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Added some reference code to load bones id and weight data for animations

pull/2187/head
raysan5 3 年前
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共有 1 个文件被更改,包括 50 次插入0 次删除
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    -0
      src/rmodels.c

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src/rmodels.c 查看文件

@ -4923,6 +4923,56 @@ static Model LoadGLTF(const char *fileName)
}
}
/*
// TODO: Load glTF meshes animation data
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
//----------------------------------------------------------------------------------------------------
for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
{
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
{
// NOTE: We only support primitives defined by triangles
if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue;
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
{
// NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16)
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4))
{
// Init raylib mesh bone ids to copy glTF attribute data
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
// Load 4 components of unsigned char data type into mesh.boneIds
LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported, use vec4 u8", fileName);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4 / u8, u16, f32)
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4))
{
// Init raylib mesh bone weight to copy glTF attribute data
model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float));
// Load 4 components of float data type into mesh.boneWeights
LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName);
}
}
meshIndex++; // Move to next mesh
}
}
*/
// Free all cgltf loaded data
cgltf_free(data);
}

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