|  |  | @ -2262,108 +2262,6 @@ ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount) | 
		
	
		
			
			|  |  |  | return animations; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Update model animated vertex data (positions and normals) for a given frame | 
		
	
		
			
			|  |  |  | // NOTE: Updated data is uploaded to GPU | 
		
	
		
			
			|  |  |  | void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (frame >= anim.frameCount) frame = frame%anim.frameCount; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int m = 0; m < model.meshCount; m++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | Mesh mesh = model.meshes[m]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (mesh.boneIds == NULL || mesh.boneWeights == NULL) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation(): Mesh %i has no connection to bones", m); | 
		
	
		
			
			|  |  |  | continue; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | bool updated = false;           // Flag to check when anim vertex information is updated | 
		
	
		
			
			|  |  |  | Vector3 animVertex = { 0 }; | 
		
	
		
			
			|  |  |  | Vector3 animNormal = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector3 inTranslation = { 0 }; | 
		
	
		
			
			|  |  |  | Quaternion inRotation = { 0 }; | 
		
	
		
			
			|  |  |  | // Vector3 inScale = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector3 outTranslation = { 0 }; | 
		
	
		
			
			|  |  |  | Quaternion outRotation = { 0 }; | 
		
	
		
			
			|  |  |  | Vector3 outScale = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | int boneId = 0; | 
		
	
		
			
			|  |  |  | int boneCounter = 0; | 
		
	
		
			
			|  |  |  | float boneWeight = 0.0; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | const int vValues = mesh.vertexCount*3; | 
		
	
		
			
			|  |  |  | for (int vCounter = 0; vCounter < vValues; vCounter += 3) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter] = 0; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter + 1] = 0; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter + 2] = 0; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (mesh.animNormals != NULL) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter] = 0; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 1] = 0; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 2] = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Iterates over 4 bones per vertex | 
		
	
		
			
			|  |  |  | for (int j = 0; j < 4; j++, boneCounter++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | boneWeight = mesh.boneWeights[boneCounter]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Early stop when no transformation will be applied | 
		
	
		
			
			|  |  |  | if (boneWeight == 0.0f) continue; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | boneId = mesh.boneIds[boneCounter]; | 
		
	
		
			
			|  |  |  | //int boneIdParent = model.bones[boneId].parent; | 
		
	
		
			
			|  |  |  | inTranslation = model.bindPose[boneId].translation; | 
		
	
		
			
			|  |  |  | inRotation = model.bindPose[boneId].rotation; | 
		
	
		
			
			|  |  |  | //inScale = model.bindPose[boneId].scale; | 
		
	
		
			
			|  |  |  | outTranslation = anim.framePoses[frame][boneId].translation; | 
		
	
		
			
			|  |  |  | outRotation = anim.framePoses[frame][boneId].rotation; | 
		
	
		
			
			|  |  |  | outScale = anim.framePoses[frame][boneId].scale; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Vertices processing | 
		
	
		
			
			|  |  |  | // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) | 
		
	
		
			
			|  |  |  | animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; | 
		
	
		
			
			|  |  |  | animVertex = Vector3Subtract(animVertex, inTranslation); | 
		
	
		
			
			|  |  |  | animVertex = Vector3Multiply(animVertex, outScale); | 
		
	
		
			
			|  |  |  | animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); | 
		
	
		
			
			|  |  |  | animVertex = Vector3Add(animVertex, outTranslation); | 
		
	
		
			
			|  |  |  | //animVertex = Vector3Transform(animVertex, model.transform); | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter] += animVertex.x*boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight; | 
		
	
		
			
			|  |  |  | updated = true; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Normals processing | 
		
	
		
			
			|  |  |  | // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) | 
		
	
		
			
			|  |  |  | if (mesh.normals != NULL) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; | 
		
	
		
			
			|  |  |  | animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter] += animNormal.x*boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Upload new vertex data to GPU for model drawing | 
		
	
		
			
			|  |  |  | // NOTE: Only update data when values changed | 
		
	
		
			
			|  |  |  | if (updated) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position | 
		
	
		
			
			|  |  |  | rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0);  // Update vertex normals | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Update model animated bones transform matrices for a given frame | 
		
	
		
			
			|  |  |  | // NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId], | 
		
	
		
			
			|  |  |  | // to be uploaded to shader at drawing, in case GPU skinning is enabled | 
		
	
	
		
			
				|  |  | @ -2411,6 +2309,66 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // at least 2x speed up vs the old method | 
		
	
		
			
			|  |  |  | // Update model animated vertex data (positions and normals) for a given frame | 
		
	
		
			
			|  |  |  | // NOTE: Updated data is uploaded to GPU | 
		
	
		
			
			|  |  |  | void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | UpdateModelAnimationBones(model,anim,frame); | 
		
	
		
			
			|  |  |  | for (int m = 0; m < model.meshCount; m++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | Mesh mesh = model.meshes[m]; | 
		
	
		
			
			|  |  |  | Vector3 animVertex = { 0 }; | 
		
	
		
			
			|  |  |  | Vector3 animNormal = { 0 }; | 
		
	
		
			
			|  |  |  | int boneId = 0; | 
		
	
		
			
			|  |  |  | int boneCounter = 0; | 
		
	
		
			
			|  |  |  | float boneWeight = 0.0; | 
		
	
		
			
			|  |  |  | bool updated = false;           // Flag to check when anim vertex information is updated | 
		
	
		
			
			|  |  |  | const int vValues = mesh.vertexCount*3; | 
		
	
		
			
			|  |  |  | for (int vCounter = 0; vCounter < vValues; vCounter += 3) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter] = 0; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter + 1] = 0; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter + 2] = 0; | 
		
	
		
			
			|  |  |  | if (mesh.animNormals != NULL) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter] = 0; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 1] = 0; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 2] = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | // Iterates over 4 bones per vertex | 
		
	
		
			
			|  |  |  | for (int j = 0; j < 4; j++, boneCounter++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | boneWeight = mesh.boneWeights[boneCounter]; | 
		
	
		
			
			|  |  |  | boneId = mesh.boneIds[boneCounter]; | 
		
	
		
			
			|  |  |  | // Early stop when no transformation will be applied | 
		
	
		
			
			|  |  |  | if (boneWeight == 0.0f) continue; | 
		
	
		
			
			|  |  |  | animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; | 
		
	
		
			
			|  |  |  | animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]); | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter] += animVertex.x * boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter+1] += animVertex.y * boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animVertices[vCounter+2] += animVertex.z * boneWeight; | 
		
	
		
			
			|  |  |  | updated = true; | 
		
	
		
			
			|  |  |  | // Normals processing | 
		
	
		
			
			|  |  |  | // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) | 
		
	
		
			
			|  |  |  | if (mesh.normals != NULL) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; | 
		
	
		
			
			|  |  |  | animNormal = Vector3Transform(animNormal,model.meshes[m].boneMatrices[boneId]); | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter] += animNormal.x*boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; | 
		
	
		
			
			|  |  |  | mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | if (updated) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position | 
		
	
		
			
			|  |  |  | rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0);  // Update vertex normals | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Unload animation array data | 
		
	
		
			
			|  |  |  | void UnloadModelAnimations(ModelAnimation *animations, int animCount) | 
		
	
		
			
			|  |  |  | { | 
		
	
	
		
			
				|  |  |  |