This commit is contained in:
Tyler Bezera 2020-05-16 01:24:19 -07:00
parent d8de965c16
commit caf841454c
6 changed files with 77 additions and 20 deletions

23
.vscode/c_cpp_properties.json vendored Normal file
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@ -0,0 +1,23 @@
{
"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
}

14
.vscode/settings.json vendored Normal file
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@ -0,0 +1,14 @@
{
"cmake.configureOnOpen": false,
"files.associations": {
"chrono": "c",
"memory": "c",
"ratio": "c",
"tuple": "c",
"type_traits": "c",
"utility": "c",
"xmemory0": "c",
"xtr1common": "c",
"xutility": "c"
}
}

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@ -20,8 +20,9 @@
#include <stdlib.h>
#include <stdio.h>
#include "raylib.h"
#include "raymath.h"
#define DEBUG_DRAW 0
#define DEBUG_DRAW 1
int main(void)
{
@ -40,17 +41,17 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model2 = LoadModel("resources/models/RiggedFigure.glb");
Model model2 = LoadModel("resources/models/MonsterScaled.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/RiggedFigure.glb", &animsCount);
ModelAnimation *anims = LoadModelAnimations("resources/models/MonsterScaled.glb", &animsCount);
int animFrameCounter = 0;
bool isValid = IsModelAnimationValid(model2, anims[2]);
if (!isValid) {
printf("\n\n\n\nModel Bone Count: %i, Animation Bone Count: %i, Animation Count: %i\n\n\n\n", model2.boneCount, anims[2].boneCount, animsCount);
}
//bool isValid = IsModelAnimationValid(model2, anims[0]);
// if (!isValid) {
// printf("\n\n\n\nModel Bone Count: %i, Animation Bone Count: %i, Animation Count: %i\n\n\n\n", model2.boneCount, anims[2].boneCount, animsCount);
// }
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -80,7 +81,7 @@ int main(void)
BeginMode3D(camera);
DrawModelEx(model2, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
DrawModelEx(model2, position, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
//Draw debug
if(DEBUG_DRAW)
@ -88,7 +89,7 @@ int main(void)
for (int i = 0; i < model2.boneCount; i++)
{
//DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
//DrawCube(model2.bindPose[i].translation, 0.2f, 0.2f, 0.2f, RED);
DrawCube(Vector3Negate(model2.bindPose[i].translation), 0.05f, 0.05f, 0.05f, RED);
}
}
@ -103,7 +104,7 @@ int main(void)
//----------------------------------------------------------------------------------
}
// Unload model animations data
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);

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@ -219,7 +219,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
endif
# Define default C compiler and archiver to pack library
CC ?= gcc
CC = gcc
AR = ar
ifeq ($(PLATFORM),PLATFORM_DESKTOP)

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@ -3716,14 +3716,6 @@ static Model LoadGLTF(const char *fileName)
}
}
// 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];
@ -3750,7 +3742,34 @@ static Model LoadGLTF(const char *fileName)
}
}
// Build bind pose from parent joints... Same IQM Loader
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++) {
model.bones[j].parent = i;
}
}
}
//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)