[rmodels] Added implementation of UpdateModelAnimationBonesWithBlending() function
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
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@ -1605,6 +1605,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
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RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
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RLAPI void UpdateModelAnimationBonesWithBlending(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float blendFactor); // Update model animation mesh bone matrices with blending between two poses(GPU skinning)
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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@ -2308,6 +2308,65 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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}
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}
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// Update model animated bones transform matrices by blendin between two different given frames of different ModelAnimation(could be same too)
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// NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
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// to be uploaded to shader at drawing, in case GPU skinning is enabled
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void UpdateModelAnimationBonesWithBlending(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float blendFactor)
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{
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if ((animA.frameCount > 0) && (animA.bones != NULL) && (animA.framePoses != NULL) &&
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(animB.frameCount > 0) && (animB.bones != NULL) && (animB.framePoses != NULL) &&
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(blendFactor >= 0.0f) && (blendFactor <= 1.0))
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{
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frameA = frameA % animA.frameCount;
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frameB = frameB % animB.frameCount;
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for (int i = 0; i < model.meshCount; i++)
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{
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if (model.meshes[i].boneMatrices)
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{
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assert(model.meshes[i].boneCount == animA.boneCount);
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assert(model.meshes[i].boneCount == animB.boneCount);
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for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
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{
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Vector3 inTranslation = model.bindPose[boneId].translation;
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Quaternion inRotation = model.bindPose[boneId].rotation;
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Vector3 inScale = model.bindPose[boneId].scale;
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Vector3 outATranslation = animA.framePoses[frameA][boneId].translation;
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Quaternion outARotation = animA.framePoses[frameA][boneId].rotation;
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Vector3 outAScale = animA.framePoses[frameA][boneId].scale;
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Vector3 outBTranslation = animB.framePoses[frameB][boneId].translation;
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Quaternion outBRotation = animB.framePoses[frameB][boneId].rotation;
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Vector3 outBScale = animB.framePoses[frameB][boneId].scale;
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Vector3 outTranslation = Vector3Lerp(outATranslation, outBTranslation, blendFactor);
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Quaternion outRotation = QuaternionSlerp(outARotation, outBRotation, blendFactor);
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Vector3 outScale = Vector3Lerp(outAScale, outBScale, blendFactor);
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Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
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Quaternion invRotation = QuaternionInvert(inRotation);
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Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
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Vector3 boneTranslation = Vector3Add(
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Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
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outRotation), outTranslation);
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Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
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Vector3 boneScale = Vector3Multiply(outScale, invScale);
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Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
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QuaternionToMatrix(boneRotation),
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MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
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MatrixScale(boneScale.x, boneScale.y, boneScale.z));
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model.meshes[i].boneMatrices[boneId] = boneMatrix;
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}
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}
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}
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}
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}
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// at least 2x speed up vs the old method
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// Update model animated vertex data (positions and normals) for a given frame
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// NOTE: Updated data is uploaded to GPU
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