Fixed BoneAttachment component and optimized animation code a bit

This commit is contained in:
viktorljung
2016-02-10 20:45:24 +01:00
parent 61275274f7
commit 224e95f34a
14 changed files with 912 additions and 364 deletions
+1 -3
View File
@@ -23,9 +23,7 @@ public:
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
float angle = 0.f;
bool b_forward = false;
char bone[100];
};
#endif
+4 -28
View File
@@ -117,33 +117,11 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
}
};
unsigned int TextureID;
@@ -164,10 +142,8 @@ struct ModelJob : RenderJob
::Skeleton* Skeleton = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float AnimationTime = 0.f;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
+29 -6
View File
@@ -100,13 +100,13 @@ public:
int GetBoneID(std::string name);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
@@ -115,12 +115,35 @@ public:
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
std::vector<glm::mat4> GetBones()
{
std::vector<glm::mat4> finalMatrices;
for (auto &kv : m_BoneLocalTransforms) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;;
}
glm::mat4 GetBoneTransformSuper(int boneID)
{
if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
return m_BoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
std::map<int, glm::mat4> m_BoneLocalTransforms;
std::map<int, glm::mat4> m_BoneTransforms;
};
#endif