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-rw-r--r--src/models.c70
1 files changed, 41 insertions, 29 deletions
diff --git a/src/models.c b/src/models.c
index 81f27f38..3dc6c3d5 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1425,41 +1425,53 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
int vCounter = 0;
int boneCounter = 0;
int boneId = 0;
+ float boneWeight = 0.0;
for (int i = 0; i < model.meshes[m].vertexCount; i++)
{
- boneId = model.meshes[m].boneIds[boneCounter];
- inTranslation = model.bindPose[boneId].translation;
- inRotation = model.bindPose[boneId].rotation;
- //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 = 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;
- model.meshes[m].animVertices[vCounter + 1] = animVertex.y;
- model.meshes[m].animVertices[vCounter + 2] = animVertex.z;
-
- // Normals processing
- // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
- if (model.meshes[m].normals != NULL)
+ model.meshes[m].animVertices[vCounter] = 0;
+ model.meshes[m].animVertices[vCounter + 1] = 0;
+ model.meshes[m].animVertices[vCounter + 2] = 0;
+
+ model.meshes[m].animNormals[vCounter] = 0;
+ model.meshes[m].animNormals[vCounter + 1] = 0;
+ model.meshes[m].animNormals[vCounter + 2] = 0;
+
+ for (int j = 0; j < 4; j++)
{
- animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].normals[vCounter + 2] };
- animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
- model.meshes[m].animNormals[vCounter] = animNormal.x;
- model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
- model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
- }
+ boneId = model.meshes[m].boneIds[boneCounter];
+ boneWeight = model.meshes[m].boneWeights[boneCounter];
+ inTranslation = model.bindPose[boneId].translation;
+ inRotation = model.bindPose[boneId].rotation;
+ //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 = 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;
+ // Normals processing
+ // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
+ if (model.meshes[m].normals != NULL)
+ {
+ animNormal = (Vector3){ model.meshes[m].normals[vCounter], model.meshes[m].normals[vCounter + 1], model.meshes[m].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;
+ }
+ boneCounter += 1;
+ }
vCounter += 3;
- boneCounter += 4;
}
// Upload new vertex data to GPU for model drawing