|
|
@ -53,17 +53,30 @@ |
|
|
|
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 |
|
|
|
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) |
|
|
|
#define TINYOBJ_MALLOC RL_MALLOC |
|
|
|
#define TINYOBJ_CALLOC RL_CALLOC |
|
|
|
#define TINYOBJ_REALLOC RL_REALLOC |
|
|
|
#define TINYOBJ_FREE RL_FREE |
|
|
|
|
|
|
|
#define TINYOBJ_LOADER_C_IMPLEMENTATION |
|
|
|
#include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(SUPPORT_FILEFORMAT_GLTF) |
|
|
|
#define CGLTF_MALLOC RL_MALLOC |
|
|
|
#define CGLTF_FREE RL_FREE |
|
|
|
|
|
|
|
#define CGLTF_IMPLEMENTATION |
|
|
|
#include "external/cgltf.h" // glTF file format loading |
|
|
|
#include "external/stb_image.h" // glTF texture images loading |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(SUPPORT_MESH_GENERATION) |
|
|
|
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T))) |
|
|
|
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1)) |
|
|
|
#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N))) |
|
|
|
#define PAR_FREE RL_FREE |
|
|
|
|
|
|
|
#define PAR_SHAPES_IMPLEMENTATION |
|
|
|
#include "external/par_shapes.h" // Shapes 3d parametric generation |
|
|
|
#endif |
|
|
@ -1122,7 +1135,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) |
|
|
|
|
|
|
|
Vector3 inTranslation = { 0 }; |
|
|
|
Quaternion inRotation = { 0 }; |
|
|
|
Vector3 inScale = { 0 }; |
|
|
|
o">//Vector3 inScale = { 0 }; // Not used... |
|
|
|
|
|
|
|
Vector3 outTranslation = { 0 }; |
|
|
|
Quaternion outRotation = { 0 }; |
|
|
@ -1137,7 +1150,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) |
|
|
|
boneId = model.meshes[m].boneIds[boneCounter]; |
|
|
|
inTranslation = model.bindPose[boneId].translation; |
|
|
|
inRotation = model.bindPose[boneId].rotation; |
|
|
|
inScale = model.bindPose[boneId].scale; |
|
|
|
o">//inScale = model.bindPose[boneId].scale; |
|
|
|
outTranslation = anim.framePoses[frame][boneId].translation; |
|
|
|
outRotation = anim.framePoses[frame][boneId].rotation; |
|
|
|
outScale = anim.framePoses[frame][boneId].scale; |
|
|
|