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authorHristo Stamenov <[email protected]>2021-03-09 01:11:08 +0200
committerGitHub <[email protected]>2021-03-09 00:11:08 +0100
commit5c2983f510f101b7684026d02a92a8b5269aa9af (patch)
treef270710357281566cdd26c4a04e8edf18670f1c0 /src
parentf0ab4723b939087ee05181202a01a213219590a5 (diff)
downloadraylib-5c2983f510f101b7684026d02a92a8b5269aa9af.tar.gz
raylib-5c2983f510f101b7684026d02a92a8b5269aa9af.zip
Gltf model and animations exploring problems (#1635)
* Added bone binding to whole mesh and not only set vertices. + Also added missed setting of the animation count. + Removed double ; on one line * Added more of the gltf sample models https://github.com/KhronosGroup/glTF-Sample-Models We need to make it working for all of them. * Binding to initial bind pose added. * Fix cube disappearing bug because lerpPercent could be Inf. * Fixed for rigged figure also
Diffstat (limited to 'src')
-rw-r--r--src/models.c78
1 files changed, 73 insertions, 5 deletions
diff --git a/src/models.c b/src/models.c
index 00e4c1e3..eba6f4f6 100644
--- a/src/models.c
+++ b/src/models.c
@@ -754,7 +754,7 @@ Model LoadModel(const char *fileName)
if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
}
-
+
return model;
}
@@ -3979,10 +3979,75 @@ static Model LoadGLTF(const char *fileName)
}
else
{
- model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
+ model.meshMaterial[primitiveIndex] = model.materialCount - 1;
}
// if (data->meshes[i].)
+
+ if (model.meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
+ {
+ for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
+ {
+ if (data->nodes[nodeId].mesh == &(data->meshes[i]))
+ {
+ model.meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(int));
+ model.meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(float));
+
+ for (int b = 0; b < 4 * model.meshes[primitiveIndex].vertexCount; 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;
+ }
+
+ }
+
+ Vector3 boundVertex = { 0 };
+ Vector3 boundNormal = { 0 };
+
+ Vector3 outTranslation = { 0 };
+ Quaternion outRotation = { 0 };
+ Vector3 outScale = { 0 };
+
+ int vCounter = 0;
+ int boneCounter = 0;
+ int boneId = 0;
+
+ for (int i = 0; i < model.meshes[primitiveIndex].vertexCount; i++)
+ {
+ boneId = model.meshes[primitiveIndex].boneIds[boneCounter];
+ outTranslation = model.bindPose[boneId].translation;
+ outRotation = model.bindPose[boneId].rotation;
+ outScale = model.bindPose[boneId].scale;
+
+ // Vertices processing
+ boundVertex = (Vector3){ model.meshes[primitiveIndex].vertices[vCounter], model.meshes[primitiveIndex].vertices[vCounter + 1], model.meshes[primitiveIndex].vertices[vCounter + 2] };
+ boundVertex = Vector3Multiply(boundVertex, outScale);
+ boundVertex = Vector3RotateByQuaternion(boundVertex, outRotation);
+ boundVertex = Vector3Add(boundVertex, outTranslation);
+ model.meshes[primitiveIndex].vertices[vCounter] = boundVertex.x;
+ model.meshes[primitiveIndex].vertices[vCounter + 1] = boundVertex.y;
+ model.meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
+
+ // Normals processing
+ boundNormal = (Vector3){ model.meshes[primitiveIndex].normals[vCounter], model.meshes[primitiveIndex].normals[vCounter + 1], model.meshes[primitiveIndex].normals[vCounter + 2] };
+ boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
+ model.meshes[primitiveIndex].normals[vCounter] = boundNormal.x;
+ model.meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
+ model.meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
+ vCounter += 3;
+
+ boneCounter += 4;
+ }
+ }
+ }
+ }
primitiveIndex++;
}
@@ -4053,9 +4118,9 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_WARNING, "MODEL: [%s] unable to load glTF animations data", fileName);
-
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
-
+ *animCount = data->animations_count;
+
for (unsigned int a = 0; a < data->animations_count; a++)
{
// gltf animation consists of the following structures:
@@ -4150,7 +4215,10 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
float previousInputTime = 0.0f;
if (GltfReadFloat(sampler->input, outputMin, (float *)&previousInputTime, 1))
{
- lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
+ if((inputFrameTime - previousInputTime) != 0)
+ {
+ lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
+ }
}
break;