Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.
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115
examples/models/models_gltf_animation.c
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115
examples/models/models_gltf_animation.c
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@ -0,0 +1,115 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Load 3d gltf model with animations and play them
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/models/rigged_figure.glb"); // Load the animated model mesh and
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// basic data
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// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
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// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load animation data
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int animsCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/models/rigged_figure.glb", &animsCount);
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int animFrameCounter = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_SPACE))
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{
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animFrameCounter++;
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UpdateModelAnimation(model, anims[0], animFrameCounter);
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if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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for (int i = 0; i < model.boneCount; i++)
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{
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DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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}
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
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DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// UnloadTexture(texture); // Unload texture
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// Unload model animations data
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for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/models/resources/models/rigged_figure.glb
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BIN
examples/models/resources/models/rigged_figure.glb
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Binary file not shown.
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src/models.c
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src/models.c
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@ -114,9 +114,11 @@ static Model LoadOBJ(const char *fileName); // Load OBJ mesh data
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#endif
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#if defined(SUPPORT_FILEFORMAT_IQM)
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static Model LoadIQM(const char *fileName); // Load IQM mesh data
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static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCount); // Load IQM animation data
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
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static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
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#endif
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//----------------------------------------------------------------------------------
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@ -1008,210 +1010,14 @@ void SetModelMeshMaterial(Model *model, int meshId, int materialId)
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// Load model animations from file
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ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount)
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{
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#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
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#define IQM_VERSION 2 // only IQM version 2 supported
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ModelAnimation *animations = NULL;
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unsigned int fileSize = 0;
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unsigned char *fileData = LoadFileData(fileName, &fileSize);
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unsigned char *fileDataPtr = fileData;
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typedef struct IQMHeader {
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char magic[16];
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unsigned int version;
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unsigned int filesize;
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unsigned int flags;
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unsigned int num_text, ofs_text;
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unsigned int num_meshes, ofs_meshes;
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unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
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unsigned int num_triangles, ofs_triangles, ofs_adjacency;
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unsigned int num_joints, ofs_joints;
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unsigned int num_poses, ofs_poses;
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unsigned int num_anims, ofs_anims;
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unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
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unsigned int num_comment, ofs_comment;
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unsigned int num_extensions, ofs_extensions;
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} IQMHeader;
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typedef struct IQMPose {
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int parent;
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unsigned int mask;
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float channeloffset[10];
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float channelscale[10];
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} IQMPose;
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typedef struct IQMAnim {
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unsigned int name;
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unsigned int first_frame, num_frames;
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float framerate;
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unsigned int flags;
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} IQMAnim;
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// In case file can not be read, return an empty model
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if (fileDataPtr == NULL) return NULL;
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// Read IQM header
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IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
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if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
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return NULL;
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}
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if (iqmHeader->version != IQM_VERSION)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
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return NULL;
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}
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// Get bones data
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IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
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//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
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//fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
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memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
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// Get animations data
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*animCount = iqmHeader->num_anims;
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IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
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//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
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//fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
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memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
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ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
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// frameposes
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unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
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//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
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//fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
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memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
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for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
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{
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animations[a].frameCount = anim[a].num_frames;
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animations[a].boneCount = iqmHeader->num_poses;
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animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
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animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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//animations[a].framerate = anim.framerate; // TODO: Use framerate?
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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{
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strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
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animations[a].bones[j].parent = poses[j].parent;
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}
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for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
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int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
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for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
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{
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for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
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{
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animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
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if (poses[i].mask & 0x01)
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{
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animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
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dcounter++;
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}
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animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
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if (poses[i].mask & 0x02)
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{
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animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
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dcounter++;
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}
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animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
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if (poses[i].mask & 0x04)
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{
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animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
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if (poses[i].mask & 0x08)
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{
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animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
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if (poses[i].mask & 0x10)
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{
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animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
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if (poses[i].mask & 0x20)
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{
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animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
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if (poses[i].mask & 0x40)
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{
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animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
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if (poses[i].mask & 0x80)
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{
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animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
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if (poses[i].mask & 0x100)
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{
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animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
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dcounter++;
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}
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animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
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if (poses[i].mask & 0x200)
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{
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animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
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dcounter++;
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}
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animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
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}
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}
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// Build frameposes
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for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
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{
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for (int i = 0; i < animations[a].boneCount; i++)
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{
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if (animations[a].bones[i].parent >= 0)
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{
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animations[a].framePoses[frame][i].rotation = QuaternionMultiply(animations[a].framePoses[frame][animations[a].bones[i].parent].rotation, animations[a].framePoses[frame][i].rotation);
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animations[a].framePoses[frame][i].translation = Vector3RotateByQuaternion(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].rotation);
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animations[a].framePoses[frame][i].translation = Vector3Add(animations[a].framePoses[frame][i].translation, animations[a].framePoses[frame][animations[a].bones[i].parent].translation);
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animations[a].framePoses[frame][i].scale = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
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}
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}
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}
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}
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RL_FREE(fileData);
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RL_FREE(framedata);
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RL_FREE(poses);
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RL_FREE(anim);
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#if defined(SUPPORT_FILEFORMAT_IQM)
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if (IsFileExtension(fileName, ".iqm")) animations = LoadIQMModelAnimations(fileName, animCount);
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#endif
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#if defined(SUPPORT_FILEFORMAT_GLTF)
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if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
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#endif
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return animations;
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}
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@ -3549,6 +3355,218 @@ static Model LoadIQM(const char *fileName)
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return model;
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}
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// Load IQM animation data
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static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCount)
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{
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#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
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#define IQM_VERSION 2 // only IQM version 2 supported
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unsigned int fileSize = 0;
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unsigned char *fileData = LoadFileData(fileName, &fileSize);
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unsigned char *fileDataPtr = fileData;
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typedef struct IQMHeader {
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char magic[16];
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unsigned int version;
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unsigned int filesize;
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unsigned int flags;
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unsigned int num_text, ofs_text;
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unsigned int num_meshes, ofs_meshes;
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unsigned int num_vertexarrays, num_vertexes, ofs_vertexarrays;
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unsigned int num_triangles, ofs_triangles, ofs_adjacency;
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unsigned int num_joints, ofs_joints;
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unsigned int num_poses, ofs_poses;
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unsigned int num_anims, ofs_anims;
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unsigned int num_frames, num_framechannels, ofs_frames, ofs_bounds;
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unsigned int num_comment, ofs_comment;
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unsigned int num_extensions, ofs_extensions;
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} IQMHeader;
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typedef struct IQMPose {
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int parent;
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unsigned int mask;
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float channeloffset[10];
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float channelscale[10];
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} IQMPose;
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typedef struct IQMAnim {
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unsigned int name;
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unsigned int first_frame, num_frames;
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float framerate;
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unsigned int flags;
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} IQMAnim;
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// In case file can not be read, return an empty model
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if (fileDataPtr == NULL) return NULL;
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// Read IQM header
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IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
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if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
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return NULL;
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}
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if (iqmHeader->version != IQM_VERSION)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
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return NULL;
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}
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// Get bones data
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IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
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//fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
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//fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
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memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
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// Get animations data
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*animCount = iqmHeader->num_anims;
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IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
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//fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
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//fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
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memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
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ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
|
||||
|
||||
// frameposes
|
||||
unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
|
||||
//fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
|
||||
//fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
|
||||
memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
|
||||
|
||||
for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
|
||||
{
|
||||
animations[a].frameCount = anim[a].num_frames;
|
||||
animations[a].boneCount = iqmHeader->num_poses;
|
||||
animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
|
||||
animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
|
||||
//animations[a].framerate = anim.framerate; // TODO: Use framerate?
|
||||
|
||||
for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
|
||||
{
|
||||
strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
|
||||
animations[a].bones[j].parent = poses[j].parent;
|
||||
}
|
||||
|
||||
for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
|
||||
|
||||
int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
|
||||
|
||||
for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
|
||||
{
|
||||
for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
|
||||
|
||||
if (poses[i].mask & 0x01)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
|
||||
|
||||
if (poses[i].mask & 0x02)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
|
||||
|
||||
if (poses[i].mask & 0x04)
|
||||
{
|
||||
animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
|
||||
|
||||
if (poses[i].mask & 0x08)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
|
||||
|
||||
if (poses[i].mask & 0x10)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
|
||||
|
||||
if (poses[i].mask & 0x20)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
|
||||
|
||||
if (poses[i].mask & 0x40)
|
||||
{
|
||||
animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
|
||||
|
||||
if (poses[i].mask & 0x80)
|
||||
{
|
||||
animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
|
||||
|
||||
if (poses[i].mask & 0x100)
|
||||
{
|
||||
animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
|
||||
|
||||
if (poses[i].mask & 0x200)
|
||||
{
|
||||
animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
|
||||
dcounter++;
|
||||
}
|
||||
|
||||
animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
|
||||
}
|
||||
}
|
||||
|
||||
// Build frameposes
|
||||
for (unsigned 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 = Vector3Multiply(animations[a].framePoses[frame][i].scale, animations[a].framePoses[frame][animations[a].bones[i].parent].scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RL_FREE(fileData);
|
||||
|
||||
RL_FREE(framedata);
|
||||
RL_FREE(poses);
|
||||
RL_FREE(anim);
|
||||
|
||||
return animations;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_GLTF)
|
||||
|
|
@ -3921,4 +3939,54 @@ static Model LoadGLTF(const char *fileName)
|
|||
|
||||
return model;
|
||||
}
|
||||
|
||||
// LoadGLTF loads in animation data from given filename
|
||||
static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCount)
|
||||
{
|
||||
/***********************************************************************************
|
||||
|
||||
Function implemented by Hristo Stamenov (@object71)
|
||||
|
||||
Features:
|
||||
- Supports .gltf and .glb files
|
||||
|
||||
Some restrictions (not exhaustive):
|
||||
- ...
|
||||
|
||||
*************************************************************************************/
|
||||
|
||||
// glTF file loading
|
||||
unsigned int dataSize = 0;
|
||||
unsigned char *fileData = LoadFileData(fileName, &dataSize);
|
||||
|
||||
ModelAnimation *animations = NULL;
|
||||
|
||||
if (fileData == NULL) return animations;
|
||||
|
||||
// glTF data loading
|
||||
cgltf_options options = { 0 };
|
||||
cgltf_data *data = NULL;
|
||||
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
|
||||
|
||||
if (result == cgltf_result_success)
|
||||
{
|
||||
TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
|
||||
"gltf", data->animations_count);
|
||||
|
||||
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
|
||||
|
||||
for (unsigned int a = 0; a < data->animations_count; a++)
|
||||
{
|
||||
cgltf_animation *animation = data->animations + a;
|
||||
}
|
||||
|
||||
cgltf_free(data);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
|
||||
|
||||
RL_FREE(fileData);
|
||||
|
||||
return animations;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -1350,6 +1350,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
|
|||
|
||||
// Model animations loading/unloading functions
|
||||
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
|
||||
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
|
||||
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
|
||||
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
|
||||
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user