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@@ -123,13 +123,13 @@ static ModelAnimation *LoadIQMModelAnimations(const char *fileName, int *animCou
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static Model LoadGLTF(const char *fileName); // Load GLTF mesh data
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static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCount); // Load GLTF animation data
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static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_data *data);
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-static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh* mesh, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName);
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-static void LoadGLTFNode(cgltf_data *data, cgltf_node* node, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName);
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+static void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
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+static void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName);
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static void InitGLTFBones(Model *model, const cgltf_data *data);
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static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex);
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-static void GetGLTFPrimitiveCount(cgltf_node* node, int* outCount);
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-static bool ReadGLTFValue(cgltf_accessor* acc, unsigned int index, void *variable);
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-static void *ReadGLTFValuesAs(cgltf_accessor* acc, cgltf_component_type type, bool adjustOnDownCasting);
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+static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount);
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+static bool ReadGLTFValue(cgltf_accessor *acc, unsigned int index, void *variable);
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+static void *ReadGLTFValuesAs(cgltf_accessor *acc, cgltf_component_type type, bool adjustOnDownCasting);
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#endif
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//----------------------------------------------------------------------------------
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@@ -4891,7 +4891,7 @@ static Model LoadGLTF(const char *fileName)
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return model;
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}
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-static void InitGLTFBones(Model* model, const cgltf_data* data)
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+static void InitGLTFBones(Model *model, const cgltf_data *data)
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{
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for (unsigned int j = 0; j < data->nodes_count; j++)
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{
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@@ -4914,7 +4914,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
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}
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{
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- bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
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+ bool *completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
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int numberCompletedBones = 0;
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while (numberCompletedBones < model->boneCount)
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@@ -5022,7 +5022,7 @@ static void LoadGLTFMaterial(Model *model, const char *fileName, const cgltf_dat
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model->materials[model->materialCount - 1] = LoadMaterialDefault();
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}
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-static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int primitiveIndex)
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+static void BindGLTFPrimitiveToBones(Model *model, const cgltf_data *data, int primitiveIndex)
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{
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for (unsigned int nodeId = 0; nodeId < data->nodes_count; nodeId++)
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{
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@@ -5030,12 +5030,12 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
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{
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if (model->meshes[primitiveIndex].boneIds == NULL)
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{
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- model->meshes[primitiveIndex].boneIds = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(int));
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- model->meshes[primitiveIndex].boneWeights = RL_CALLOC(4*model->meshes[primitiveIndex].vertexCount, sizeof(float));
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+ model->meshes[primitiveIndex].boneIds = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(int));
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+ model->meshes[primitiveIndex].boneWeights = RL_CALLOC(model->meshes[primitiveIndex].vertexCount*4, sizeof(float));
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- for (int b = 0; b < 4*model->meshes[primitiveIndex].vertexCount; b++)
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+ for (int b = 0; b < model->meshes[primitiveIndex].vertexCount*4; b++)
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{
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- if (b % 4 == 0)
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+ if (b%4 == 0)
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{
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model->meshes[primitiveIndex].boneIds[b] = nodeId;
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model->meshes[primitiveIndex].boneWeights[b] = 1.0f;
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@@ -5112,7 +5112,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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// Getting the max animation time to consider for animation duration
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for (unsigned int i = 0; i < animation->channels_count; i++)
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{
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- cgltf_animation_channel* channel = animation->channels + i;
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+ cgltf_animation_channel *channel = animation->channels + i;
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int frameCounts = (int)channel->sampler->input->count;
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float lastFrameTime = 0.0f;
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@@ -5159,8 +5159,8 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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// for each single transformation type on single bone
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for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
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{
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- cgltf_animation_channel* channel = animation->channels + channelId;
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- cgltf_animation_sampler* sampler = channel->sampler;
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+ cgltf_animation_channel *channel = animation->channels + channelId;
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+ cgltf_animation_sampler *sampler = channel->sampler;
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int boneId = (int)(channel->target_node - data->nodes);
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@@ -5318,7 +5318,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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return animations;
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}
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-void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName)
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+void LoadGLTFMesh(cgltf_data *data, cgltf_mesh *mesh, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
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{
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for (unsigned int p = 0; p < mesh->primitives_count; p++)
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{
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@@ -5443,7 +5443,7 @@ void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix cu
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}
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}
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-void LoadGLTFNode(cgltf_data* data, cgltf_node* node, Model* outModel, Matrix currentTransform, int* primitiveIndex, const char *fileName)
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+void LoadGLTFNode(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix currentTransform, int *primitiveIndex, const char *fileName)
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{
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Matrix nodeTransform = {
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node->matrix[0], node->matrix[4], node->matrix[8], node->matrix[12],
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@@ -5458,7 +5458,7 @@ void LoadGLTFNode(cgltf_data* data, cgltf_node* node, Model* outModel, Matrix cu
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for (unsigned int i = 0; i < node->children_count; i++) LoadGLTFNode(data, node->children[i], outModel, currentTransform, primitiveIndex, fileName);
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}
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-static void GetGLTFPrimitiveCount(cgltf_node* node, int* outCount)
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+static void GetGLTFPrimitiveCount(cgltf_node *node, int *outCount)
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{
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if (node->mesh != NULL) *outCount += node->mesh->primitives_count;
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