remove joints

This commit is contained in:
Tyler Bezera 2020-05-16 03:58:09 -07:00
parent cd0ce10888
commit 7b41b818d1
3 changed files with 0 additions and 96 deletions

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@ -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
}

18
.vscode/settings.json vendored
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@ -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
}

View File

@ -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();