remove joints
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cd0ce10888
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7b41b818d1
23
.vscode/c_cpp_properties.json
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23
.vscode/c_cpp_properties.json
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@ -1,23 +0,0 @@
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{
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"configurations": [
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{
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"name": "Win32",
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"includePath": [
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"${workspaceFolder}/**"
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],
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"defines": [
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"_DEBUG",
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"UNICODE",
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"_UNICODE"
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],
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"windowsSdkVersion": "10.0.17763.0",
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"compilerPath": "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/cl.exe",
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"cStandard": "c11",
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"cppStandard": "c++17",
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"intelliSenseMode": "msvc-x64",
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"compileCommands": "${workspaceFolder}/build/compile_commands.json",
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"configurationProvider": "vector-of-bool.cmake-tools"
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}
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],
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"version": 4
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}
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18
.vscode/settings.json
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.vscode/settings.json
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@ -1,18 +0,0 @@
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{
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<<<<<<< HEAD
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"cmake.configureOnOpen": false,
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"files.associations": {
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"chrono": "c",
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"memory": "c",
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"ratio": "c",
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"tuple": "c",
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"type_traits": "c",
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"utility": "c",
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"xmemory0": "c",
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"xtr1common": "c",
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"xutility": "c"
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}
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=======
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"cmake.configureOnOpen": true
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>>>>>>> 7b20e00596cfce39af3b9cb3503fe549575b25d8
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}
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55
src/models.c
55
src/models.c
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@ -3618,36 +3618,10 @@ static Model LoadGLTF(const char *fileName)
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TextCopy(model.bones[i].name, data->skins[0].joints[i]->name);
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}
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}
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// Set the tranlation for this joint
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if (data->skins[0].joints[i]->has_translation) {
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model.bindPose[i].translation.x = data->skins[0].joints[i]->translation[0];
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model.bindPose[i].translation.y = data->skins[0].joints[i]->translation[1];
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model.bindPose[i].translation.z = data->skins[0].joints[i]->translation[2];
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printf("\nJoint %i Translation(X: %f, Y: %f, Z: %f) ", i, model.bindPose[i].translation.x, model.bindPose[i].translation.y, model.bindPose[i].translation.z);
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}
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// Set the rotation for this joint
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if (data->skins[0].joints[i]->has_rotation) {
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model.bindPose[i].rotation.x = data->skins[0].joints[i]->rotation[0];
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model.bindPose[i].rotation.y = data->skins[0].joints[i]->rotation[1];
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model.bindPose[i].rotation.z = data->skins[0].joints[i]->rotation[2];
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model.bindPose[i].rotation.w = data->skins[0].joints[i]->rotation[3];
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printf("Rotation(X: %f, Y: %f, Z: %f, W: %f) ", model.bindPose[i].rotation.x, model.bindPose[i].rotation.y, model.bindPose[i].rotation.z, model.bindPose[i].rotation.w);
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}
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// Set the scale for this joint
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if (data->skins[0].joints[i]->has_scale) {
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model.bindPose[i].scale.x = data->skins[0].joints[i]->scale[0];
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model.bindPose[i].scale.y = data->skins[0].joints[i]->scale[1];
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model.bindPose[i].scale.z = data->skins[0].joints[i]->scale[2];
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printf("Scale(X: %f, Y: %f, Z: %f)", model.bindPose[i].scale.x, model.bindPose[i].scale.y, model.bindPose[i].scale.z);
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}
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}
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for (int i = 0; i < model.boneCount; i++) {
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// Mark parents in array
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printf("BONE %d: %d\n", i, data->skins[0].joints[i]->children_count);
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if (data->skins[0].joints[i]->children_count > 0) {
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int numOfChildrenJoints = data->skins[0].joints[i]->children_count;
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for (int j = i; j < numOfChildrenJoints; j++) {
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@ -3656,35 +3630,6 @@ static Model LoadGLTF(const char *fileName)
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}
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}
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//INVERSE MATRIX, for transposing joint into skin space
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/*
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float* inverseMatrix = (float*)RL_CALLOC((16 * data->skins[0].joints_count), sizeof(float));
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LOAD_ACCESSOR(float, 16, data->skins[0].inverse_bind_matrices, inverseMatrix)
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int matrixIndex = 0;
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for (int i = 0; i < (16 * data->skins[0].joints_count) - 1; i+= 15) {
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printf("\n\nMATRIX %d\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n", matrixIndex,
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inverseMatrix[i], inverseMatrix[i+1], inverseMatrix[i+2], inverseMatrix[i+3],
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inverseMatrix[i+4], inverseMatrix[i+5], inverseMatrix[i+6], inverseMatrix[i+7],
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inverseMatrix[i+8], inverseMatrix[i+9], inverseMatrix[i+10], inverseMatrix[i+11],
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inverseMatrix[i+12], inverseMatrix[i+13], inverseMatrix[i+14], inverseMatrix[i+15]);
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matrixIndex++;
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}
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*/
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//Build bind pose from parent joints... Same IQM Loader
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for (int i = 0; i < model.boneCount; i++)
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{
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if (model.bones[i].parent >= 0)
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{
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model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
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model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
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model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
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model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
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}
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}
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TRACELOG(LOG_INFO, "\n[%s][%d] Joints loaded", fileName, data->skins[0].joints_count);
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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model.materials[i] = LoadMaterialDefault();
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