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Fix loading multiple animations from .iqm file (#928)

* Fix loading multiple animations from .iqm file

* Fix memory leak in models_animation example

* Added export instructions to the animation example

* use raylib free

* include <stdlib.h> to appease the travis CI gods

* replace tabs with spaces
pull/931/head
culacant 5 years ago
committed by Ray
parent
commit
f518c4e939
2 changed files with 105 additions and 99 deletions
  1. +8
    -0
      examples/models/models_animation.c
  2. +97
    -99
      src/models.c

+ 8
- 0
examples/models/models_animation.c View File

@ -9,8 +9,15 @@
*
* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include <stdlib.h>
#include "raylib.h"
int main(void)
@ -93,6 +100,7 @@ int main(void)
//--------------------------------------------------------------------------------------
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model); // Unload model

+ 97
- 99
src/models.c View File

@ -867,9 +867,6 @@ void SetModelMeshMaterial(Model *model, int meshId, int materialId)
// Load model animations from file
ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
{
ModelAnimation *animations = (ModelAnimation *)RL_MALLOC(1*sizeof(ModelAnimation));
int count = 1;
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
#define IQM_VERSION 2 // only IQM version 2 supported
@ -904,8 +901,6 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
unsigned int flags;
} IQMAnim;
ModelAnimation animation = { 0 };
FILE *iqmFile;
IQMHeader iqm;
@ -931,153 +926,156 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
fclose(iqmFile);
}
// header
if (iqm.num_anims > 1) TraceLog(LOG_WARNING, "More than 1 animation in file, only the first one will be loaded");
// bones
IQMPose *poses;
poses = RL_MALLOC(sizeof(IQMPose)*iqm.num_poses);
fseek(iqmFile, iqm.ofs_poses, SEEK_SET);
fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile);
animation.boneCount = iqm.num_poses;
animation.bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
for (int j = 0; j < iqm.num_poses; j++)
{
strcpy(animation.bones[j].name, "ANIMJOINTNAME");
animation.bones[j].parent = poses[j].parent;
}
// animations
IQMAnim anim = {0};
*animCount = iqm.num_anims;
IQMAnim *anim = RL_MALLOC(iqm.num_anims*sizeof(IQMAnim));
fseek(iqmFile, iqm.ofs_anims, SEEK_SET);
fread(&anim, sizeof(IQMAnim), 1, iqmFile);
fread(anim, iqm.num_anims*sizeof(IQMAnim), 1, iqmFile);
ModelAnimation *animations = RL_MALLOC(iqm.num_anims*sizeof(ModelAnimation));
animation.frameCount = anim.num_frames;
//animation.framerate = anim.framerate;
// frameposes
unsigned short *framedata = RL_MALLOC(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels);
fseek(iqmFile, iqm.ofs_frames, SEEK_SET);
fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile);
n">animation.framePoses = RL_MALLOC(sizeof(Transform*)*anim.num_frames);
k">for (int j = 0; j < anim.num_frames; j++) animation.framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
k">for(int a=0;a<iqm.num_anims;a++)
p">{
int dcounter = anim.first_frame*iqm.num_framechannels;
animations[a].frameCount = anim[a].num_frames;
animations[a].boneCount = iqm.num_poses;
animations[a].bones = RL_MALLOC(sizeof(BoneInfo)*iqm.num_poses);
animations[a].framePoses = RL_MALLOC(sizeof(Transform*)*anim[a].num_frames);
// unused for now
//animations[a].framerate = anim.framerate;
for (int frame = 0; frame < anim.num_frames; frame++)
{
for (int i = 0; i < iqm.num_poses; i++)
for (int j = 0; j < iqm.num_poses; j++)
{
animation.framePoses[frame][i].translation.x = poses[i].channeloffset[0];
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
animations[a].bones[j].parent = poses[j].parent;
}
if (poses[i].mask & 0x01)
{
animation.framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
dcounter++;
}
for (int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses);
animation.framePoses[frame][i].translation.y = poses[i].channeloffset[1];
int dcounter = anim[a].first_frame*iqm.num_framechannels;
if (poses[i].mask & 0x02)
for (int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < iqm.num_poses; i++)
{
animation.framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
dcounter++;
}
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
animation.framePoses[frame][i].translation.z = poses[i].channeloffset[2];
if (poses[i].mask & 0x01)
{
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
dcounter++;
}
if (poses[i].mask & 0x04)
{
animation.framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
dcounter++;
}
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
animation.framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
if (poses[i].mask & 0x02)
{
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
dcounter++;
}
if (poses[i].mask & 0x08)
{
animation.framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
dcounter++;
}
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
animation.framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
if (poses[i].mask & 0x04)
{
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
dcounter++;
}
if (poses[i].mask & 0x10)
{
animation.framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
animation.framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
if (poses[i].mask & 0x08)
{
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
dcounter++;
}
if (poses[i].mask & 0x20)
{
animation.framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
animation.framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
if (poses[i].mask & 0x10)
{
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
dcounter++;
}
if (poses[i].mask & 0x40)
{
animation.framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
animation.framePoses[frame][i].scale.x = poses[i].channeloffset[7];
if (poses[i].mask & 0x20)
{
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
dcounter++;
}
if (poses[i].mask & 0x80)
{
animation.framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
dcounter++;
}
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
animation.framePoses[frame][i].scale.y = poses[i].channeloffset[8];
if (poses[i].mask & 0x40)
{
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
dcounter++;
}
if (poses[i].mask & 0x100)
{
animation.framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
animation.framePoses[frame][i].scale.z = poses[i].channeloffset[9];
if (poses[i].mask & 0x80)
{
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
dcounter++;
}
if (poses[i].mask & 0x200)
{
animation.framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
dcounter++;
}
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
if (poses[i].mask & 0x100)
{
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
if (poses[i].mask & 0x200)
{
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
dcounter++;
}
animation.framePoses[frame][i].rotation = QuaternionNormalize(animation.framePoses[frame][i].rotation);
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
}
}
}
// Build frameposes
for (int frame = 0; frame < anim.num_frames; frame++)
{
for (int i = 0; i < animation.boneCount; i++)
// Build frameposes
for (int frame = 0; frame < anim[a].num_frames; frame++)
{
if (animation.bones[i].parent >= 0)
for (int i = 0; i < animations[a].boneCount; i++)
{
animation.framePoses[frame][i].rotation = QuaternionMultiply(animation.framePoses[frame][animation.bones[i].parent].rotation, animation.framePoses[frame][i].rotation);
animation.framePoses[frame][i].translation = Vector3RotateByQuaternion(animation.framePoses[frame][i].translation, animation.framePoses[frame][animation.bones[i].parent].rotation);
animation.framePoses[frame][i].translation = Vector3Add(animation.framePoses[frame][i].translation, animation.framePoses[frame][animation.bones[i].parent].translation);
animation.framePoses[frame][i].scale = Vector3MultiplyV(animation.framePoses[frame][i].scale, animation.framePoses[frame][animation.bones[i].parent].scale);
if (animations[a].bones[i].parent >= 0)
{
animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
animations[a].framePoses[frame][i].scale = Vector3MultiplyV(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
}
}
}
}
RL_FREE(framedata);
RL_FREE(poses);
RL_FREE(anim);
fclose(iqmFile);
animations[0] = animation;
*animCount = count;
return animations;
}

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