Added bone binding to whole mesh and not only set vertices.

+ Also added missed setting of the animation count.
+ Removed double ; on one line
This commit is contained in:
Hristo Stamenov 2021-03-04 09:37:56 +02:00
parent 81908f7960
commit f098abd980

View File

@ -3979,11 +3979,38 @@ static Model LoadGLTF(const char *fileName)
}
else
{
model.meshMaterial[primitiveIndex] = model.materialCount - 1;;
model.meshMaterial[primitiveIndex] = model.materialCount - 1;
}
// if (data->meshes[i].)
if (model.meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
{
for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
{
if (data->nodes[nodeId].mesh == &(data->meshes[i]))
{
model.meshes[primitiveIndex].boneIds = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(int));
model.meshes[primitiveIndex].boneWeights = RL_CALLOC(4 * model.meshes[primitiveIndex].vertexCount, sizeof(float));
for (int b = 0; b < 4 * model.meshes[primitiveIndex].vertexCount; b++)
{
if(b % 4 == 0)
{
model.meshes[primitiveIndex].boneIds[b] = nodeId;
model.meshes[primitiveIndex].boneWeights[b] = 1.0f;
}
else
{
model.meshes[primitiveIndex].boneIds[b] = 0;
model.meshes[primitiveIndex].boneWeights[b] = 0.0f;
}
}
}
}
}
primitiveIndex++;
}
@ -4053,8 +4080,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
result = cgltf_load_buffers(&options, data, fileName);
if (result != cgltf_result_success) TRACELOG(LOG_WARNING, "MODEL: [%s] unable to load glTF animations data", fileName);
animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation));
*animCount = data->animations_count;
for (unsigned int a = 0; a < data->animations_count; a++)
{