[rmodels] Added implementation of UpdateModelAnimationBonesWithBlending() function (#4578)

* [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>
This commit is contained in:
Kirandeep-Singh-Khehra
2026-02-19 17:27:05 +05:30
committed by GitHub
parent 97023def48
commit 0e6cb0993d
10 changed files with 6451 additions and 5754 deletions

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@ -1621,6 +1621,8 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UpdateModelAnimationBonesLerp(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float value); // Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)
RLAPI void UpdateModelVertsToCurrentBones(Model model); // Update model vertices according to mesh bone matrices (CPU)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match

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@ -2346,12 +2346,70 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
}
}
// at least 2x speed up vs the old method
// Update model animated vertex data (positions and normals) for a given frame
// NOTE: Updated data is uploaded to GPU
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Update model animated bones transform matrices by interpolating between two different given frames of different ModelAnimation(could be same too)
// NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
// to be uploaded to shader at drawing, in case GPU skinning is enabled
void UpdateModelAnimationBonesLerp(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float value)
{
UpdateModelAnimationBones(model,anim,frame);
if ((animA.frameCount > 0) && (animA.bones != NULL) && (animA.framePoses != NULL) &&
(animB.frameCount > 0) && (animB.bones != NULL) && (animB.framePoses != NULL) &&
(value >= 0.0f) && (value <= 1.0f))
{
frameA = frameA % animA.frameCount;
frameB = frameB % animB.frameCount;
for (int i = 0; i < model.meshCount; i++)
{
if (model.meshes[i].boneMatrices)
{
assert(model.meshes[i].boneCount == animA.boneCount);
assert(model.meshes[i].boneCount == animB.boneCount);
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
{
Vector3 inTranslation = model.bindPose[boneId].translation;
Quaternion inRotation = model.bindPose[boneId].rotation;
Vector3 inScale = model.bindPose[boneId].scale;
Vector3 outATranslation = animA.framePoses[frameA][boneId].translation;
Quaternion outARotation = animA.framePoses[frameA][boneId].rotation;
Vector3 outAScale = animA.framePoses[frameA][boneId].scale;
Vector3 outBTranslation = animB.framePoses[frameB][boneId].translation;
Quaternion outBRotation = animB.framePoses[frameB][boneId].rotation;
Vector3 outBScale = animB.framePoses[frameB][boneId].scale;
Vector3 outTranslation = Vector3Lerp(outATranslation, outBTranslation, value);
Quaternion outRotation = QuaternionSlerp(outARotation, outBRotation, value);
Vector3 outScale = Vector3Lerp(outAScale, outBScale, value);
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
Quaternion invRotation = QuaternionInvert(inRotation);
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
Vector3 boneTranslation = Vector3Add(
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
outRotation), outTranslation);
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
Vector3 boneScale = Vector3Multiply(outScale, invScale);
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
QuaternionToMatrix(boneRotation),
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
model.meshes[i].boneMatrices[boneId] = boneMatrix;
}
}
}
}
}
// Update model vertex data (positions and normals) from mesh bone data
// NOTE: Updated data is uploaded to GPU
void UpdateModelVertsToCurrentBones(Model model)
{
//UpdateModelAnimationBones(model, anim, frame); // TODO: Review
for (int m = 0; m < model.meshCount; m++)
{
@ -2416,6 +2474,15 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
}
}
// at least 2x speed up vs the old method
// Update model animated vertex data (positions and normals) for a given frame
// NOTE: Updated data is uploaded to GPU
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{
UpdateModelAnimationBones(model,anim,frame);
UpdateModelVertsToCurrentBones(model);
}
// Unload animation array data
void UnloadModelAnimations(ModelAnimation *animations, int animCount)
{