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@ -142,18 +142,18 @@ static Model LoadOBJ(const char *fileName); // Load OBJ mesh data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_IQM) |
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static Model LoadIQM(const char *fileName); // Load IQM mesh data |
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static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data |
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static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_GLTF) |
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data |
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data |
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_VOX) |
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static Model LoadVOX(const char *filename); // Load VOX mesh data |
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#endif |
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#if defined(SUPPORT_FILEFORMAT_M3D) |
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static Model LoadM3D(const char *filename); // Load M3D mesh data |
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static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data |
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static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data |
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#endif |
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//---------------------------------------------------------------------------------- |
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@ -3829,6 +3829,12 @@ RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Ve |
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return collision; |
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} |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Definition |
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//---------------------------------------------------------------------------------- |
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#if defined(SUPPORT_FILEFORMAT_IQM) || defined(SUPPORT_FILEFORMAT_GLTF) |
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// Build pose from parent joints |
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// NOTE: Required for animations loading (required by IQM and GLTF) |
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static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms) |
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{ |
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for (int i = 0; i < boneCount; i++) |
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@ -3847,10 +3853,8 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform |
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} |
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} |
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} |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Definition |
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//---------------------------------------------------------------------------------- |
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#if defined(SUPPORT_FILEFORMAT_OBJ) |
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// Load OBJ mesh data |
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// |
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@ -4690,7 +4694,8 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat |
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return image; |
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} |
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static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount) |
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// Load bone info from GLTF skin data |
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static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount) |
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{ |
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*boneCount = skin.joints_count; |
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BoneInfo *bones = RL_MALLOC(skin.joints_count*sizeof(BoneInfo)); |
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@ -4700,8 +4705,9 @@ static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount) |
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cgltf_node node = *skin.joints[i]; |
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strncpy(bones[i].name, node.name, sizeof(bones[i].name)); |
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// find parent bone index |
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// Find parent bone index |
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unsigned int parentIndex = -1; |
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for (unsigned int j = 0; j < skin.joints_count; j++) |
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{ |
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if (skin.joints[j] == node.parent) |
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@ -4731,7 +4737,7 @@ static Model LoadGLTF(const char *fileName) |
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- Supports PBR metallic/roughness flow, loads material textures, values and colors |
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PBR specular/glossiness flow and extended texture flows not supported |
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- Supports multiple meshes per model (every primitives is loaded as a separate mesh) |
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- Supports basic animation |
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- Supports basic animations |
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RESTRICTIONS: |
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- Only triangle meshes supported |
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@ -5079,12 +5085,16 @@ static Model LoadGLTF(const char *fileName) |
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// Load glTF meshes animation data |
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// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins |
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// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes |
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// |
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// LIMITATIONS: |
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// - Only supports 1 armature per file, and skips loading it if there are multiple armatures |
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// - Only supports linear interpolation (default method in Blender when checked "Always Sample Animations" when exporting a GLTF file) |
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// - Only supports translation/rotation/scale animation channel.path, weights not considered (i.e. morph targets) |
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//---------------------------------------------------------------------------------------------------- |
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if (data->skins_count == 1) |
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{ |
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cgltf_skin skin = data->skins[0]; |
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model.bones = LoadGLTFBoneInfo(skin, &model.boneCount); |
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model.bones = LoadBoneInfoGLTF(skin, &model.boneCount); |
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model.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform)); |
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for (unsigned int i = 0; i < model.boneCount; i++) |
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@ -5181,19 +5191,19 @@ static Model LoadGLTF(const char *fileName) |
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} |
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// Get interpolated pose for bone sampler at a specific time. Returns true on success. |
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static bool GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data) |
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static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, float time, void *data) |
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{ |
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// input and output should have the same count |
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// Input and output should have the same count |
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float tstart = 0.0f; |
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float tend = 0.0f; |
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int keyframe = 0; // defaults to first pose |
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int keyframe = 0; // Defaults to first pose |
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for (int i = 0; i < input->count - 1; i++) |
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{ |
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cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1); |
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if (!r1) return false; |
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cgltf_bool r2 = cgltf_accessor_read_float(input, i+1, &tend, 1); |
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cgltf_bool r2 = cgltf_accessor_read_float(input, i + 1, &tend, 1); |
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if (!r2) return false; |
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if ((tstart <= time) && (time < tend)) |
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@ -5227,13 +5237,16 @@ static bool GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo |
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cgltf_accessor_read_float(output, keyframe+1, tmp, 4); |
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Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; |
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Vector4 *r = data; |
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// only v4 is for rotations, so we know it's a quat. |
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// Only v4 is for rotations, so we know it's a quat |
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*r = QuaternionSlerp(v1, v2, t); |
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} |
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return true; |
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} |
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#define GLTF_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec) |
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#define GLTF_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) |
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static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount) |
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{ |
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// glTF file loading |
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@ -5241,10 +5254,12 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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unsigned char *fileData = LoadFileData(fileName, &dataSize); |
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ModelAnimation *animations = NULL; |
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// glTF data loading |
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cgltf_options options = { 0 }; |
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cgltf_data *data = NULL; |
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cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); |
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if (result != cgltf_result_success) |
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{ |
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TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); |
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@ -5262,9 +5277,10 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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cgltf_skin skin = data->skins[0]; |
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*animCount = data->animations_count; |
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animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation)); |
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for (unsigned int i = 0; i < data->animations_count; i++) |
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{ |
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animations[i].bones = LoadGLTFBoneInfo(skin, &animations[i].boneCount); |
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animations[i].bones = LoadBoneInfoGLTF(skin, &animations[i].boneCount); |
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cgltf_animation animData = data->animations[i]; |
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@ -5276,10 +5292,12 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels)); |
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float animDuration = 0.0f; |
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for (unsigned int j = 0; j < animData.channels_count; j++) |
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{ |
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cgltf_animation_channel channel = animData.channels[j]; |
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int boneIndex = -1; |
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for (unsigned int k = 0; k < skin.joints_count; k++) |
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{ |
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if (animData.channels[j].target_node == skin.joints[k]) |
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@ -5291,7 +5309,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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if (boneIndex == -1) |
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{ |
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// animation channel for a node not in the armature. |
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// Animation channel for a node not in the armature |
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continue; |
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} |
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@ -5313,10 +5331,12 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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{ |
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TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i); |
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} |
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} else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName); |
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float t = 0.0f; |
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cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1); |
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if (!r) |
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{ |
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TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load input time", fileName); |
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@ -5333,17 +5353,16 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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{ |
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animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform)); |
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float time = ((float) j*GLTF_ANIMDELAY)/1000.0f; |
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for (unsigned int k = 0; k < animations[i].boneCount; k++) |
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{ |
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Vector3 translation = {0, 0, 0}; |
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Quaternion rotation = {0, 0, 0, 1}; |
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Vector3 scale = {1, 1, 1}; |
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if (boneChannels[k].translate) |
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{ |
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if (!GetGLTFPoseAtTime(boneChannels[k].translate->sampler->input, |
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boneChannels[k].translate->sampler->output, |
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time, |
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&translation)) |
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if (!GetPoseAtTimeGLTF(boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation)) |
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{ |
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TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name); |
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} |
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@ -5351,10 +5370,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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if (boneChannels[k].rotate) |
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{ |
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if (!GetGLTFPoseAtTime(boneChannels[k].rotate->sampler->input, |
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boneChannels[k].rotate->sampler->output, |
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time, |
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&rotation)) |
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if (!GetPoseAtTimeGLTF(boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation)) |
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{ |
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TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name); |
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} |
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@ -5362,10 +5378,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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if (boneChannels[k].scale) |
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{ |
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if (!GetGLTFPoseAtTime(boneChannels[k].scale->sampler->input, |
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boneChannels[k].scale->sampler->output, |
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time, |
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&scale)) |
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if (!GetPoseAtTimeGLTF(boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale)) |
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{ |
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TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name); |
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} |
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@ -5374,7 +5387,8 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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animations[i].framePoses[j][k] = (Transform){ |
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.translation = translation, |
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.rotation = rotation, |
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.scale = scale}; |
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.scale = scale |
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}; |
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} |
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BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]); |
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@ -5383,7 +5397,8 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in |
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TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration); |
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RL_FREE(boneChannels); |
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} |
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} else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); |
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} |
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else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); |
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cgltf_free(data); |
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} |
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@ -5576,12 +5591,14 @@ static Model LoadM3D(const char *fileName) |
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model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
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model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); |
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model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
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// without material, we rely on vertex colors |
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if (mi == M3D_UNDEF && model.meshes[k].colors == NULL) |
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{ |
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model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); |
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for (j = 0; j < model.meshes[k].vertexCount*4; j += 4) memcpy(&model.meshes[k].colors[j], &WHITE, 4); |
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} |
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if (m3d->numbone && m3d->numskin) |
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{ |
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model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); |
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@ -5589,6 +5606,7 @@ static Model LoadM3D(const char *fileName) |
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model.meshes[k].animVertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
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model.meshes[k].animNormals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); |
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} |
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model.meshMaterial[k] = mi + 1; |
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l = 0; |
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} |
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@ -5617,25 +5635,25 @@ static Model LoadM3D(const char *fileName) |
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if (m3d->face[i].texcoord[0] != M3D_UNDEF) |
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{ |
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model.meshes[k].texcoords[l * 6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u; |
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model.meshes[k].texcoords[l * 6 + 1] = 1.0 - m3d->tmap[m3d->face[i].texcoord[0]].v; |
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model.meshes[k].texcoords[l * 6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u; |
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model.meshes[k].texcoords[l * 6 + 3] = 1.0 - m3d->tmap[m3d->face[i].texcoord[1]].v; |
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model.meshes[k].texcoords[l * 6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u; |
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model.meshes[k].texcoords[l * 6 + 5] = 1.0 - m3d->tmap[m3d->face[i].texcoord[2]].v; |
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model.meshes[k].texcoords[l*6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u; |
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model.meshes[k].texcoords[l*6 + 1] = 1.0 - m3d->tmap[m3d->face[i].texcoord[0]].v; |
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model.meshes[k].texcoords[l*6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u; |
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model.meshes[k].texcoords[l*6 + 3] = 1.0 - m3d->tmap[m3d->face[i].texcoord[1]].v; |
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model.meshes[k].texcoords[l*6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u; |
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model.meshes[k].texcoords[l*6 + 5] = 1.0 - m3d->tmap[m3d->face[i].texcoord[2]].v; |
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} |
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if (m3d->face[i].normal[0] != M3D_UNDEF) |
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{ |
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model.meshes[k].normals[l * 9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x; |
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model.meshes[k].normals[l * 9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y; |
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model.meshes[k].normals[l * 9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z; |
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model.meshes[k].normals[l * 9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x; |
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model.meshes[k].normals[l * 9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y; |
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model.meshes[k].normals[l * 9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z; |
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model.meshes[k].normals[l * 9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x; |
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model.meshes[k].normals[l * 9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y; |
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model.meshes[k].normals[l * 9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z; |
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model.meshes[k].normals[l*9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x; |
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model.meshes[k].normals[l*9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y; |
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model.meshes[k].normals[l*9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z; |
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model.meshes[k].normals[l*9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x; |
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model.meshes[k].normals[l*9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y; |
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model.meshes[k].normals[l*9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z; |
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model.meshes[k].normals[l*9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x; |
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model.meshes[k].normals[l*9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y; |
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model.meshes[k].normals[l*9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z; |
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} |
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// Add skin (vertex / bone weight pairs) |
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@ -5658,8 +5676,8 @@ static Model LoadM3D(const char *fileName) |
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{ |
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// raylib does not handle boneless meshes with skeletal animations, so |
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// we put all vertices without a bone into a special "no bone" bone |
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model.meshes[k].boneIds[l * 12 + n * 4] = m3d->numbone; |
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model.meshes[k].boneWeights[l * 12 + n * 4] = 1.0f; |
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model.meshes[k].boneIds[l*12 + n*4] = m3d->numbone; |
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model.meshes[k].boneWeights[l*12 + n*4] = 1.0f; |
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} |
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} |
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} |
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@ -5754,6 +5772,7 @@ static Model LoadM3D(const char *fileName) |
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model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y; |
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model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z; |
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model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w; |
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// TODO: if the orientation quaternion not normalized, then that's encoding scaling |
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation); |
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model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; |
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@ -5799,15 +5818,16 @@ static Model LoadM3D(const char *fileName) |
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return model; |
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} |
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#define M3D_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) |
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// Load M3D animation data |
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#define M3D_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec) |
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static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount) |
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{ |
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m3d_t *m3d = NULL; |
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unsigned int bytesRead = 0; |
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unsigned char *fileData = LoadFileData(fileName, &bytesRead); |
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ModelAnimation *animations = NULL; |
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int i, j; |
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int i = 0, j = 0; |
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*animCount = 0; |
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@ -5824,7 +5844,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int |
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else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName, |
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m3d->numaction, m3d->numbone, m3d->numskin); |
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// no animation or bone+skin? |
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// No animation or bone+skin? |
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if (!m3d->numaction || !m3d->numbone || !m3d->numskin) |
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{ |
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m3d_free(m3d); |
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@ -5860,7 +5880,8 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int |
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{ |
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animations[a].framePoses[i] = RL_MALLOC((m3d->numbone + 1)*sizeof(Transform)); |
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m3db_t *pose = m3d_pose(m3d, a, i * M3D_ANIMDELAY); |
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m3db_t *pose = m3d_pose(m3d, a, i*M3D_ANIMDELAY); |
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if (pose != NULL) |
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{ |
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for (j = 0; j < m3d->numbone; j++) |
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