Fix loading multiple animations from .iqm file

This commit is contained in:
culacant 2019-08-06 11:11:27 +02:00
parent 94abe0db88
commit 75efec5827

View File

@ -867,9 +867,6 @@ void SetModelMeshMaterial(Model *model, int meshId, int materialId)
// Load model animations from file // Load model animations from file
ModelAnimation *LoadModelAnimations(const char *filename, int *animCount) 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_MAGIC "INTERQUAKEMODEL" // IQM file magic number
#define IQM_VERSION 2 // only IQM version 2 supported #define IQM_VERSION 2 // only IQM version 2 supported
@ -904,8 +901,6 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
unsigned int flags; unsigned int flags;
} IQMAnim; } IQMAnim;
ModelAnimation animation = { 0 };
FILE *iqmFile; FILE *iqmFile;
IQMHeader iqm; IQMHeader iqm;
@ -931,153 +926,156 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
fclose(iqmFile); 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 // bones
IQMPose *poses; IQMPose *poses;
poses = RL_MALLOC(sizeof(IQMPose)*iqm.num_poses); poses = RL_MALLOC(sizeof(IQMPose)*iqm.num_poses);
fseek(iqmFile, iqm.ofs_poses, SEEK_SET); fseek(iqmFile, iqm.ofs_poses, SEEK_SET);
fread(poses, sizeof(IQMPose)*iqm.num_poses, 1, iqmFile); 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 // animations
IQMAnim anim = {0}; *animCount = iqm.num_anims;
IQMAnim *anim = RL_MALLOC(iqm.num_anims*sizeof(IQMAnim));
fseek(iqmFile, iqm.ofs_anims, SEEK_SET); 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 // frameposes
unsigned short *framedata = RL_MALLOC(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels); unsigned short *framedata = RL_MALLOC(sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels);
fseek(iqmFile, iqm.ofs_frames, SEEK_SET); fseek(iqmFile, iqm.ofs_frames, SEEK_SET);
fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile); fread(framedata, sizeof(unsigned short)*iqm.num_frames*iqm.num_framechannels, 1, iqmFile);
animation.framePoses = RL_MALLOC(sizeof(Transform*)*anim.num_frames); for(int a=0;a<iqm.num_anims;a++)
for (int j = 0; j < anim.num_frames; j++) animation.framePoses[j] = RL_MALLOC(sizeof(Transform)*iqm.num_poses); {
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 j = 0; j < iqm.num_poses; j++)
{ {
for (int i = 0; i < iqm.num_poses; i++) strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
{ animations[a].bones[j].parent = poses[j].parent;
animation.framePoses[frame][i].translation.x = poses[i].channeloffset[0]; }
if (poses[i].mask & 0x01) 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.x += framedata[dcounter]*poses[i].channelscale[0];
dcounter++;
}
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++)
{ {
animation.framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1]; for (int i = 0; i < iqm.num_poses; i++)
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) animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
{
animation.framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
dcounter++;
}
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) animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
{
animation.framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
dcounter++;
}
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) animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
{
animation.framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
dcounter++;
}
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) animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
{
animation.framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
dcounter++;
}
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) animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
{
animation.framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
dcounter++;
}
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) animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
{
animation.framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
dcounter++;
}
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) animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
{
animation.framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
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) animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
{
animation.framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
dcounter++;
}
animation.framePoses[frame][i].rotation = QuaternionNormalize(animation.framePoses[frame][i].rotation); if (poses[i].mask & 0x100)
} {
} animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
dcounter++;
}
// Build frameposes animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
for (int frame = 0; frame < anim.num_frames; frame++)
{ if (poses[i].mask & 0x200)
for (int i = 0; i < animation.boneCount; i++) {
{ animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
if (animation.bones[i].parent >= 0) dcounter++;
{ }
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); animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].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); }
}
} // Build frameposes
} for (int frame = 0; frame < anim[a].num_frames; frame++)
{
for (int i = 0; i < animations[a].boneCount; i++)
{
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(framedata);
RL_FREE(poses); RL_FREE(poses);
RL_FREE(anim);
fclose(iqmFile); fclose(iqmFile);
animations[0] = animation;
*animCount = count;
return animations; return animations;
} }