BlendTree now working but has some memory leaks

This commit is contained in:
viktorljung
2016-02-23 17:06:41 +01:00
parent 127edb4e60
commit 606a9bf94f
7 changed files with 243 additions and 135 deletions
+126 -55
View File
@@ -49,25 +49,26 @@ std::vector<glm::mat4> Skeleton::GetFrameBones()
}
return finalMatrices;
}
std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, const double time, bool additive, bool noRootMotion /*= false*/)
std::map<int, glm::mat4> Skeleton::GetFrameBones(const Animation* animation, const double time, bool additive, bool noRootMotion /*= false*/)
{
if (animation == nullptr) {
std::vector<glm::mat4> finalMatrices;
std::map<int, glm::mat4> finalMatrices;
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));
finalMatrices[b.second->ID] = glm::mat4(1);
}
return finalMatrices;
}
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animation, time, frameBones, additive, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
if(!additive) {
AccumulateBoneTransforms(true, animation, time, frameBones, additive, RootBone, glm::mat4(1));
} else {
AdditiveBoneTransforms(animation, time, frameBones, RootBone);
}
return finalMatrices;
return frameBones;
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, bool additive, const Bone* bone, glm::mat4 parentMatrix)
@@ -77,7 +78,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
}
glm::mat4 boneMatrix;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
@@ -118,21 +119,21 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
position.z = 0;
}
boneMatrix = parentMatrix * (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
boneMatrix = (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
boneMatrices[bone->ID] = boneMatrix;// *bone->OffsetMatrix;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
boneMatrix = parentMatrix * (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
boneMatrix = (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
boneMatrices[bone->ID] = boneMatrix;// *bone->OffsetMatrix;
}
} else { // 0 keyframes for the current bone
if (bone->Parent) {
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
//boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
//boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = parentMatrix;
//boneMatrix = glm::inverse(bone->OffsetMatrix);
//boneMatrices[bone->ID] = parentMatrix;
}
}
@@ -142,22 +143,36 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
}
glm::mat4 Skeleton::AdditiveBlend(const Bone* bone, AnimationOffset animationOffset, glm::mat4 targetPose)
void Skeleton::AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone)
{
AnimationOffset refOffset = animationOffset;
refOffset.time = 0.5f; // reference pose is at 0.5s for now
glm::mat4 refPose = GetOffsetTransform(bone, refOffset);
glm::mat4 srcPose = GetOffsetTransform(bone, animationOffset);
glm::mat4 differencePose = srcPose * glm::inverse(refPose);
glm::mat4 finalPose = differencePose * targetPose;
return finalPose;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
glm::mat4 refPose = GetAdditiveBonePose(bone, animation, 0.0);
glm::mat4 srcPose = GetAdditiveBonePose(bone, animation, time);
glm::mat4 boneMatrix = srcPose * glm::inverse(refPose);
boneMatrices[bone->ID] = boneMatrix;
}
for (auto &child : bone->Children) {
AdditiveBoneTransforms(animation, time, boneMatrices, child);
}
}
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
{
const Animation* animation = animationOffset.animation;
float time = animationOffset.time;
glm::mat4 Skeleton::AdditiveBlend(const Bone* bone, AnimationOffset animationOffset, glm::mat4 targetPose)
{
/*
AnimationOffset refOffset = animationOffset;
refOffset.time = 0.5f; // reference pose is at 0.5s for now
glm::mat4 refPose = GetAdditiveBonePose(bone, refOffset);
glm::mat4 srcPose = GetAdditiveBonePose(bone, animationOffset);
glm::mat4 differencePose = srcPose * glm::inverse(refPose);
glm::mat4 finalPose = differencePose * targetPose;*/
return glm::mat4();
}
glm::mat4 Skeleton::GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time)
{
glm::vec3 position = glm::vec3(0);
glm::quat rotation = glm::quat();
glm::vec3 scale = glm::vec3(1);
@@ -559,51 +574,107 @@ return boneMatrix;
}
std::vector<glm::mat4> Skeleton::BlendPoses(std::vector<glm::mat4> pose1, std::vector<glm::mat4> pose2, float weight)
std::map<int, glm::mat4> Skeleton::BlendPoses(std::map<int, glm::mat4> pose1, std::map<int, glm::mat4> pose2, float weight)
{
std::vector<glm::mat4> finalPose;
std::map<int, glm::mat4> finalPose;
if(pose1.size() != pose2.size()) {
LOG_ERROR("Number of bones does not match");
return finalPose;
}
for (int i = 0; i < pose1.size(); i++) {
for (auto& b : Bones) {
int boneID = b.second->ID;
glm::mat4 blendedPose = glm::mat4(0);
blendedPose += pose1[i] * weight;
blendedPose += pose2[i] * (1.f - weight);
finalPose.push_back(blendedPose);
if(pose1.find(boneID) != pose1.end() && pose2.find(boneID) != pose2.end()) {
blendedPose += pose1.at(boneID) * weight;
blendedPose += pose2.at(boneID) * (1.f - weight);
finalPose[boneID] = blendedPose;
} else if(pose1.find(boneID) != pose1.end()) {
finalPose[boneID] = pose1.at(boneID);
} else if (pose2.find(boneID) != pose2.end()) {
finalPose[boneID] = pose2.at(boneID);
}
}
return finalPose;
}
std::vector<glm::mat4> Skeleton::OverridePose(std::vector<glm::mat4> overridePose, std::vector<glm::mat4> targetPose)
std::map<int, glm::mat4> Skeleton::OverridePose(std::map<int, glm::mat4> overridePose, std::map<int, glm::mat4> targetPose)
{
std::vector<glm::mat4> finalPose;
std::map<int, glm::mat4> finalPose;
if (overridePose.size() != targetPose.size()) {
LOG_ERROR("Number of bones does not match");
return finalPose;
}
for (int i = 0; i < targetPose.size(); i++) {
if(overridePose[i] != glm::mat4(1)) {
finalPose.push_back(overridePose[i]);
} else {
finalPose.push_back(targetPose[i]);
for (auto& b : Bones) {
int boneID = b.second->ID;
if (overridePose.find(boneID) != overridePose.end()) {
finalPose[boneID] = overridePose.at(boneID);
} else if (targetPose.find(boneID) != targetPose.end()) {
finalPose[boneID] = targetPose.at(boneID);
}
}
return finalPose;
}
//finalPose.push_back(overridePose[i]);
std::map<int, glm::mat4> Skeleton::BlendPoseAdditive(std::map<int, glm::mat4> additivePose, std::map<int, glm::mat4> targetPose)
{
std::map<int, glm::mat4> finalPose;
for (auto& b : Bones) {
int boneID = b.second->ID;
glm::mat4 blendedPose = glm::mat4(1);
if (additivePose.find(boneID) != additivePose.end() && targetPose.find(boneID) != targetPose.end()) {
blendedPose = additivePose.at(boneID) * targetPose.at(boneID);
finalPose[boneID] = blendedPose;
} else if (additivePose.find(boneID) != additivePose.end()) {
finalPose[boneID] = additivePose.at(boneID);
} else if (targetPose.find(boneID) != targetPose.end()) {
finalPose[boneID] = targetPose.at(boneID);
}
}
return finalPose;
}
std::vector<glm::mat4> Skeleton::GetFinalPose(std::map<int, glm::mat4>& boneMatrices)
{
std::vector<glm::mat4> finalPose;
AccumulateFinalPose(boneMatrices, RootBone, glm::mat4(1));
for(auto& b : boneMatrices) {
finalPose.push_back(b.second);
}
return finalPose;
}
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
if (boneMatrices.find(bone->ID) != boneMatrices.end()) {
boneMatrix = parentMatrix * boneMatrices.at(bone->ID);
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = parentMatrix;
}
}
for (auto &child : bone->Children) {
AccumulateFinalPose(boneMatrices, child, boneMatrix);
}
}
int Skeleton::GetBoneID(std::string name)
{
if (m_BonesByName.find(name) == m_BonesByName.end()) {