diff --git a/src/rmodels.c b/src/rmodels.c index a7f48fd11..2fac266dc 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -5815,15 +5815,17 @@ static Model LoadGLTF(const char *fileName) for (unsigned int p = 0; p < mesh->primitives_count; p++) { + bool hasJoints = false; + // NOTE: We only support primitives defined by triangles if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++) { // NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib - if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16) { + hasJoints = true; cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; // NOTE: JOINTS_n can only be vec4 and u8/u16 @@ -5924,6 +5926,34 @@ static Model LoadGLTF(const char *fileName) } } + // check if we are animated, and the mesh was not given any bone assignments, but is the child of a bone node + // in this case we need to fully attach all the verts to the parent bone so it will animate with the bone. + if (data->skins_count > 0 && !hasJoints && node->parent != NULL && node->parent->mesh == NULL) + { + int parentBoneId = -1; + for (int joint = 0; joint < model.boneCount; joint++) + { + if (data->skins[0].joints[joint] == node->parent) + { + parentBoneId = joint; + break; + } + } + + if (parentBoneId >= 0) + { + model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount * 4, sizeof(unsigned char)); + model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount * 4, sizeof(float)); + + for (int vertexIndex = 0; vertexIndex < model.meshes[meshIndex].vertexCount * 4; vertexIndex += 4) + { + model.meshes[meshIndex].boneIds[vertexIndex] = (unsigned char)parentBoneId; + model.meshes[meshIndex].boneWeights[vertexIndex] = 1.0f; + } + } + + } + // Animated vertex data model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float));