diff --git a/examples/models/models_animation_gltf.c b/examples/models/models_animation_gltf.c new file mode 100644 index 000000000..a599c5f85 --- /dev/null +++ b/examples/models/models_animation_gltf.c @@ -0,0 +1,104 @@ +/******************************************************************************************* +* +* raylib [models] example - Load 3d model with animations and play them +* +* This example has been created using raylib 2.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5) +* +******************************************************************************************** +* +* To export a model from blender, make sure it is not posed, the vertices need to be in the +* same position as they would be in edit mode. +* and that the scale of your models is set to 0. Scaling can be done from the export menu. +* +********************************************************************************************/ + +#include +#include "raylib.h" + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.type = CAMERA_PERSPECTIVE; // Camera mode type + + Model model2 = LoadModel("resources/models/RiggedFigure.glb"); + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + // Load animation data + int animsCount = 0; + ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount); + int animFrameCounter = 0; + + SetCameraMode(camera, CAMERA_FREE); // Set free camera mode + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); + + // Play animation when spacebar is held down + if (IsKeyDown(KEY_SPACE)) + { + animFrameCounter++; + //UpdateModelAnimation(model, anims[0], animFrameCounter); + if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + DrawModelEx(model2, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE); + + for (int i = 0; i < model2.boneCount; i++) + { + //DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED); + } + + DrawGrid(10, 1.0f); // Draw a grid + + EndMode3D(); + + DrawText("PRESS SPACE to PLAY GLTF MODEL ANIMATION", 10, 10, 20, MAROON); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // Unload model animations data + for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); + RL_FREE(anims); + + UnloadModel(model2); // Unload model + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/models/resources/models/RiggedFigure.glb b/examples/models/resources/models/RiggedFigure.glb new file mode 100644 index 000000000..d1b4f4d4f Binary files /dev/null and b/examples/models/resources/models/RiggedFigure.glb differ diff --git a/src/models.c b/src/models.c index 6d95441fe..24e1b0547 100644 --- a/src/models.c +++ b/src/models.c @@ -3462,12 +3462,14 @@ static Model LoadGLTF(const char *fileName) - Supports embedded (base64) or external textures - Loads all raylib supported material textures, values and colors - Supports multiple mesh per model and multiple primitives per model + - Loading joints for a single skin Some restrictions (not exhaustive): - Triangle-only meshes - Not supported node hierarchies or transforms - Only supports unsigned short indices (no byte/unsigned int) - Only supports float for texture coordinates (no byte/unsigned short) + - Multiple skins (armatures) *************************************************************************************/ @@ -3529,6 +3531,63 @@ static Model LoadGLTF(const char *fileName) for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int)); + // Currenly only support one skin + model.boneCount = data->skins[0].joints_count; + model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo)); + model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform)); + for (int i = 0; i < model.boneCount; i++) + { + if (data->skins[0].joints[i]->name) { + // Raylib only supports names up to 34 characters.. + if (strlen(data->skins[0].joints[i]->name) <= 34) { + strcpy(model.bones[i].name, data->skins[0].joints[i]->name); + } + } + + // Mark parents in array + 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++) { + model.bones[j].parent = i; + } + } + + // 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]; + } + + // 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]; + } + + // 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]; + } + } + + // 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, "[%s][%d] Joints loaded", fileName, data->skins[0].joints_count); for (int i = 0; i < model.materialCount - 1; i++) { model.materials[i] = LoadMaterialDefault(); @@ -3613,6 +3672,8 @@ static Model LoadGLTF(const char *fileName) cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; model.meshes[primitiveIndex].vertexCount = acc->count; model.meshes[primitiveIndex].vertices = RL_MALLOC(sizeof(float)*model.meshes[primitiveIndex].vertexCount*3); + model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); + model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices) }