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UpdateModelAnimation does matrixtranspose(matrixinvert) only once per bone instead of per vertex (#5244)
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@@ -2352,6 +2352,8 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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Mesh mesh = model.meshes[m];
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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Matrix boneMatrix = { 0 };
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Matrix InverseBoneMatrix = { 0 };
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int boneId = 0;
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int boneCounter = 0;
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float boneWeight = 0.0;
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@@ -2359,47 +2361,50 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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const int vValues = mesh.vertexCount*3;
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// Skip if missing bone data, causes segfault without on some models
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if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue;
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if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue;
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for (int vCounter = 0; vCounter < vValues; vCounter += 3)
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{
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mesh.animVertices[vCounter] = 0;
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mesh.animVertices[vCounter + 1] = 0;
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mesh.animVertices[vCounter + 2] = 0;
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if (mesh.animNormals != NULL)
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{
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mesh.animNormals[vCounter] = 0;
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mesh.animNormals[vCounter + 1] = 0;
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mesh.animNormals[vCounter + 2] = 0;
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}
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// Iterates over 4 bones per vertex
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for (int j = 0; j < 4; j++, boneCounter++)
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{
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boneWeight = mesh.boneWeights[boneCounter];
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boneId = mesh.boneIds[boneCounter];
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// Iterates over 4 bones per vertex
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for (int j = 0; j < 4; j++, boneCounter++)
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{
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boneWeight = mesh.boneWeights[boneCounter];
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boneId = mesh.boneIds[boneCounter];
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// Early stop when no transformation will be applied
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if (boneWeight == 0.0f) continue;
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// Early stop when no transformation will be applied
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if (boneWeight == 0.0f) continue;
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animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
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animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]);
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mesh.animVertices[vCounter] += animVertex.x*boneWeight;
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mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
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mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
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updated = true;
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boneMatrix = model.meshes[m].boneMatrices[boneId];
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InverseBoneMatrix = MatrixTranspose(MatrixInvert(boneMatrix));
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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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, 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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}
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}
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}
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for (int vCounter = 0; vCounter < vValues; vCounter += 3)
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{
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mesh.animVertices[vCounter] = 0;
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mesh.animVertices[vCounter + 1] = 0;
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mesh.animVertices[vCounter + 2] = 0;
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if (mesh.animNormals != NULL)
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{
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mesh.animNormals[vCounter] = 0;
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mesh.animNormals[vCounter + 1] = 0;
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mesh.animNormals[vCounter + 2] = 0;
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}
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animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
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animVertex = Vector3Transform(animVertex, boneMatrix);
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mesh.animVertices[vCounter] += animVertex.x*boneWeight;
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mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
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mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
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updated = true;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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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, InverseBoneMatrix);
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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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}
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}
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}
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if (updated)
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{
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