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| author | Hristo Stamenov <[email protected]> | 2021-03-09 01:11:08 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-03-09 00:11:08 +0100 |
| commit | 5c2983f510f101b7684026d02a92a8b5269aa9af (patch) | |
| tree | f270710357281566cdd26c4a04e8edf18670f1c0 /src | |
| parent | f0ab4723b939087ee05181202a01a213219590a5 (diff) | |
| download | raylib-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.c | 78 |
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; |
