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Fix GLTF animations (#4107)
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Co-authored-by: Vito Tringolo <[email protected]>
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VitoTringolo and Vito Tringolo committed Jun 28, 2024
1 parent 5e91444 commit 05d76c7
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Showing 2 changed files with 68 additions and 20 deletions.
50 changes: 50 additions & 0 deletions src/raymath.h
Original file line number Diff line number Diff line change
Expand Up @@ -2525,4 +2525,54 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
return result;
}

// Decompose a transformation matrix into its rotational, translational and scaling components
RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
{
// Extract translation.
translation->x = mat.m12;
translation->y = mat.m13;
translation->z = mat.m14;

// Extract upper-left for determinant computation.
const float a = mat.m0;
const float b = mat.m4;
const float c = mat.m8;
const float d = mat.m1;
const float e = mat.m5;
const float f = mat.m9;
const float g = mat.m2;
const float h = mat.m6;
const float i = mat.m10;
const float A = e * i - f * h;
const float B = f * g - d * i;
const float C = d * h - e * g;

// Extract scale.
const float det = a * A + b * B + c * C;
float scalex = Vector3Length((Vector3) {a, b, c});
float scaley = Vector3Length((Vector3) {d, e, f});
float scalez = Vector3Length((Vector3) {g, h, i});
Vector3 s = {scalex, scaley, scalez};

if (det < 0) s = Vector3Negate(s);

*scale = s;

// Remove scale from the matrix if it is not close to zero.
Matrix clone = mat;
if (!FloatEquals(det, 0))
{
clone.m0 /= s.x;
clone.m5 /= s.y;
clone.m10 /= s.z;
// Extract rotation
*rotation = QuaternionFromMatrix(clone);
}
else
{
// Set to identity if close to zero
*rotation = QuaternionIdentity();
}
}

#endif // RAYMATH_H
38 changes: 18 additions & 20 deletions src/rmodels.c
Original file line number Diff line number Diff line change
Expand Up @@ -4878,13 +4878,13 @@ static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount)
}

// Find parent bone index
unsigned int parentIndex = -1;
int parentIndex = -1;

for (unsigned int j = 0; j < skin.joints_count; j++)
{
if (skin.joints[j] == node.parent)
{
parentIndex = j;
parentIndex = (int)j;
break;
}
}
Expand Down Expand Up @@ -5459,22 +5459,17 @@ static Model LoadGLTF(const char *fileName)

for (int i = 0; i < model.boneCount; i++)
{
cgltf_node node = *skin.joints[i];
model.bindPose[i].translation.x = node.translation[0];
model.bindPose[i].translation.y = node.translation[1];
model.bindPose[i].translation.z = node.translation[2];

model.bindPose[i].rotation.x = node.rotation[0];
model.bindPose[i].rotation.y = node.rotation[1];
model.bindPose[i].rotation.z = node.rotation[2];
model.bindPose[i].rotation.w = node.rotation[3];

model.bindPose[i].scale.x = node.scale[0];
model.bindPose[i].scale.y = node.scale[1];
model.bindPose[i].scale.z = node.scale[2];
cgltf_node* node = skin.joints[i];
cgltf_float worldTransform[16];
cgltf_node_transform_world(node, worldTransform);
Matrix worldMatrix = {
worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12],
worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13],
worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14],
worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15]
};
MatrixDecompose(worldMatrix, &(model.bindPose[i].translation), &(model.bindPose[i].rotation), &(model.bindPose[i].scale));
}

BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
}
else if (data->skins_count > 1)
{
Expand Down Expand Up @@ -5651,6 +5646,9 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
}
}

// Constant animation, no need to interpolate
if (FloatEquals(tend, tstart)) return false;

float duration = fmaxf((tend - tstart), EPSILON);
float t = (time - tstart)/duration;
t = (t < 0.0f)? 0.0f : t;
Expand Down Expand Up @@ -5880,9 +5878,9 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo

for (int k = 0; k < animations[i].boneCount; k++)
{
Vector3 translation = {0, 0, 0};
Quaternion rotation = {0, 0, 0, 1};
Vector3 scale = {1, 1, 1};
Vector3 translation = {skin.joints[k]->translation[0], skin.joints[k]->translation[1], skin.joints[k]->translation[2]};
Quaternion rotation = {skin.joints[k]->rotation[0], skin.joints[k]->rotation[1], skin.joints[k]->rotation[2], skin.joints[k]->rotation[3]};
Vector3 scale = {skin.joints[k]->scale[0], skin.joints[k]->scale[1], skin.joints[k]->scale[2]};

if (boneChannels[k].translate)
{
Expand Down

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