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