fix brace alignment and replace asserts with log messages

This commit is contained in:
nc 2023-01-02 12:48:04 -05:00
parent 6ad9e0b622
commit 068a0a897f
2 changed files with 107 additions and 51 deletions

View File

@ -55,11 +55,13 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
ModelAnimation anim = modelAnimations[animIndex];
if (IsKeyPressed(KEY_UP)) {
if (IsKeyPressed(KEY_UP))
{
animIndex = (animIndex + 1) % animsCount;
}
if (IsKeyPressed(KEY_DOWN)) {
if (IsKeyPressed(KEY_DOWN))
{
animIndex = (animIndex + animsCount - 1) % animsCount;
}

View File

@ -3829,14 +3829,17 @@ RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Ve
return collision;
}
static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms) {
static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms)
{
for (int i = 0; i < boneCount; i++)
{
if (bones[i].parent >= 0)
{
// Assumes bones are topologically sorted and we've transformed
// the parent before this node.
assert(bones[i].parent < i);
if (bones[i].parent > i)
{
TRACELOG(LOG_WARNING, "Assumes bones are toplogically sorted, but bone %d has parent %d. Skipping.", i, bones[i].parent);
continue;
}
transforms[i].rotation = QuaternionMultiply(transforms[bones[i].parent].rotation, transforms[i].rotation);
transforms[i].translation = Vector3RotateByQuaternion(transforms[i].translation, transforms[bones[i].parent].rotation);
transforms[i].translation = Vector3Add(transforms[i].translation, transforms[bones[i].parent].translation);
@ -4687,18 +4690,22 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
return image;
}
static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount) {
static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount)
{
*boneCount = skin.joints_count;
BoneInfo *bones = RL_MALLOC(skin.joints_count*sizeof(BoneInfo));
for (unsigned int i = 0; i < skin.joints_count; i++) {
for (unsigned int i = 0; i < skin.joints_count; i++)
{
cgltf_node node = *skin.joints[i];
strncpy(bones[i].name, node.name, sizeof(bones[i].name));
// find parent bone index
unsigned int parentIndex = -1;
for (unsigned int j = 0; j < skin.joints_count; j++) {
if (skin.joints[j] == node.parent) {
for (unsigned int j = 0; j < skin.joints_count; j++)
{
if (skin.joints[j] == node.parent)
{
parentIndex = j;
break;
}
@ -5074,12 +5081,14 @@ static Model LoadGLTF(const char *fileName)
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
//----------------------------------------------------------------------------------------------------
if (data->skins_count == 1) {
if (data->skins_count == 1)
{
cgltf_skin skin = data->skins[0];
model.bones = LoadGLTFBoneInfo(skin, &model.boneCount);
model.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform));
for (unsigned int i = 0; i < model.boneCount; i++) {
for (unsigned int i = 0; i < model.boneCount; i++)
{
cgltf_node node = *skin.joints[i];
model.bindPose[i].translation.x = node.translation[0];
model.bindPose[i].translation.y = node.translation[1];
@ -5096,7 +5105,9 @@ static Model LoadGLTF(const char *fileName)
}
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
} else if (data->skins_count > 1) {
}
else if (data->skins_count > 1)
{
TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count);
}
@ -5121,7 +5132,6 @@ static Model LoadGLTF(const char *fileName)
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
// Load 4 components of unsigned char data type into mesh.boneIds
// TODO: It seems LOAD_ATTRIBUTE() macro does not work as expected in some cases,
// for cgltf_attribute_type_joints we have:
// - data.meshes[0] (256 vertices)
// - 256 values, provided as cgltf_type_vec4 of bytes (4 byte per joint, stride 4)
@ -5170,20 +5180,24 @@ static Model LoadGLTF(const char *fileName)
return model;
}
static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data) {
assert(input->count == output->count);
// Get interpolated pose for bone sampler at a specific time. Returns true on success.
static bool GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data)
{
// input and output should have the same count
float tstart = 0.0f;
float tend = 0.0f;
int keyframe = 0; // defaults to first pose
for (int i = 0; i < input->count - 1; i++) {
for (int i = 0; i < input->count - 1; i++)
{
cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1);
assert(r1);
if (!r1) return false;
cgltf_bool r2 = cgltf_accessor_read_float(input, i+1, &tend, 1);
assert(r2);
if (!r2) return false;
if ((tstart <= time) && (time < tend)) {
if ((tstart <= time) && (time < tend))
{
keyframe = i;
break;
}
@ -5193,8 +5207,10 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo
t = (t < 0.0f)? 0.0f : t;
t = (t > 1.0f)? 1.0f : t;
assert(output->component_type == cgltf_component_type_r_32f);
if (output->type == cgltf_type_vec3) {
if (output->component_type != cgltf_component_type_r_32f) return false;
if (output->type == cgltf_type_vec3)
{
float tmp[3] = { 0.0f };
cgltf_accessor_read_float(output, keyframe, tmp, 3);
Vector3 v1 = {tmp[0], tmp[1], tmp[2]};
@ -5202,7 +5218,9 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo
Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
Vector3 *r = data;
*r = Vector3Lerp(v1, v2, t);
} else if (output->type == cgltf_type_vec4) {
}
else if (output->type == cgltf_type_vec4)
{
float tmp[4] = { 0.0f };
cgltf_accessor_read_float(output, keyframe, tmp, 4);
Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]};
@ -5212,10 +5230,12 @@ static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, flo
// only v4 is for rotations, so we know it's a quat.
*r = QuaternionSlerp(v1, v2, t);
}
return true;
}
#define GLTF_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec)
static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount) {
static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount)
{
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
@ -5225,7 +5245,8 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
cgltf_options options = { 0 };
cgltf_data *data = NULL;
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
if(result != cgltf_result_success) {
if (result != cgltf_result_success)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
*animCount = 0;
return NULL;
@ -5234,12 +5255,15 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load animation buffers", fileName);
if (result == cgltf_result_success) {
if (data->skins_count == 1) {
if (result == cgltf_result_success)
{
if (data->skins_count == 1)
{
cgltf_skin skin = data->skins[0];
*animCount = data->animations_count;
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
for(unsigned int i = 0; i < data->animations_count; i++) {
for (unsigned int i = 0; i < data->animations_count; i++)
{
animations[i].bones = LoadGLTFBoneInfo(skin, &animations[i].boneCount);
cgltf_animation animData = data->animations[i];
@ -5252,36 +5276,52 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels));
float animDuration = 0.0f;
for (unsigned int j = 0; j < animData.channels_count; j++) {
for (unsigned int j = 0; j < animData.channels_count; j++)
{
cgltf_animation_channel channel = animData.channels[j];
int boneIndex = -1;
for (unsigned int k = 0; k < skin.joints_count; k++) {
if (animData.channels[j].target_node == skin.joints[k]) {
for (unsigned int k = 0; k < skin.joints_count; k++)
{
if (animData.channels[j].target_node == skin.joints[k])
{
boneIndex = k;
break;
}
}
if (boneIndex == -1) {
if (boneIndex == -1)
{
// animation channel for a node not in the armature.
continue;
}
if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear) {
if (channel.target_path == cgltf_animation_path_type_translation) {
if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear)
{
if (channel.target_path == cgltf_animation_path_type_translation)
{
boneChannels[boneIndex].translate = &animData.channels[j];
} else if (channel.target_path == cgltf_animation_path_type_rotation) {
}
else if (channel.target_path == cgltf_animation_path_type_rotation)
{
boneChannels[boneIndex].rotate = &animData.channels[j];
} else if (channel.target_path == cgltf_animation_path_type_scale) {
}
else if (channel.target_path == cgltf_animation_path_type_scale)
{
boneChannels[boneIndex].scale = &animData.channels[j];
} else {
}
else
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i);
}
} else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName);
float t = 0.0f;
cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1);
assert(r);
if (!r)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load input time", fileName);
continue;
}
animDuration = (t > animDuration)? t : animDuration;
}
@ -5289,32 +5329,46 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY);
animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *));
for (unsigned int j = 0; j < animations[i].frameCount; j++) {
for (unsigned int j = 0; j < animations[i].frameCount; j++)
{
animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform));
float time = ((float) j*GLTF_ANIMDELAY)/1000.0f;
for (unsigned int k = 0; k < animations[i].boneCount; k++) {
for (unsigned int k = 0; k < animations[i].boneCount; k++)
{
Vector3 translation = {0, 0, 0};
Quaternion rotation = {0, 0, 0, 1};
Vector3 scale = {1, 1, 1};
if (boneChannels[k].translate) {
GetGLTFPoseAtTime(boneChannels[k].translate->sampler->input,
boneChannels[k].translate->sampler->output,
time,
&translation);
if (boneChannels[k].translate)
{
if (!GetGLTFPoseAtTime(boneChannels[k].translate->sampler->input,
boneChannels[k].translate->sampler->output,
time,
&translation))
{
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name);
}
}
if (boneChannels[k].rotate) {
GetGLTFPoseAtTime(boneChannels[k].rotate->sampler->input,
if (boneChannels[k].rotate)
{
if (!GetGLTFPoseAtTime(boneChannels[k].rotate->sampler->input,
boneChannels[k].rotate->sampler->output,
time,
&rotation);
&rotation))
{
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name);
}
}
if (boneChannels[k].scale) {
GetGLTFPoseAtTime(boneChannels[k].scale->sampler->input,
if (boneChannels[k].scale)
{
if (!GetGLTFPoseAtTime(boneChannels[k].scale->sampler->input,
boneChannels[k].scale->sampler->output,
time,
&scale);
&scale))
{
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name);
}
}
animations[i].framePoses[j][k] = (Transform){