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move first mesh bones calculation under check for its presense

pull/4896/head
d.isakov 2 weeks ago
parent
commit
42a40b3920
1 changed files with 20 additions and 20 deletions
  1. +20
    -20
      src/rmodels.c

+ 20
- 20
src/rmodels.c View File

@ -2286,28 +2286,28 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
}
}
// Update all bones and boneMatrices of first mesh with bones.
for (int boneId = 0; boneId < anim.boneCount; boneId++)
{
Transform *bindTransform = &model.bindPose[boneId];
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
QuaternionToMatrix(bindTransform->rotation)),
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
Transform *targetTransform = &anim.framePoses[frame][boneId];
Matrix targetMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(targetTransform->scale.x, targetTransform->scale.y, targetTransform->scale.z),
QuaternionToMatrix(targetTransform->rotation)),
MatrixTranslate(targetTransform->translation.x, targetTransform->translation.y, targetTransform->translation.z));
model.meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), targetMatrix);
}
// Update remaining meshes with bones
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
if (firstMeshWithBones != -1)
{
// Update all bones and boneMatrices of first mesh with bones.
for (int boneId = 0; boneId < anim.boneCount; boneId++)
{
Transform *bindTransform = &model.bindPose[boneId];
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
QuaternionToMatrix(bindTransform->rotation)),
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
Transform *targetTransform = &anim.framePoses[frame][boneId];
Matrix targetMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(targetTransform->scale.x, targetTransform->scale.y, targetTransform->scale.z),
QuaternionToMatrix(targetTransform->rotation)),
MatrixTranslate(targetTransform->translation.x, targetTransform->translation.y, targetTransform->translation.z));
model.meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), targetMatrix);
}
// Update remaining meshes with bones
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
for (int i = firstMeshWithBones + 1; i < model.meshCount; i++)
{
if (model.meshes[i].boneMatrices)

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