[email protected]>2021-02-02 11:49:42 +0200
committerGitHub <[email protected]>2021-02-02 10:49:42 +0100
commitc8e427ad231652cfd68f7cfc2615c64a606c1e58 (patch)
tree39fa007520c16201eef21c3628045a006d3b50b6 /src
parent2884b88101ca79b528d8bae89508760129722a70 (diff)
downloadraylib-c8e427ad231652cfd68f7cfc2615c64a606c1e58.tar.gz
raylib-c8e427ad231652cfd68f7cfc2615c64a606c1e58.zip
Update loading of gltf animation. (#1561)
This is to account for GLTF info being more like instructions on how to build your animation instead of verbose description of each pose.
Diffstat (limited to 'src')
-rw-r--r--src/models.c147
1 files changed, 117 insertions, 30 deletions
diff --git a/src/models.c b/src/models.c
index b3b78431..2683cc89 100644
--- a/src/models.c
+++ b/src/models.c
@@ -3447,7 +3447,7 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou
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?
+ // animations[a].framerate = anim.framerate; // TODO: Use framerate?
for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
{
@@ -4050,6 +4050,26 @@ static Model LoadGLTF(const char *fileName)
return model;
}
+static bool GltfReadFloat(cgltf_accessor* acc, unsigned int index, float* variable, unsigned int elements)
+{
+ if(acc->count == 2)
+ {
+ if(index > 1)
+ {
+ return false;
+ }
+
+ memcpy(variable, index == 0 ? acc->min : acc->max, elements * sizeof(float));
+ return true;
+ }
+ else if (cgltf_accessor_read_float(acc, index, variable, elements))
+ {
+ return true;
+ }
+
+ return false;
+}
+
// LoadGLTF loads in animation data from given filename
static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCount)
{
@@ -4086,26 +4106,55 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
for (unsigned int a = 0; a < data->animations_count; a++)
{
+ // gltf animation consists of the following structures:
+ // - nodes - bones
+ // - channels - single transformation type on a single bone
+ // - node - bone
+ // - transformation type (path) - translation, rotation, scale
+ // - sampler - animation samples
+ // - input - points in time this transformation happens
+ // - output - the transformation amount at the given input points in time
+ // - interpolation - the type of interpolation to use between the frames
+
cgltf_animation *animation = data->animations + a;
ModelAnimation *output = animations + a;
+
+ // 30 frames sampled per second
+ const float TIMESTEP = (1.0f / 30.0f);
+ float animationDuration = 0.0f;
+
+ // Getting the max animation time to consider for animation duration
+ for (int i = 0; i < animation->channels_count; i++)
+ {
+ cgltf_animation_channel* channel = animation->channels + i;
+ int frameCounts = channel->sampler->input->count;
+ float lastFrameTime = 0.0f;
+ if(GltfReadFloat(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1))
+ {
+ animationDuration = fmaxf(lastFrameTime, animationDuration);
+ }
+ }
- output->frameCount = animation->channels->sampler->input->count;
+ output->frameCount = animationDuration / TIMESTEP;
output->boneCount = data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
+ // output->framerate = // TODO: Use framerate instead of const timestep
+ // Name and parent bones
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));
-
+
+ // Allocate data for frames
+ // Initiate with zero bone translations
for (unsigned int frame = 0; frame < output->frameCount; frame++)
{
+ output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
+
for (unsigned int i = 0; i < data->nodes_count; i++)
{
output->framePoses[frame][i].translation = Vector3Zero();
@@ -4115,6 +4164,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
}
}
+ // for each single transformation type on single bone
for(int channelId = 0; channelId < animation->channels_count; channelId++)
{
cgltf_animation_channel* channel = animation->channels + channelId;
@@ -4124,42 +4174,79 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
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))
+ bool shouldSkipFurtherTransformation = true;
+ int outputMin = 0;
+ int outputMax = 0;
+ float frameTime = frame * TIMESTEP;
+ float lerpPercent = 0.0f;
+
+ // For this transformation:
+ // getting between which input values the current frame time position
+ // and also what is the percent to use in the linear interpolation later
+ for(int j = 0; j < sampler->input->count; j++)
+ {
+ float inputFrameTime;
+ if(GltfReadFloat(sampler->input, j, (float*)&inputFrameTime, 1))
{
- output->framePoses[frame][boneId].translation = translation;
+ if(frameTime < inputFrameTime)
+ {
+ shouldSkipFurtherTransformation = false;
+ outputMin = j - 1;
+ outputMax = j;
+
+ float previousInputTime = 0.0f;
+ if(GltfReadFloat(sampler->input, j - 1, (float*)&previousInputTime, 1))
+ {
+ lerpPercent = (frameTime - previousInputTime) / (inputFrameTime - previousInputTime);
+ }
+ break;
+ }
+ } else {
+ break;
}
- else if (output->frameCount == 2)
+ }
+
+ // If the current transformation has no information for the current frame time point
+ if(shouldSkipFurtherTransformation) {
+ continue;
+ }
+
+ if(channel->target_path == cgltf_animation_path_type_translation) {
+ Vector3 translationStart;
+ Vector3 translationEnd;
+
+ bool success = GltfReadFloat(sampler->output, outputMin, (float*)&translationStart, 3);
+ success = GltfReadFloat(sampler->output, outputMax, (float*)&translationEnd, 3) || success;
+
+ if(success)
{
- memcpy(&translation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
- output->framePoses[frame][boneId].translation = translation;
+ output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
}
}
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)
+ Quaternion rotationStart;
+ Quaternion rotationEnd;
+
+ bool success = GltfReadFloat(sampler->output, outputMin, (float*)&rotationStart, 4);
+ success = GltfReadFloat(sampler->output, outputMax, (float*)&rotationEnd, 4) || success;
+
+ if(success)
{
- memcpy(&rotation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 4 * sizeof(float));
- output->framePoses[frame][boneId].rotation = rotation;
+ output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
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)
+ Vector3 scaleStart;
+ Vector3 scaleEnd;
+
+ bool success = GltfReadFloat(sampler->output, outputMin, (float*)&scaleStart, 3);
+ success = GltfReadFloat(sampler->output, outputMax, (float*)&scaleEnd, 3) || success;
+
+ if(success)
{
- memcpy(&scale, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
- output->framePoses[frame][boneId].scale = scale;
+ output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
}
}
}