Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF

This commit is contained in:
Hristo Stamenov 2021-01-27 01:17:57 +02:00
parent 822d2cf865
commit e043d04d33

View File

@ -854,7 +854,7 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount)
// Upload mesh vertex data to GPU
void UploadMesh(Mesh *mesh)
{
rlLoadMesh(&mesh, false); // Static mesh by default
rlLoadMesh(mesh, false); // Static mesh by default
}
// Unload mesh from memory (RAM and/or VRAM)
@ -3885,7 +3885,6 @@ static Model LoadGLTF(const char *fileName)
model.meshes[primitiveIndex].animVertices = RL_MALLOC(model.meshes[primitiveIndex].vertexCount*3*sizeof(float));
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, model.meshes[primitiveIndex].vertexCount*3*sizeof(float));
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
{
@ -3894,7 +3893,6 @@ static Model LoadGLTF(const char *fileName)
model.meshes[primitiveIndex].animNormals = RL_MALLOC(acc->count*3*sizeof(float));
LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].normals)
memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, acc->count*3*sizeof(float));
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
{
@ -3995,7 +3993,6 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
- ...
*************************************************************************************/
// glTF file loading
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(fileName, &dataSize);
@ -4022,7 +4019,7 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
ModelAnimation *output = animations + a;
output->frameCount = animation->channels_count;
output->frameCount = animation->channels->sampler->input->count;
output->boneCount = data->nodes_count;
output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
@ -4030,52 +4027,73 @@ static ModelAnimation* LoadGLTFModelAnimations(const char *fileName, int *animCo
for (unsigned int j = 0; j < data->nodes_count; j++)
{
strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
output->bones[j].parent = j != 0 ? data->nodes[j].parent - data->nodes : 0;
output->bones[j].parent = j != 0 ? (int)(data->nodes[j].parent - data->nodes) : 0;
}
for (unsigned int j = 0; j < output->frameCount; j++)
output->framePoses[j] = RL_MALLOC(output->frameCount*sizeof(Transform));
output->framePoses[j] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
for (unsigned int frame = 0; frame < output->frameCount; frame++)
{
cgltf_animation_channel* channel = animation->channels + frame;
cgltf_animation_sampler* sampler = channel->sampler;
for (unsigned int i = 0; i < data->nodes_count; i++)
{
cgltf_node* node = channel->target_node + i;
if (node->has_translation)
{
memcpy(&output->framePoses[frame][i].translation, node->translation, sizeof(float) * 3);
}
else
{
output->framePoses[frame][i].translation = Vector3Zero();
}
if (node->has_rotation)
{
memcpy(&output->framePoses[frame][i].rotation, node->rotation, sizeof(float)*4);
}
else
{
output->framePoses[frame][i].rotation = QuaternionIdentity();
}
if (node->has_scale)
{
memcpy(&output->framePoses[frame][i].scale, node->scale, sizeof(float)*3);
}
else
{
output->framePoses[frame][i].scale = Vector3One();
}
output->framePoses[frame][i].translation = Vector3Zero();
output->framePoses[frame][i].rotation = QuaternionIdentity();
output->framePoses[frame][i].rotation = QuaternionNormalize(output->framePoses[frame][i].rotation);
output->framePoses[frame][i].scale = Vector3One();
}
}
for(int channelId = 0; channelId < animation->channels_count; channelId++)
{
cgltf_animation_channel* channel = animation->channels + channelId;
cgltf_animation_sampler* sampler = channel->sampler;
int boneId = channel->target_node - data->nodes;
for(int frame = 0; frame < output->frameCount; frame++)
{
if(channel->target_path == cgltf_animation_path_type_translation) {
Vector3 translation;
if(cgltf_accessor_read_float(sampler->output, frame, (float*)&translation, 3))
{
output->framePoses[frame][boneId].translation = translation;
}
else if (output->frameCount == 2)
{
memcpy(&translation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
output->framePoses[frame][boneId].translation = translation;
}
}
if(channel->target_path == cgltf_animation_path_type_rotation) {
Quaternion rotation;
if(cgltf_accessor_read_float(sampler->output, frame, (float*)&rotation, 4))
{
output->framePoses[frame][boneId].rotation = rotation;
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
}
else if (output->frameCount == 2)
{
memcpy(&rotation, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 4 * sizeof(float));
output->framePoses[frame][boneId].rotation = rotation;
output->framePoses[frame][boneId].rotation = QuaternionNormalize(output->framePoses[frame][boneId].rotation);
}
}
if(channel->target_path == cgltf_animation_path_type_scale) {
Vector3 scale;
if(cgltf_accessor_read_float(sampler->output, frame, (float*)&scale, 4))
{
output->framePoses[frame][boneId].scale = scale;
}
else if (output->frameCount == 2)
{
memcpy(&scale, frame == 0 ? &(sampler->output->min) : &(sampler->output->max), 3 * sizeof(float));
output->framePoses[frame][boneId].scale = scale;
}
}
}
}
// Build frameposes
for (unsigned int frame = 0; frame < output->frameCount; frame++)
{