#include "animation.h" #include #include static mat4_t bone_transform(bone_t bone) { return mat4_mul( mat4_translate_vec3(bone.translation), mat4_mul( mat4_rotate_quaternion(bone.rotation), mat4_scale_vec3(bone.scale))); } static void compute_bone_matrices( size_t bone_count, const bone_t *bones, const mat4_t *inverse_bind_matrices, mat4_t *matrices) { matrices[0] = bone_transform(bones[0]); for (unsigned i = 1; i < bone_count; ++i) { const mat4_t transform = bone_transform(bones[i]); assert(bones[i].parent < bone_count); matrices[i] = mat4_mul(matrices[bones[i].parent], transform); } for (unsigned i = 0; i < bone_count; ++i) matrices[i] = mat4_mul(matrices[i], inverse_bind_matrices[i]); } animation_state_t animation_init(const model_t *model) { mat4_t *bone_matrices = calloc(model->bone_count, sizeof(mat4_t)); assert(bone_matrices != nullptr); return (animation_state_t) { .bone_matrices = bone_matrices }; } void animation_cleanup(animation_state_t *state) { if (state->bone_matrices != nullptr) { free(state->bone_matrices); state->bone_matrices = nullptr; } } void animation_update(animation_state_t state, const model_t *model) { compute_bone_matrices( model->bone_count, model->bones, model->inverse_bind_matrices, state.bone_matrices); }