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@@ -2286,38 +2286,28 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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}
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}
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}
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}
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- // Update all bones and boneMatrices of first mesh with bones.
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- for (int boneId = 0; boneId < anim.boneCount; boneId++)
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- {
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- Vector3 inTranslation = model.bindPose[boneId].translation;
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- Quaternion inRotation = model.bindPose[boneId].rotation;
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- Vector3 inScale = model.bindPose[boneId].scale;
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-
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- Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
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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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-
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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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-
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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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-
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- Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
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- QuaternionToMatrix(boneRotation),
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- MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
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- MatrixScale(boneScale.x, boneScale.y, boneScale.z));
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-
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- model.meshes[firstMeshWithBones].boneMatrices[boneId] = boneMatrix;
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- }
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-
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- // Update remaining meshes with bones
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- // NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
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if (firstMeshWithBones != -1)
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if (firstMeshWithBones != -1)
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{
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{
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+ // Update all bones and boneMatrices of first mesh with bones.
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+ for (int boneId = 0; boneId < anim.boneCount; boneId++)
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+ {
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+ Transform *bindTransform = &model.bindPose[boneId];
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+ Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
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+ MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
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+ QuaternionToMatrix(bindTransform->rotation)),
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+ MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
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+
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+ Transform *targetTransform = &anim.framePoses[frame][boneId];
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+ Matrix targetMatrix = MatrixMultiply(MatrixMultiply(
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+ MatrixScale(targetTransform->scale.x, targetTransform->scale.y, targetTransform->scale.z),
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+ QuaternionToMatrix(targetTransform->rotation)),
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+ MatrixTranslate(targetTransform->translation.x, targetTransform->translation.y, targetTransform->translation.z));
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+
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+ model.meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), targetMatrix);
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+ }
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+
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+ // Update remaining meshes with bones
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+ // NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
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for (int i = firstMeshWithBones + 1; i < model.meshCount; i++)
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for (int i = firstMeshWithBones + 1; i < model.meshCount; i++)
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{
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{
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if (model.meshes[i].boneMatrices)
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if (model.meshes[i].boneMatrices)
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