diff --git a/src/rmodels.c b/src/rmodels.c index 308fb0a7..e48ec9df 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -4895,6 +4895,7 @@ static Model LoadGLTF(const char *fileName) /********************************************************************************************* Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) + Transform handling implemented by Paul Melis (@paulmelis). Reviewed by Ramon Santamaria (@raysan5) FEATURES: @@ -4904,6 +4905,10 @@ static Model LoadGLTF(const char *fileName) PBR specular/glossiness flow and extended texture flows not supported - Supports multiple meshes per model (every primitives is loaded as a separate mesh) - Supports basic animations + - Transforms, including parent-child relations, are applied on the mesh data, but the + hierarchy is not kept (as it can't be represented). + - Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes) + are turned into separate raylib Meshes. RESTRICTIONS: - Only triangle meshes supported @@ -4913,7 +4918,8 @@ static Model LoadGLTF(const char *fileName) > Texcoords: vec2: float > Colors: vec4: u8, u16, f32 (normalized) > Indices: u16, u32 (truncated to u16) - - Node hierarchies or transforms not supported + - Scenes defined in the glTF file are ignored. All nodes in the file + are used. ***********************************************************************************************/ @@ -4965,8 +4971,22 @@ static Model LoadGLTF(const char *fileName) if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); int primitivesCount = 0; - // NOTE: We will load every primitive in the glTF as a separate raylib mesh - for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count; + // NOTE: We will load every primitive in the glTF as a separate raylib Mesh. + // Determine total number of meshes needed from the node hierarchy. + for (unsigned int i = 0; i < data->nodes_count; i++) + { + cgltf_node *node = &(data->nodes[i]); + cgltf_mesh *mesh = node->mesh; + if (!mesh) + continue; + + for (unsigned int p = 0; p < mesh->primitives_count; p++) + { + if (mesh->primitives[p].type == cgltf_primitive_type_triangles) + primitivesCount++; + } + } + TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount); // Load our model data: meshes and materials model.meshCount = primitivesCount; @@ -5069,27 +5089,51 @@ static Model LoadGLTF(const char *fileName) // has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen } - // Load meshes data + // Visit each node in the hierarchy and process any mesh linked from it. + // Each primitive within a glTF node becomes a Raylib Mesh. + // The local-to-world transform of each node is used to transform the + // points/normals/tangents of the created Mesh(es). + // Any glTF mesh linked from more than one Node (i.e. instancing) + // is turned into multiple Mesh's, as each Node will have its own + // transform applied. + // Note: the code below disregards the scenes defined in the file, all nodes are used. //---------------------------------------------------------------------------------------------------- - for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) + int meshIndex = 0; + for (unsigned int i = 0; i < data->nodes_count; i++) { - // NOTE: meshIndex accumulates primitives + cgltf_node *node = &(data->nodes[i]); - for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) + cgltf_mesh *mesh = node->mesh; + if (!mesh) + continue; + + cgltf_float worldTransform[16]; + cgltf_node_transform_world(node, worldTransform); + + Matrix worldMatrix = { + worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12], + worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13], + worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14], + worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15] + }; + + Matrix worldMatrixNormals = MatrixTranspose(MatrixInvert(worldMatrix)); + + for (unsigned int p = 0; p < mesh->primitives_count; p++) { // NOTE: We only support primitives defined by triangles // Other alternatives: points, lines, line_strip, triangle_strip - if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue; + if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; // NOTE: Attributes data could be provided in several data formats (8, 8u, 16u, 32...), // Only some formats for each attribute type are supported, read info at the top of this function! - for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) + for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++) { // Check the different attributes for every primitive - if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float + if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined @@ -5101,12 +5145,22 @@ static Model LoadGLTF(const char *fileName) // Load 3 components of float data type into mesh.vertices LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices) + + // Transform the vertices + float *vertices = model.meshes[meshIndex].vertices; + for (int k = 0; k < attribute->count; k++) + { + Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix); + vertices[3*k] = vt.x; + vertices[3*k+1] = vt.y; + vertices[3*k+2] = vt.z; + } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) { @@ -5115,12 +5169,22 @@ static Model LoadGLTF(const char *fileName) // Load 3 components of float data type into mesh.normals LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals) + + // Transform the normals + float *normals = model.meshes[meshIndex].normals; + for (int k = 0; k < attribute->count; k++) + { + Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals); + normals[3*k] = nt.x; + normals[3*k+1] = nt.y; + normals[3*k+2] = nt.z; + } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f)) { @@ -5129,15 +5193,25 @@ static Model LoadGLTF(const char *fileName) // Load 4 components of float data type into mesh.tangents LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].tangents) + + // Transform the tangents + float *tangents = model.meshes[meshIndex].tangents; + for (int k = 0; k < attribute->count; k++) + { + Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix); + tangents[3*k] = tt.x; + tangents[3*k+1] = tt.y; + tangents[3*k+2] = tt.z; + } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n { // Support up to 2 texture coordinates attributes float *texcoordPtr = NULL; - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; if (attribute->type == cgltf_type_vec2) { @@ -5181,7 +5255,7 @@ static Model LoadGLTF(const char *fileName) } else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); - int index = data->meshes[i].primitives[p].attributes[j].index; + int index = mesh->primitives[p].attributes[j].index; if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr; else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr; else @@ -5190,9 +5264,9 @@ static Model LoadGLTF(const char *fileName) if (texcoordPtr != NULL) RL_FREE(texcoordPtr); } } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; // WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range @@ -5309,9 +5383,9 @@ static Model LoadGLTF(const char *fileName) } // Load primitive indices data (if provided) - if (data->meshes[i].primitives[p].indices != NULL) + if (mesh->primitives[p].indices != NULL) { - cgltf_accessor *attribute = data->meshes[i].primitives[p].indices; + cgltf_accessor *attribute = mesh->primitives[p].indices; model.meshes[meshIndex].triangleCount = (int)attribute->count/3; @@ -5351,7 +5425,7 @@ static Model LoadGLTF(const char *fileName) // raylib instead assigns to the mesh the by its index, as loaded in model.materials array // To get the index, we check if material pointers match, and we assign the corresponding index, // skipping index 0, the default material - if (&data->materials[m] == data->meshes[i].primitives[p].material) + if (&data->materials[m] == mesh->primitives[p].material) { model.meshMaterial[meshIndex] = m + 1; break; @@ -5401,20 +5475,27 @@ static Model LoadGLTF(const char *fileName) TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); } - for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) + meshIndex = 0; + for (unsigned int i = 0; i < data->nodes_count; i++) { - for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) + cgltf_node *node = &(data->nodes[i]); + + cgltf_mesh *mesh = node->mesh; + if (!mesh) + continue; + + for (unsigned int p = 0; p < mesh->primitives_count; p++) { // NOTE: We only support primitives defined by triangles - if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue; + if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; - for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) + 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 (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16) + if (mesh->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; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; // NOTE: JOINTS_n can only be vec4 and u8/u16 // SPECS: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview @@ -5462,9 +5543,9 @@ static Model LoadGLTF(const char *fileName) } else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32) + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32) { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; if (attribute->type == cgltf_type_vec4) {