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[rmodels] Fix normal transform in UpdateModelAnimationBones
(#4634)
* remove duplicate calculation of `invRotation` in `UpdateModelAnimationBones` * fix normal transform in `UpdateModelAnimation`
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@@ -2296,13 +2296,12 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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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 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), invRotation);
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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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Vector3 boneTranslation = Vector3Add(Vector3RotateByQuaternion(
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Vector3Multiply(outScale, invTranslation), outRotation), outTranslation);
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Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
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Vector3 boneScale = Vector3Multiply(outScale, invScale);
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@@ -2384,7 +2383,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
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{
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animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
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animNormal = Vector3Transform(animNormal,model.meshes[m].boneMatrices[boneId]);
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animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.meshes[m].boneMatrices[boneId])));
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mesh.animNormals[vCounter] += animNormal.x*boneWeight;
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mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
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mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
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