Added missing interpolation types for GLTF animation channels (#3919)

This commit is contained in:
Benji
2024-04-15 17:08:09 -04:00
committed by GitHub
parent 289e7d3a6c
commit 4e37c8e370
2 changed files with 120 additions and 22 deletions

View File

@@ -5356,8 +5356,10 @@ static Model LoadGLTF(const char *fileName)
}
// Get interpolated pose for bone sampler at a specific time. Returns true on success.
static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, float time, void *data)
static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_accessor *input, cgltf_accessor *output, float time, void *data)
{
if (interpolationType >= cgltf_interpolation_type_max_enum) return false;
// Input and output should have the same count
float tstart = 0.0f;
float tend = 0.0f;
@@ -5377,7 +5379,7 @@ static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, flo
break;
}
}
float t = (time - tstart)/fmax((tend - tstart), EPSILON);
t = (t < 0.0f)? 0.0f : t;
t = (t > 1.0f)? 1.0f : t;
@@ -5386,25 +5388,90 @@ static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, flo
if (output->type == cgltf_type_vec3)
{
float tmp[3] = { 0.0f };
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);
switch (interpolationType)
{
case cgltf_interpolation_type_step:
{
float tmp[3] = { 0.0f };
cgltf_accessor_read_float(output, keyframe, tmp, 3);
Vector3 v1 = {tmp[0], tmp[1], tmp[2]};
Vector3 *r = data;
*r = v1;
} break;
case cgltf_interpolation_type_linear:
{
float tmp[3] = { 0.0f };
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);
} break;
case cgltf_interpolation_type_cubic_spline:
{
float tmp[3] = { 0.0f };
cgltf_accessor_read_float(output, 3*keyframe+1, tmp, 3);
Vector3 v1 = {tmp[0], tmp[1], tmp[2]};
cgltf_accessor_read_float(output, 3*keyframe+2, tmp, 3);
Vector3 tangent1 = {tmp[0], tmp[1], tmp[2]};
cgltf_accessor_read_float(output, 3*(keyframe+1), tmp, 3);
Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
cgltf_accessor_read_float(output, 3*(keyframe+1)+1, tmp, 3);
Vector3 tangent2 = {tmp[0], tmp[1], tmp[2]};
Vector3 *r = data;
*r = Vector3CubicHermite(v1, tangent1, v2, tangent2, t);
} break;
}
}
else if (output->type == cgltf_type_vec4)
{
float tmp[4] = { 0.0f };
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 quaternion
*r = QuaternionSlerp(v1, v2, t);
switch (interpolationType)
{
case cgltf_interpolation_type_step:
{
float tmp[4] = { 0.0f };
cgltf_accessor_read_float(output, keyframe, tmp, 4);
Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]};
Vector4 *r = data;
*r = v1;
} break;
case cgltf_interpolation_type_linear:
{
float tmp[4] = { 0.0f };
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;
*r = QuaternionSlerp(v1, v2, t);
} break;
case cgltf_interpolation_type_cubic_spline:
{
float tmp[4] = { 0.0f };
cgltf_accessor_read_float(output, 3*keyframe+1, tmp, 4);
Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]};
cgltf_accessor_read_float(output, 3*keyframe+2, tmp, 4);
Vector4 tangent1 = {tmp[0], tmp[1], tmp[2]};
cgltf_accessor_read_float(output, 3*(keyframe+1), tmp, 4);
Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
cgltf_accessor_read_float(output, 3*(keyframe+1)+1, tmp, 4);
Vector4 tangent2 = {tmp[0], tmp[1], tmp[2]};
Vector4 *r = data;
*r = QuaternionCubicSpline(v1, tangent1, v2, tangent2, t);
} break;
}
}
return true;
@@ -5455,6 +5522,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
cgltf_animation_channel *translate;
cgltf_animation_channel *rotate;
cgltf_animation_channel *scale;
cgltf_interpolation_type interpolationType;
};
struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels));
@@ -5480,7 +5548,9 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
continue;
}
if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear)
boneChannels[boneIndex].interpolationType = animData.channels[j].sampler->interpolation;
if (animData.channels[j].sampler->interpolation != cgltf_interpolation_type_max_enum)
{
if (channel.target_path == cgltf_animation_path_type_translation)
{
@@ -5499,7 +5569,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i);
}
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName);
else TRACELOG(LOG_WARNING, "MODEL: [%s] Invalid interpolation curve encountered for GLTF animation.", fileName);
float t = 0.0f;
cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1);
@@ -5532,7 +5602,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
if (boneChannels[k].translate)
{
if (!GetPoseAtTimeGLTF(boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation))
if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation))
{
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name);
}
@@ -5540,7 +5610,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
if (boneChannels[k].rotate)
{
if (!GetPoseAtTimeGLTF(boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation))
if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation))
{
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name);
}
@@ -5548,7 +5618,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
if (boneChannels[k].scale)
{
if (!GetPoseAtTimeGLTF(boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale))
if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale))
{
TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name);
}