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Implemented latest .M3D improvements #2648
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@@ -5371,6 +5371,15 @@ static Model LoadM3D(const char *fileName)
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// TODO: if the orientation quaternion not normalized, then that's encoding scaling
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
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// Child bones are stored in parent bone relative space, convert that into model space
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if (model.bones[i].parent >= 0)
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{
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model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
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model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
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model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
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model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
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}
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}
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}
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@@ -5463,6 +5472,15 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
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animations[a].framePoses[i][j].rotation.w = m3d->vertex[pose[j].ori].w;
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animations[a].framePoses[i][j].rotation = QuaternionNormalize(animations[a].framePoses[i][j].rotation);
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animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f;
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// Child bones are stored in parent bone relative space, convert that into model space
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if (animations[a].bones[j].parent >= 0)
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{
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animations[a].framePoses[i][j].rotation = QuaternionMultiply(animations[a].framePoses[i][animations[a].bones[j].parent].rotation, animations[a].framePoses[i][j].rotation);
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animations[a].framePoses[i][j].translation = Vector3RotateByQuaternion(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].rotation);
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animations[a].framePoses[i][j].translation = Vector3Add(animations[a].framePoses[i][j].translation, animations[a].framePoses[i][animations[a].bones[j].parent].translation);
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animations[a].framePoses[i][j].scale = Vector3Multiply(animations[a].framePoses[i][j].scale, animations[a].framePoses[i][animations[a].bones[j].parent].scale);
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}
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}
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RL_FREE(pose);
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}
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