WIP Waiting for importer

This commit is contained in:
viktorljung
2016-02-04 11:13:33 +01:00
parent 89bc063ef0
commit 6aec7555cc
8 changed files with 162 additions and 18 deletions
+8
View File
@@ -63,11 +63,15 @@ public:
int Index = 0;
double Time = 0.0;
std::map<int, Keyframe::BoneProperty> BoneProperties;
//Keyframe::BoneProperty boneProperty;
};
std::string Name;
double Duration;
// unsigned int KeyFrameAmount;
std::vector<Keyframe> Keyframes;
//std::map<int, std::list<Keyframe>> BoneKeyFrames;
};
Skeleton() { }
@@ -86,6 +90,10 @@ public:
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation* animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms2(bool noRootMotion, const Animation* animation, int keyframeIndex, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
@@ -10,6 +10,7 @@
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="-1.245" Z="0"/>
@@ -34,8 +35,8 @@
<Entity>
<Components>
<c:Animation>
<AnimationName>Run</AnimationName>
<Time>0.94215130460312757</Time>
<AnimationName>Ru</AnimationName>
<Time>0.68893688300324918</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
+4 -1
View File
@@ -51,6 +51,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
/*
ImGui::SliderFloat("Angle", &angle, -180.f, 180.f);
@@ -86,6 +87,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
}
*/
/*
@@ -117,7 +119,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
if (it != skeleton->Bones.end()) {
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
}
}*/
}*
if (entity.HasComponent("Player")) {
EntityWrapper cameraEntity = entity.FirstChildByName("Camera");
@@ -127,5 +129,6 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
}
}
*/
}
@@ -2,6 +2,7 @@
void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt)
{
/*
if(!entity.HasComponent("Transform")) {
return;
@@ -67,5 +68,5 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
}
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
}
}*/
}
+2 -5
View File
@@ -130,7 +130,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
@@ -155,12 +155,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelTextures(modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//draw
glBindVertexArray(modelJob->Model->VAO);
+1 -1
View File
@@ -134,7 +134,7 @@ void PickingPass::Draw(RenderScene& scene)
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
+7
View File
@@ -332,6 +332,7 @@ void RawModelCustom::ReadAnimationClipSingle(unsigned int &offset, char* fileDat
ReadAnimationKeyFrame(offset, fileData, fileByteSize, newAnimation);
}
m_Skeleton->Animations[newAnimation.Name] = newAnimation;
//m_Skeleton->Animations[newAnimation.Name].KeyFrameAmount = nrOfKeyframes;
#else
#endif
}
@@ -363,12 +364,18 @@ void RawModelCustom::ReadAnimationKeyFrame(unsigned int &offset, char* fileData,
}
Skeleton::Animation::Keyframe::BoneProperty newBone;
for (unsigned int i = 0; i < nrOfJoints; i++) {
memcpy(&newBone, (fileData + offset), sizeof(Skeleton::Animation::Keyframe::BoneProperty));
offset += sizeof(Skeleton::Animation::Keyframe::BoneProperty);
newKeyFrame.BoneProperties[newBone.ID] = newBone;
}
animation.Keyframes.push_back(newKeyFrame);
// memcpy(&newBone, (fileData + offset), sizeof(Skeleton::Animation::Keyframe::BoneProperty));
//newKeyFrame.boneProperty = newBone;
// animation.BoneKeyFrames[newBone.ID].push_back(newKeyFrame);
}
RawModelCustom::~RawModelCustom()
+139 -12
View File
@@ -66,7 +66,9 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, doubl
//auto animationFrame = Animations[""].Keyframes[frame];
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, alpha, frameBones, RootBone, glm::mat4(1));
//AccumulateBoneTransforms(noRootMotion, animation, time, frameBones, RootBone, glm::mat4(1));
AccumulateBoneTransforms2(noRootMotion, animation, currentKeyframeIndex, time, frameBones, RootBone, glm::mat4(1));
//AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, alpha, frameBones, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
@@ -81,7 +83,14 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
{
glm::mat4 boneMatrix;
if (currentFrame.BoneProperties.find(bone->ID) != currentFrame.BoneProperties.end() || nextFrame.BoneProperties.find(bone->ID) != nextFrame.BoneProperties.end()) {
float alpha = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
if (currentFrame.BoneProperties.find(bone->ID) != currentFrame.BoneProperties.end() && nextFrame.BoneProperties.find(bone->ID) != nextFrame.BoneProperties.end()) {
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties.at(bone->ID);
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties.at(bone->ID);
@@ -89,28 +98,146 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
positionInterp.x = 0;
positionInterp.z = 0;
}
boneMatrix = parentMatrix * bone->ModificationMatrix *(glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix;// *glm::inverse(bone->OffsetMatrix);
}
boneMatrices[bone->ID] = boneMatrix;// *bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
std::string name = child->Name;
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, progress, boneMatrices, child, boneMatrix);
}
}
void Skeleton::AccumulateBoneTransforms2(bool noRootMotion, const Animation* animation, int keyframeIndex, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix = glm::mat4(1);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
int currentFrameIndex = keyframeIndex;
while (true) {
std::map<int, Animation::Keyframe::BoneProperty> boneProperties = animation->Keyframes[currentFrameIndex].BoneProperties;
if (boneProperties.find(bone->ID) != boneProperties.end()) {
currentFrame = animation->Keyframes[keyframeIndex];
break;
} else {
if(currentFrameIndex > 0) {
currentFrameIndex--;
} else {
break;
}
}
}
if ( != animation->BoneKeyFrames.end()) { // find the bone keyframes that surrounds the current frame
std::list<Animation::Keyframe> boneKeyFrames = animation->BoneKeyFrames.at(bone->ID);
for (auto frame : boneKeyFrames) {
if (frame.Time <= time) {
currentFrame = &frame;
} else if (frame.Time > time) {
nextFrame = &frame;
}
}
//if(currentFrame == nullptr) cant happen
if (nextFrame == nullptr) {
std::list<Animation::Keyframe> boneKeyFrames = animation->BoneKeyFrames.at(bone->ID);
nextFrame = &boneKeyFrames.front();
}
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
/*
glm::mat4 boneMatrix = glm::mat4(1);
Animation::Keyframe* currentFrame = nullptr;
Animation::Keyframe* nextFrame = nullptr;
if(animation->BoneKeyFrames.find(bone->ID) != animation->BoneKeyFrames.end()) { // find the bone keyframes that surrounds the current frame
std::list<Animation::Keyframe> boneKeyFrames = animation->BoneKeyFrames.at(bone->ID);
for (auto frame : boneKeyFrames) {
if(frame.Time <= time) {
currentFrame = &frame;
} else if (frame.Time > time) {
nextFrame = &frame;
}
}
//if(currentFrame == nullptr) cant happen
if (nextFrame == nullptr) {
std::list<Animation::Keyframe> boneKeyFrames = animation->BoneKeyFrames.at(bone->ID);
nextFrame = &boneKeyFrames.front();
}
if (currentFrame != nextFrame) {
float progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame->boneProperty;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame->boneProperty;
glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
positionInterp.x = 0;
positionInterp.z = 0;
}
boneMatrix = parentMatrix * bone->ModificationMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix;// *glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {// if (currentFrame == nextFrame) {
boneMatrix = parentMatrix * bone->ModificationMatrix * (glm::translate(currentFrame->boneProperty.Position) * glm::toMat4(currentFrame->boneProperty.Rotation) * glm::scale(currentFrame->boneProperty.Scale));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
boneMatrices[bone->ID] = boneMatrix; // * bone->OffsetMatrix;
} else {
// if (bone->Parent) { // dont think this is needed
// boneMatrix = parentMatrix * bone->ModificationMatrix;
// }
boneMatrix = parentMatrix * bone->ModificationMatrix;
boneMatrices[bone->ID] = boneMatrix;// *bone->OffsetMatrix;
// }
}
for (auto &child : bone->Children) {
std::string name = child->Name;
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, progress, boneMatrices, child, boneMatrix);
}
AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child, boneMatrix);
}*/
}
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, glm::mat4 parentMatrix)