diff --git a/.vscode/c_cpp_properties.json b/.vscode/c_cpp_properties.json deleted file mode 100644 index ca72e2464..000000000 --- a/.vscode/c_cpp_properties.json +++ /dev/null @@ -1,23 +0,0 @@ -{ - "configurations": [ - { - "name": "Win32", - "includePath": [ - "${workspaceFolder}/**" - ], - "defines": [ - "_DEBUG", - "UNICODE", - "_UNICODE" - ], - "windowsSdkVersion": "10.0.17763.0", - "compilerPath": "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/cl.exe", - "cStandard": "c11", - "cppStandard": "c++17", - "intelliSenseMode": "msvc-x64", - "compileCommands": "${workspaceFolder}/build/compile_commands.json", - "configurationProvider": "vector-of-bool.cmake-tools" - } - ], - "version": 4 -} \ No newline at end of file diff --git a/.vscode/settings.json b/.vscode/settings.json deleted file mode 100644 index af9ad9fe5..000000000 --- a/.vscode/settings.json +++ /dev/null @@ -1,18 +0,0 @@ -{ -<<<<<<< HEAD - "cmake.configureOnOpen": false, - "files.associations": { - "chrono": "c", - "memory": "c", - "ratio": "c", - "tuple": "c", - "type_traits": "c", - "utility": "c", - "xmemory0": "c", - "xtr1common": "c", - "xutility": "c" - } -======= - "cmake.configureOnOpen": true ->>>>>>> 7b20e00596cfce39af3b9cb3503fe549575b25d8 -} \ No newline at end of file diff --git a/src/models.c b/src/models.c index a3e8310b5..5099aec62 100644 --- a/src/models.c +++ b/src/models.c @@ -3618,36 +3618,10 @@ static Model LoadGLTF(const char *fileName) TextCopy(model.bones[i].name, data->skins[0].joints[i]->name); } } - - // Set the tranlation for this joint - if (data->skins[0].joints[i]->has_translation) { - model.bindPose[i].translation.x = data->skins[0].joints[i]->translation[0]; - model.bindPose[i].translation.y = data->skins[0].joints[i]->translation[1]; - model.bindPose[i].translation.z = data->skins[0].joints[i]->translation[2]; - 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); - } - - // Set the rotation for this joint - if (data->skins[0].joints[i]->has_rotation) { - model.bindPose[i].rotation.x = data->skins[0].joints[i]->rotation[0]; - model.bindPose[i].rotation.y = data->skins[0].joints[i]->rotation[1]; - model.bindPose[i].rotation.z = data->skins[0].joints[i]->rotation[2]; - model.bindPose[i].rotation.w = data->skins[0].joints[i]->rotation[3]; - 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); - } - - // Set the scale for this joint - if (data->skins[0].joints[i]->has_scale) { - model.bindPose[i].scale.x = data->skins[0].joints[i]->scale[0]; - model.bindPose[i].scale.y = data->skins[0].joints[i]->scale[1]; - model.bindPose[i].scale.z = data->skins[0].joints[i]->scale[2]; - printf("Scale(X: %f, Y: %f, Z: %f)", model.bindPose[i].scale.x, model.bindPose[i].scale.y, model.bindPose[i].scale.z); - } } for (int i = 0; i < model.boneCount; i++) { // Mark parents in array - printf("BONE %d: %d\n", i, data->skins[0].joints[i]->children_count); if (data->skins[0].joints[i]->children_count > 0) { int numOfChildrenJoints = data->skins[0].joints[i]->children_count; for (int j = i; j < numOfChildrenJoints; j++) { @@ -3656,35 +3630,6 @@ static Model LoadGLTF(const char *fileName) } } - //INVERSE MATRIX, for transposing joint into skin space - /* - float* inverseMatrix = (float*)RL_CALLOC((16 * data->skins[0].joints_count), sizeof(float)); - LOAD_ACCESSOR(float, 16, data->skins[0].inverse_bind_matrices, inverseMatrix) - int matrixIndex = 0; - - for (int i = 0; i < (16 * data->skins[0].joints_count) - 1; i+= 15) { - 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, - inverseMatrix[i], inverseMatrix[i+1], inverseMatrix[i+2], inverseMatrix[i+3], - inverseMatrix[i+4], inverseMatrix[i+5], inverseMatrix[i+6], inverseMatrix[i+7], - inverseMatrix[i+8], inverseMatrix[i+9], inverseMatrix[i+10], inverseMatrix[i+11], - inverseMatrix[i+12], inverseMatrix[i+13], inverseMatrix[i+14], inverseMatrix[i+15]); - matrixIndex++; - } - */ - - //Build bind pose from parent joints... Same IQM Loader - for (int i = 0; i < model.boneCount; i++) - { - if (model.bones[i].parent >= 0) - { - model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); - model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); - model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); - model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); - } - } - - TRACELOG(LOG_INFO, "\n[%s][%d] Joints loaded", fileName, data->skins[0].joints_count); for (int i = 0; i < model.materialCount - 1; i++) { model.materials[i] = LoadMaterialDefault();