ADDED: Complete support for M3D animations! #2648

This commit is contained in:
Ray
2022-09-01 20:46:06 +02:00
parent 64cca24526
commit fb1037a241
7 changed files with 263 additions and 194 deletions

View File

@@ -5264,18 +5264,28 @@ static Model LoadM3D(const char *fileName)
}
// Add skin (vertex / bone weight pairs)
if (m3d->numbone && m3d->numskin) {
for (n = 0; n < 3; n++) {
if (m3d->numbone && m3d->numskin)
{
for (n = 0; n < 3; n++)
{
int skinid = m3d->vertex[m3d->face[i].vertex[n]].skinid;
// check if there's a skin for this mesh, should be, just failsafe
// Check if there is a skin for this mesh, should be, just failsafe
if (skinid != M3D_UNDEF && skinid < m3d->numskin)
{
for (j = 0; j < 4; j++)
{
model.meshes[k].boneIds[l * 12 + n * 4 + j] = m3d->skin[skinid].boneid[j];
model.meshes[k].boneWeights[l * 12 + n * 4 + j] = m3d->skin[skinid].weight[j];
model.meshes[k].boneIds[l*12 + n*4 + j] = m3d->skin[skinid].boneid[j];
model.meshes[k].boneWeights[l*12 + n*4 + j] = m3d->skin[skinid].weight[j];
}
}
else
{
// raylib does not handle boneless meshes with skeletal animations, so
// we put all vertices without a bone into a special "no bone" bone
model.meshes[k].boneIds[l * 12 + n * 4] = m3d->numbone;
model.meshes[k].boneWeights[l * 12 + n * 4] = 1.0f;
}
}
}
}
@@ -5352,11 +5362,12 @@ static Model LoadM3D(const char *fileName)
}
// Load bones
if(m3d->numbone)
if (m3d->numbone)
{
model.boneCount = m3d->numbone;
model.bones = RL_MALLOC(m3d->numbone*sizeof(BoneInfo));
model.bindPose = RL_MALLOC(m3d->numbone*sizeof(Transform));
model.boneCount = m3d->numbone + 1;
model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
for (i = 0; i < m3d->numbone; i++)
{
model.bones[i].parent = m3d->bone[i].parent;
@@ -5381,6 +5392,18 @@ static Model LoadM3D(const char *fileName)
model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
}
}
// Add a special "no bone" bone
model.bones[i].parent = -1;
strcpy(model.bones[i].name, "NO BONE");
model.bindPose[i].translation.x = 0.0f;
model.bindPose[i].translation.y = 0.0f;
model.bindPose[i].translation.z = 0.0f;
model.bindPose[i].rotation.x = 0.0f;
model.bindPose[i].rotation.y = 0.0f;
model.bindPose[i].rotation.z = 0.0f;
model.bindPose[i].rotation.w = 1.0f;
model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
}
// Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets
@@ -5440,8 +5463,8 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
for (unsigned int a = 0; a < m3d->numaction; a++)
{
animations[a].frameCount = m3d->action[a].durationmsec / M3D_ANIMDELAY;
animations[a].boneCount = m3d->numbone;
animations[a].bones = RL_MALLOC(m3d->numbone*sizeof(BoneInfo));
animations[a].boneCount = m3d->numbone + 1;
animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo));
animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *));
// strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name));
TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount);
@@ -5452,11 +5475,15 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
strncpy(animations[a].bones[i].name, m3d->bone[i].name, sizeof(animations[a].bones[i].name));
}
// A special, never transformed "no bone" bone, used for boneless vertices
animations[a].bones[i].parent = -1;
strcpy(animations[a].bones[i].name, "NO BONE");
// M3D stores frames at arbitrary intervals with sparse skeletons. We need full skeletons at
// regular intervals, so let the M3D SDK do the heavy lifting and calculate interpolated bones
for (i = 0; i < animations[a].frameCount; i++)
{
animations[a].framePoses[i] = RL_MALLOC(m3d->numbone*sizeof(Transform));
animations[a].framePoses[i] = RL_MALLOC((m3d->numbone + 1)*sizeof(Transform));
m3db_t *pose = m3d_pose(m3d, a, i * M3D_ANIMDELAY);
if (pose != NULL)
@@ -5473,7 +5500,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
animations[a].framePoses[i][j].rotation = QuaternionNormalize(animations[a].framePoses[i][j].rotation);
animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f;
// Child bones are stored in parent bone relative space, convert that into model space
// Child bones are stored in parent bone relative space, convert that into model space
if (animations[a].bones[j].parent >= 0)
{
animations[a].framePoses[i][j].rotation = QuaternionMultiply(animations[a].framePoses[i][animations[a].bones[j].parent].rotation, animations[a].framePoses[i][j].rotation);
@@ -5482,6 +5509,16 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
animations[a].framePoses[i][j].scale = Vector3Multiply(animations[a].framePoses[i][j].scale, animations[a].framePoses[i][animations[a].bones[j].parent].scale);
}
}
// Default transform for the "no bone" bone
animations[a].framePoses[i][j].translation.x = 0.0f;
animations[a].framePoses[i][j].translation.y = 0.0f;
animations[a].framePoses[i][j].translation.z = 0.0f;
animations[a].framePoses[i][j].rotation.x = 0.0f;
animations[a].framePoses[i][j].rotation.y = 0.0f;
animations[a].framePoses[i][j].rotation.z = 0.0f;
animations[a].framePoses[i][j].rotation.w = 1.0f;
animations[a].framePoses[i][j].scale.x = animations[a].framePoses[i][j].scale.y = animations[a].framePoses[i][j].scale.z = 1.0f;
RL_FREE(pose);
}
}