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@ -4718,7 +4718,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo |
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// output->framerate = // TODO: Use framerate instead of const timestep |
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// Name and parent bones |
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for (unsigned int j = 0; j < data->nodes_count; j++) |
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for (unsigned int j = 0; j < output->boneCount; j++) |
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{ |
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strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name); |
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output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1; |
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@ -4728,9 +4728,9 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo |
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// Initiate with zero bone translations |
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for (int frame = 0; frame < output->frameCount; frame++) |
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{ |
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output->framePoses[frame] = RL_MALLOC(data->nodes_count*sizeof(Transform)); |
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output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform)); |
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for (unsigned int i = 0; i < data->nodes_count; i++) |
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for (unsigned int i = 0; i < output->boneCount; i++) |
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{ |
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output->framePoses[frame][i].translation = Vector3Zero(); |
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output->framePoses[frame][i].rotation = QuaternionIdentity(); |
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