Revert "UpdateModelAnimation does matrixtranspose(matrixinvert) only once per…" (#5322)

This reverts commit e3a562ab57.
This commit is contained in:
Arrangemonk
2025-10-31 20:43:27 +01:00
committed by GitHub
parent bca54047f9
commit dfc94f64d1

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@@ -2352,8 +2352,6 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
Mesh mesh = model.meshes[m]; Mesh mesh = model.meshes[m];
Vector3 animVertex = { 0 }; Vector3 animVertex = { 0 };
Vector3 animNormal = { 0 }; Vector3 animNormal = { 0 };
Matrix boneMatrix = { 0 };
Matrix InverseBoneMatrix = { 0 };
int boneId = 0; int boneId = 0;
int boneCounter = 0; int boneCounter = 0;
float boneWeight = 0.0; float boneWeight = 0.0;
@@ -2363,18 +2361,6 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Skip if missing bone data, causes segfault without on some models // Skip if missing bone data, causes segfault without on some models
if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue; if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue;
// Iterates over 4 bones per vertex
for (int j = 0; j < 4; j++, boneCounter++)
{
boneWeight = mesh.boneWeights[boneCounter];
boneId = mesh.boneIds[boneCounter];
// Early stop when no transformation will be applied
if (boneWeight == 0.0f) continue;
boneMatrix = model.meshes[m].boneMatrices[boneId];
InverseBoneMatrix = MatrixTranspose(MatrixInvert(boneMatrix));
for (int vCounter = 0; vCounter < vValues; vCounter += 3) for (int vCounter = 0; vCounter < vValues; vCounter += 3)
{ {
mesh.animVertices[vCounter] = 0; mesh.animVertices[vCounter] = 0;
@@ -2386,8 +2372,17 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
mesh.animNormals[vCounter + 1] = 0; mesh.animNormals[vCounter + 1] = 0;
mesh.animNormals[vCounter + 2] = 0; mesh.animNormals[vCounter + 2] = 0;
} }
// Iterates over 4 bones per vertex
for (int j = 0; j < 4; j++, boneCounter++)
{
boneWeight = mesh.boneWeights[boneCounter];
boneId = mesh.boneIds[boneCounter];
// Early stop when no transformation will be applied
if (boneWeight == 0.0f) continue;
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
animVertex = Vector3Transform(animVertex, boneMatrix); animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]);
mesh.animVertices[vCounter] += animVertex.x*boneWeight; mesh.animVertices[vCounter] += animVertex.x*boneWeight;
mesh.animVertices[vCounter+1] += animVertex.y*boneWeight; mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
mesh.animVertices[vCounter+2] += animVertex.z*boneWeight; mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
@@ -2395,10 +2390,10 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Normals processing // Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
if ((mesh.normals != NULL) && (mesh.animNormals != NULL)) if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
{ {
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
animNormal = Vector3Transform(animNormal, InverseBoneMatrix); animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.meshes[m].boneMatrices[boneId])));
mesh.animNormals[vCounter] += animNormal.x*boneWeight; mesh.animNormals[vCounter] += animNormal.x*boneWeight;
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;