Merge branch 'master' into Weapons
This commit is contained in:
@@ -29,6 +29,7 @@ struct EntityWrapper
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EntityWrapper Parent();
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EntityWrapper FirstParentByName(const std::string& parentEntityName);
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstLevelChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
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@@ -3,27 +3,33 @@
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "../Common.h"
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#include "../Core/System.h"
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#include "../Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/EAnimationComplete.h"
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#include "Rendering/Skeleton.h"
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#include <imgui/imgui.h>
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#include "Rendering/BlendTree.h"
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#include "Rendering/EAutoAnimationBlend.h"
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#include "../Core/EntityWrapper.h"
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#include "Rendering/AutoBlendQueue.h"
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class AnimationSystem : public PureSystem
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#include "imgui/imgui.h"
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class AnimationSystem : public ImpureSystem
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{
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public:
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AnimationSystem(SystemParams params)
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: System(params)
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, PureSystem("Animation")
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{
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}
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AnimationSystem(SystemParams params);
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~AnimationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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void CreateBlendTrees();
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void UpdateAnimations(double dt);
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void UpdateWeights(double dt);
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EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
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bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
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std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
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};
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#endif
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@@ -0,0 +1,46 @@
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#ifndef AutoBlendQueue_h__
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#define AutoBlendQueue_h__
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#include "../Core/ResourceManager.h"
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#include "Skeleton.h"
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#include "Model.h"
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#include "BlendTree.h"
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#include "../Core/EntityWrapper.h"
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class AutoBlendQueue
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{
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public:
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struct AutoBlendJob
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{
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EntityWrapper RootNode = EntityWrapper::Invalid;
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double Duration;
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double CurrentTime = 0.0;
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double Delay = 0.0;
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EntityWrapper AnimationEntity = EntityWrapper::Invalid;
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BlendTree::AutoBlendInfo BlendInfo;
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};
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struct AutoblendNode
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{
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AutoBlendJob BlendJob;
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double StartTime;
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double EndTime;
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};
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AutoBlendQueue() { };
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void Insert(AutoBlendJob autoBlendJob);
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void UpdateTime(double dt);
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void PrintQueue();
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bool HasActiveBlendJob();
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std::shared_ptr<BlendTree> GetBlendTree();
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AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
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private:
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std::list<AutoblendNode> m_BlendQueue;
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};
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#endif
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@@ -0,0 +1,100 @@
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#ifndef BlendTree_h__
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#define BlendTree_h__
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#include "Common.h"
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#include "../GLM.h"
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#include "Skeleton.h"
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#include "../Core/EntityWrapper.h"
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#include "../Core/World.h"
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#include <stack>
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class BlendTree
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{
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public:
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enum class NodeType
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{
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Additive,
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Blend,
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Override,
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Animation,
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};
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struct Node
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{
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std::string Name;
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EntityWrapper Entity;
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Node* Parent = nullptr;
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Node* Child[2] = { nullptr, nullptr };
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NodeType Type;
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std::map<int, Skeleton::PoseData> Pose;
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bool SubTreeRoot = false;
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double Weight = 0.0;
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Node* Next() {
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Node* next = this;
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if (next->Child[1] == nullptr) {
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// Node has no right child
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next = this;
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while (next->Parent != nullptr && next == next->Parent->Child[1]) {
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next = next->Parent;
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}
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next = next->Parent;
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} else {
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// Find the leftmost node in the right subtree
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next = next->Child[1];
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while (next->Child[0] != nullptr) {
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next = next->Child[0];
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}
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}
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return next;
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}
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};
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struct AutoBlendInfo
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{
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std::string NodeName;
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double progress;
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bool Start;
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bool SingleBlend;
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std::unordered_map<EntityWrapper, double> StartWeights;
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};
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BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
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~BlendTree();
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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glm::mat4 GetBoneTransform(int boneID);
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bool IsValid() { return (m_Root == nullptr ? false : true); }
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void PrintTree();
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BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
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BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
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BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
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EntityWrapper GetSubTreeRoot(std::string nodeName);
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private:
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Skeleton* m_Skeleton = nullptr;
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Node* m_Root = nullptr;
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std::vector<glm::mat4> m_FinalPose;
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std::map<int, glm::mat4> m_FinalBoneTransforms;
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std::vector<glm::mat4> AccumulateFinalPose();
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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void Blend(std::map<int, Skeleton::PoseData>& pose);
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};
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#endif
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@@ -8,6 +8,7 @@
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/Skeleton.h"
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#include "Rendering/BlendTree.h"
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//Needs to be a higher orderlevel than AnimationSystem
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class BoneAttachmentSystem : public PureSystem
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@@ -0,0 +1,27 @@
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#ifndef Events_AutoAnimationBlend_h__
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#define Events_AutoAnimationBlend_h__
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#include "../Core/EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct AutoAnimationBlend : Event
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{
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EntityWrapper RootNode = EntityWrapper::Invalid;
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std::string NodeName;
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double Duration = 0.0;
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double Delay = 0.0;
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bool Start = false;
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bool Reverse = false;
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bool Restart = false;
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bool SingleLevelBlend = false;
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EntityWrapper AnimationEntity = EntityWrapper::Invalid;
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};
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}
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#endif
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@@ -15,6 +15,7 @@
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#include "../Core/Transform.h"
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "BlendTree.h"
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struct ModelJob : RenderJob
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{
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@@ -123,32 +124,14 @@ struct ModelJob : RenderJob
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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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EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
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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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if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
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BlendTree = Skeleton->BlendTrees.at(entityWrapper);
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}
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}
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}
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};
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unsigned int TextureID;
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@@ -167,10 +150,7 @@ struct ModelJob : RenderJob
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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::Skeleton::AnimationOffset AnimationOffset;
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std::shared_ptr<::BlendTree> BlendTree = nullptr;
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float GlowIntensity = 8.0;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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@@ -6,27 +6,9 @@
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#include "../GLM.h"
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#include <glm/gtx/matrix_decompose.hpp>
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#include <imgui/imgui.h>
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#include "../Core/EntityWrapper.h"
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//struct Bone
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//{
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// Bone(std::string name, glm::mat4 offsetMatrix)
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// : Name(name)
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// , OffsetMatrix(offsetMatrix)
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// { }
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//
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// ~Bone()
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// {
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// for (auto kv : Children) {
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// delete kv.second;
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// }
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// }
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//
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// std::string Name;
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// glm::mat4 OffsetMatrix;
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// glm::mat4 LocalMatrix;
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//
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// std::map<std::string, Bone*> Children;
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//};
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class BlendTree;
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class Skeleton
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{
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@@ -68,58 +50,40 @@ public:
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std::map<int, std::vector<Keyframe>> JointAnimations;
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};
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struct AnimationData
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{
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const Animation* animation;
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float time;
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float weight;
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};
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struct JointFrameTransform {
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glm::vec3 PositionInterp = glm::vec3(0);
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glm::quat RotationInterp = glm::quat();
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glm::vec3 ScaleInterp = glm::vec3(0);
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float Weight;
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};
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struct AnimationOffset {
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const Animation* animation;
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float time;
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struct PoseData {
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glm::vec3 Translation;
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glm::quat Orientation;
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glm::vec3 Scale;
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};
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Skeleton() { }
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~Skeleton();
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Bone* RootBone;
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std::map<int, Bone*> Bones;
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std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
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// Attach a new bone to the skeleton
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// Returns: New bone index
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int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
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int GetBoneID(std::string name);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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const Animation* GetAnimation(std::string name);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, 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>& frameBones, 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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std::map<std::string, Animation> Animations;
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glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
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glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
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glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
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int GetKeyframe(const Animation& animation, double time);
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std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
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std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
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std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
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std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
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void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
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std::map<std::string, Animation> Animations;
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private:
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glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
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Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
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void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
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void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
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std::map<std::string, Bone*> m_BonesByName;
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@@ -10,7 +10,7 @@ public:
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: System(params)
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, PureSystem("Lifetime")
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{
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LOG_INFO("ASDASDASSA");
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}
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virtual void Update(double dt) override;
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