Fixed BoneAttachment component and optimized animation code a bit
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@@ -23,9 +23,7 @@ public:
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~AnimationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
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private:
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float angle = 0.f;
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bool b_forward = false;
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char bone[100];
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};
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#endif
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@@ -117,33 +117,11 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (Skeleton != nullptr) {
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if (world->HasComponent(Entity, "Animation")) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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for (int i = 1; i <= 3; i++) {
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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if (animationData.animation == nullptr) {
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continue;
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}
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animationData.time = (double)animationComponent["Time" + std::to_string(i)];
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animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
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Animations.push_back(animationData);
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}
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}
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if (world->HasComponent(Entity, "AnimationOffset")) {
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auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
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AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
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AnimationOffset.time = (double)animationOffsetComponent["Time"];
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} else {
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AnimationOffset.animation = nullptr;
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}
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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}
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};
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unsigned int TextureID;
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@@ -164,10 +142,8 @@ struct ModelJob : RenderJob
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::Skeleton* Skeleton = nullptr;
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// const ::Skeleton::Animation* Animation = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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::Skeleton::AnimationOffset AnimationOffset;
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float AnimationTime = 0.f;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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@@ -100,13 +100,13 @@ public:
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int GetBoneID(std::string name);
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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const Animation* GetAnimation(std::string name);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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void PrintSkeleton(const Bone* parent, int depthCount);
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@@ -115,12 +115,35 @@ public:
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glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
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int GetKeyframe(const Animation& animation, double time);
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std::vector<glm::mat4> GetBones()
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{
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std::vector<glm::mat4> finalMatrices;
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for (auto &kv : m_BoneLocalTransforms) {
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finalMatrices.push_back(kv.second);
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}
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return finalMatrices;;
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}
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glm::mat4 GetBoneTransformSuper(int boneID)
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{
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if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
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return m_BoneTransforms.at(boneID);
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} else {
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return glm::mat4(1);
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}
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}
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private:
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glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
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std::map<std::string, Bone*> m_BonesByName;
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float aim = 0.f;
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std::map<int, glm::mat4> m_BoneLocalTransforms;
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std::map<int, glm::mat4> m_BoneTransforms;
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};
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#endif
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