diff --git a/src/raymath.h b/src/raymath.h index 8b69cbd53c0a..63947ee8d74a 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -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 diff --git a/src/rmodels.c b/src/rmodels.c index a323292ca7d8..f99ba5149522 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -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; } } @@ -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) { @@ -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; @@ -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) {