* [rmodels] Fix glTF skinning when joints have non-joint parent nodes
Some glTF exporters (notably wow.export, but also various other DCC pipelines) place skin joints under intermediate non-joint transform nodes that carry part of the bind-pose offset. raylib's existing LoadBoneInfoGLTF and LoadModelAnimationsGLTF only inspected a joint's immediate parent and only sampled joint-local TRS, so any transform stored on an intermediate non-joint ancestor was silently dropped, producing exploded or stretched meshes at runtime.
Two surgical changes:
LoadBoneInfoGLTF: walk the parent chain past any non-joint ancestors when looking up parentIndex, instead of comparing only against node.parent. Joints whose direct parent is a non-joint were previously treated as skeleton roots.
LoadModelAnimationsGLTF: precompute a per-joint extOffset matrix that bakes in the static TRS contribution of any intermediate non-joint nodes between the joint and its nearest joint ancestor. Apply it to each frame's joint TRS before BuildPoseFromParentJoints so the per-frame world transforms match the bind-pose world transforms (LoadGLTF already used cgltf_node_transform_world for bindPose, so this aligns the two code paths).
The replaced root-only worldTransform adjustment is a strict subset of the new per-joint extOffset machinery, so it has been removed.
Spec-compliant files (the six skeletal-skinning .glb examples shipped with raylib) render bit-identically before and after; previously broken files (e.g. wow.export's babyoctopus.gltf) now match the reference rendering from f3d, the Khronos sample viewer, and three.js.
* Resolve review: NULL-check joint offset allocation, fail fast
[rmodels] Address review feedback on glTF joint offset handling
Resolve the open review points raised on PR #5876 for the per-joint
extOffset precompute in LoadModelAnimationsGLTF.
* NULL check: validate the extOffset RL_MALLOC result before use, which
was previously missing.
* Fail-fast handling: detect the allocation failure at its source and
abort animation loading (log a warning, free resources, return NULL)
instead of propagating a NULL pointer into the per-frame loop.
* Brace formatting: expand the collapsed one-line joint-match check
(if (...) { isJoint = true; break; }) into raylib's standard Allman
brace style.
* Readability: break the deeply nested MatrixMultiply(MatrixMultiply(...))
into named nodeScale/nodeRotation/nodeTranslation/nodeTransform locals,
mirroring the existing S/R/T composition later in the function.
* Spacing/line breaks: add blank lines within the precompute block to
match the surrounding code style.
Dropped the `11` relative to OpenGL 1.1 because latest `rlsw 1.5` also includes support for FBOs and could potentially implemented other higher level features in the feature, discerning from OpenGL 1.1 limitations
Redesigned to support disabling features on compilation with `-DSUPPORT_FEATURE=0`
REMOVED: `SUPPORT_DEFAULT_FONT`, always supported
REMOVED: `SUPPORT_IMAGE_MANIPULATION `, always supported
REMOVED: `SUPPORT_TEXT_MANIPULATION`, always supported
REDESIGNED: `SUPPORT_FONT_ATLAS_WHITE_REC` to `FONT_ATLAS_CORNER_REC_SIZE`
REVIEWED: Config values (other than 0-1) are already defined on respective modules
Other config tweaks here and there
REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data
ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`)
ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure
ADDED: Support animation frames-blending, for timing control
ADDED: Support animations blending, between two animations
REVIEWED: All models animation loading functions
ADDED: `UpdateModelAnimationEx()` for two animations blending
REMOVED: `UpdateModelAnimationBones*()`, simplified API
REVIEWED: Shader attributes/uniforms names for animations, for consistency
REVIEWED: Multiple tweaks on animations loading for consistency between formats
ADDED: example: `models_animation_timing`
ADDED: example: `models_animation_blending`
REVIEWED: example: `models_animation_gpu_skinning`
REVIEWED: example: `models_animation_blend_custom`
REVIEWED: All animated models loading examples
* [rmodels] Added implementation of `UpdateModelAnimationBonesWithBlending()` function
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Added example for animation blending and fixed wrap issue for blend factor
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Updated build information for animation blending example
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Fixed typos in anmation blending example
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Updated blend function signature and added function to update verts from bones
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Updated documentation
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* rlparser: update raylib_api.* by CI
* rlparser: update raylib_api.* by CI
---------
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
Co-authored-by: Ray <raysan5@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum
* Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum
[utils] was created long time ago, when [rcore] contained all the platforms code, the purpose of the file was exposing basic filesystem functionality across modules and also logging mechanism but many things have changed since then and there is no need to keep using this module.
- Logging system has been move to [rcore] module and macros are exposed through `config.h` to other modules
- File system functionality has also been centralized in [rcore] module that along the years it was already adding more and more file-system functions, now they are all in the same module
- Android specific code has been moved to `rcore_android.c`, it had no sense to have specific platform code in `utils`, [rcore] is responsible of all platform code.