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https://github.com/raysan5/raylib.git
synced 2025-09-21 02:38:15 +00:00
[rmodels] Optional GPU skinning (#4321)
* Added optional GPU skinning * Added skinned bone matrices support for different file formats. * Moved new shader locations to end of enum to avoid breaking existing examples. Added gpu skinning on drawing of instanced meshes. * Added GPU skinning example. * Removed variable declaration to avoid shadowing warning.
This commit is contained in:
164
src/rmodels.c
164
src/rmodels.c
@@ -130,7 +130,7 @@
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#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported
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#endif
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#ifndef MAX_MESH_VERTEX_BUFFERS
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#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
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#define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
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#endif
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//----------------------------------------------------------------------------------
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@@ -1248,11 +1248,13 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = 0; // Vertex buffer: positions
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = 0; // Vertex buffer: texcoords
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = 0; // Vertex buffer: normals
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = 0; // Vertex buffer: normals
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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mesh->vaoId = rlLoadVertexArray();
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@@ -1338,6 +1340,38 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2);
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
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}
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if (mesh->boneIds != NULL)
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{
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// Enable vertex attribute: boneIds (shader-location = 6)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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}
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else
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{
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// Default vertex attribute: boneIds
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// WARNING: Default value provided to shader if location available
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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}
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if (mesh->boneWeights != NULL)
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{
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// Enable vertex attribute: boneWeights (shader-location = 7)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
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}
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else
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{
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// Default vertex attribute: boneWeights
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// WARNING: Default value provided to shader if location available
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2);
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
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}
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if (mesh->indices != NULL)
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{
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@@ -1451,6 +1485,13 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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}
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@@ -1529,6 +1570,22 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
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}
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// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
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}
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// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
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}
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
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}
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@@ -1671,6 +1728,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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}
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@@ -1747,6 +1811,22 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
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}
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// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
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}
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// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
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}
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
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}
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@@ -1825,6 +1905,7 @@ void UnloadMesh(Mesh mesh)
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RL_FREE(mesh.animNormals);
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RL_FREE(mesh.boneWeights);
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RL_FREE(mesh.boneIds);
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RL_FREE(mesh.boneMatrices);
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}
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// Export mesh data to file
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@@ -2255,6 +2336,50 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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}
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}
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void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
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{
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if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
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{
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if (frame >= anim.frameCount) frame = frame%anim.frameCount;
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for (int i = 0; i < model.meshCount; i++)
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{
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if (model.meshes[i].boneMatrices)
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{
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assert(model.meshes[i].boneCount == anim.boneCount);
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for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
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{
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Vector3 inTranslation = model.bindPose[boneId].translation;
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Quaternion inRotation = model.bindPose[boneId].rotation;
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Vector3 inScale = model.bindPose[boneId].scale;
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Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
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Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
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Vector3 outScale = anim.framePoses[frame][boneId].scale;
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Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
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Quaternion invRotation = QuaternionInvert(inRotation);
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Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
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Vector3 boneTranslation = Vector3Add(
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Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
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outRotation), outTranslation);
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Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
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Vector3 boneScale = Vector3Multiply(outScale, invScale);
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Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
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QuaternionToMatrix(boneRotation),
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MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
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MatrixScale(boneScale.x, boneScale.y, boneScale.z));
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model.meshes[i].boneMatrices[boneId] = boneMatrix;
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}
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}
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}
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}
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}
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// Unload animation array data
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void UnloadModelAnimations(ModelAnimation *animations, int animCount)
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{
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@@ -4671,6 +4796,17 @@ static Model LoadIQM(const char *fileName)
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}
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BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
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for (int i = 0; i < model.meshCount; i++)
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{
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model.meshes[i].boneCount = model.boneCount;
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model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
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for (int j = 0; j < model.meshes[i].boneCount; j++)
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{
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model.meshes[i].boneMatrices[j] = MatrixIdentity();
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}
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}
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UnloadFileData(fileData);
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@@ -5754,6 +5890,15 @@ static Model LoadGLTF(const char *fileName)
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{
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memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
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}
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// Bone Transform Matrices
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model.meshes[meshIndex].boneCount = model.boneCount;
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model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix));
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for (int j = 0; j < model.meshes[meshIndex].boneCount; j++)
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{
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model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity();
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}
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meshIndex++; // Move to next mesh
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}
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@@ -6522,6 +6667,13 @@ static Model LoadM3D(const char *fileName)
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{
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memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
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memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
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model.meshes[i].boneCount = model.boneCount;
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model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
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for (j = 0; j < model.meshes[i].boneCount; j++)
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{
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model.meshes[i].boneMatrices[j] = MatrixIdentity();
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}
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}
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}
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