add GLTF animation support

This commit is contained in:
nc 2022-12-30 15:06:33 -05:00
parent dbdbbea471
commit d4d0678f8c

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@ -146,7 +146,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
//static ModelAnimation *LoadModelAnimationGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data
static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)
static Model LoadVOX(const char *filename); // Load VOX mesh data
@ -1955,7 +1955,7 @@ ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCoun
if (IsFileExtension(fileName, ".m3d")) animations = LoadModelAnimationsM3D(fileName, animCount);
#endif
#if defined(SUPPORT_FILEFORMAT_GLTF)
//if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationGLTF(fileName, animCount);
if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationsGLTF(fileName, animCount);
#endif
return animations;
@ -3829,6 +3829,19 @@ RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Ve
return collision;
}
static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms) {
for (int i = 0; i < boneCount; i++)
{
if (bones[i].parent >= 0)
{
transforms[i].rotation = QuaternionMultiply(transforms[bones[i].parent].rotation, transforms[i].rotation);
transforms[i].translation = Vector3RotateByQuaternion(transforms[i].translation, transforms[bones[i].parent].rotation);
transforms[i].translation = Vector3Add(transforms[i].translation, transforms[bones[i].parent].translation);
transforms[i].scale = Vector3Multiply(transforms[i].scale, transforms[bones[i].parent].scale);
}
}
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@ -4370,17 +4383,7 @@ static Model LoadIQM(const char *fileName)
model.bindPose[i].scale.z = ijoint[i].scale[2];
}
// Build bind pose from parent joints
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);
}
}
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
RL_FREE(fileData);
@ -4681,6 +4684,28 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
return image;
}
static BoneInfo *LoadGLTFBoneInfo(cgltf_skin skin, int *boneCount) {
*boneCount = skin.joints_count;
BoneInfo *bones = RL_MALLOC(skin.joints_count * sizeof(BoneInfo));
for(unsigned int i = 0; i < skin.joints_count; i++) {
cgltf_node node = *skin.joints[i];
strncpy(bones[i].name, node.name, sizeof(bones[i].name));
// find parent bone index
unsigned int parentIndex = -1;
for(unsigned int j = 0; j < skin.joints_count; j++) {
if(skin.joints[j] == node.parent) {
parentIndex = j;
break;
}
}
bones[i].parent = parentIndex;
}
return bones;
}
// Load glTF file into model struct, .gltf and .glb supported
static Model LoadGLTF(const char *fileName)
{
@ -5039,11 +5064,39 @@ static Model LoadGLTF(const char *fileName)
}
}
/*
// TODO: Load glTF meshes animation data
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
//----------------------------------------------------------------------------------------------------
if(data->skins_count > 0) {
if(data->skins_count != 1) {
TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count);
} else {
cgltf_skin skin = data->skins[0];
model.bones = LoadGLTFBoneInfo(skin, &model.boneCount);
model.bindPose = RL_MALLOC(model.boneCount * sizeof(Transform));
for(unsigned int i = 0; i < model.boneCount; i++) {
cgltf_node node = *skin.joints[i];
model.bindPose[i].translation.x = node.translation[0];
model.bindPose[i].translation.y = node.translation[1];
model.bindPose[i].translation.z = node.translation[2];
model.bindPose[i].rotation.x = node.rotation[0];
model.bindPose[i].rotation.y = node.rotation[1];
model.bindPose[i].rotation.z = node.rotation[2];
model.bindPose[i].rotation.w = node.rotation[3];
model.bindPose[i].scale.x = node.scale[0];
model.bindPose[i].scale.y = node.scale[1];
model.bindPose[i].scale.z = node.scale[2];
}
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
}
}
for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
{
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
@ -5092,10 +5145,17 @@ static Model LoadGLTF(const char *fileName)
}
}
// Animated vertex data
model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*sizeof(float)*3);
model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*sizeof(float)*3);
meshIndex++; // Move to next mesh
}
}
*/
// Free all cgltf loaded data
cgltf_free(data);
}
@ -5106,6 +5166,164 @@ static Model LoadGLTF(const char *fileName)
return model;
}
static void GetGLTFPoseAtTime(cgltf_accessor* input, cgltf_accessor *output, float time, void *data) {
assert(input->count == output->count);
float tstart = 0;
float tend = 0;
int keyframe = 0; // defaults to first pose
for(int i = 0; i < input->count - 1; i++) {
cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1);
assert(r1);
cgltf_bool r2 = cgltf_accessor_read_float(input, i+1, &tend, 1);
assert(r2);
if(tstart <= time && time < tend) {
keyframe = i;
break;
}
}
float t = (time - tstart) / (tend - tstart);
t = t < 0 ? 0 : t;
t = t > 1 ? 1 : t;
assert(output->component_type == cgltf_component_type_r_32f);
if(output->type == cgltf_type_vec3) {
float tmp[3];
cgltf_accessor_read_float(output, keyframe, tmp, 3);
Vector3 v1 = {tmp[0], tmp[1], tmp[2]};
cgltf_accessor_read_float(output, keyframe+1, tmp, 3);
Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
Vector3 *r = data;
*r = Vector3Lerp(v1, v2, t);
} else if (output->type == cgltf_type_vec4) {
float tmp[4];
cgltf_accessor_read_float(output, keyframe, tmp, 4);
Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]};
cgltf_accessor_read_float(output, keyframe+1, tmp, 4);
Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
Vector4 *r = data;
// only v4 is for rotations, so we know it's a quat.
*r = QuaternionSlerp(v1, v2, t);
}
}
#define GLTF_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec)
static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount) {
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
ModelAnimation *animations = NULL;
// glTF data loading
cgltf_options options = { 0 };
cgltf_data *data = NULL;
cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load animation buffers", fileName);
if(result == cgltf_result_success) {
if(data->skins_count == 1) {
cgltf_skin skin = data->skins[0];
*animCount = data->animations_count;
animations = RL_MALLOC(data->animations_count * sizeof(ModelAnimation));
for(unsigned int i = 0; i < data->animations_count; i++) {
animations[i].bones = LoadGLTFBoneInfo(skin, &animations[i].boneCount);
cgltf_animation animData = data->animations[i];
struct Channels {
cgltf_animation_channel *translate;
cgltf_animation_channel *rotate;
cgltf_animation_channel *scale;
};
struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels));
float animDuration = 0;
for(unsigned int j = 0; j < animData.channels_count; j++) {
cgltf_animation_channel channel = animData.channels[j];
int boneIndex = -1;
for(unsigned int k = 0; k < skin.joints_count; k++) {
if(animData.channels[j].target_node == skin.joints[k]) {
boneIndex = k;
break;
}
}
if(boneIndex == -1) {
// animation channel for a node not in the armature.
continue;
}
if(animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear) {
if(channel.target_path == cgltf_animation_path_type_translation) {
boneChannels[boneIndex].translate = &animData.channels[j];
} else if(channel.target_path == cgltf_animation_path_type_rotation) {
boneChannels[boneIndex].rotate = &animData.channels[j];
} else if(channel.target_path == cgltf_animation_path_type_scale) {
boneChannels[boneIndex].scale = &animData.channels[j];
}
} else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName);
float t;
cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1);
assert(r);
animDuration = t > animDuration ? t : animDuration;
}
animations[i].frameCount = (int)(animDuration * 1000 / GLTF_ANIMDELAY);
animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *));
for(unsigned int j = 0; j < animations[i].frameCount; j++) {
animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform));
float time = ((float) j * GLTF_ANIMDELAY) / 1000;
for(unsigned int k = 0; k < animations[i].boneCount; k++) {
Vector3 translation = {0, 0, 0};
Quaternion rotation = {0, 0, 0, 1};
Vector3 scale = {1, 1, 1};
if(boneChannels[k].translate) {
GetGLTFPoseAtTime(boneChannels[k].translate->sampler->input,
boneChannels[k].translate->sampler->output,
time,
&translation);
}
if(boneChannels[k].rotate) {
GetGLTFPoseAtTime(boneChannels[k].rotate->sampler->input,
boneChannels[k].rotate->sampler->output,
time,
&rotation);
}
if(boneChannels[k].scale) {
GetGLTFPoseAtTime(boneChannels[k].scale->sampler->input,
boneChannels[k].scale->sampler->output,
time,
&scale);
}
animations[i].framePoses[j][k] = (Transform){
.translation = translation,
.rotation = rotation,
.scale = scale};
}
BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]);
}
TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration);
RL_FREE(boneChannels);
}
} else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
cgltf_free(data);
}
return animations;
}
#endif
#if defined(SUPPORT_FILEFORMAT_VOX)