Added animation blending and offset animation component

This commit is contained in:
viktorljung
2016-02-09 22:15:43 +01:00
parent 933a32aa8d
commit 7212217460
18 changed files with 1091 additions and 451 deletions
+1 -1
Submodule assets updated: c4898d8281...ab1e11294f
+28 -5
View File
@@ -60,10 +60,30 @@ struct ModelJob : RenderJob
Skeleton = Model->m_RawModel->m_Skeleton;
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
auto animationComponent = world->GetComponent(Entity, "Animation");
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName"]);
AnimationTime = (double)animationComponent["Time"];
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;
}
}
};
@@ -80,7 +100,10 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
const ::Skeleton::Animation* Animation = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float AnimationTime = 0.f;
+30 -7
View File
@@ -5,6 +5,7 @@
#include "Common.h"
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
//struct Bone
//{
@@ -41,7 +42,6 @@ public:
std::string Name;
glm::mat4 OffsetMatrix;
glm::mat4 ModificationMatrix = glm::mat4(1);
int ID;
Bone* Parent;
@@ -66,11 +66,27 @@ public:
std::string Name;
double Duration;
std::map<int, std::vector<Keyframe>> JointAnimations;
};
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
@@ -85,19 +101,26 @@ public:
int GetBoneID(std::string name);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation* animation, double time, bool noRootMotion = false);
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 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);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 parentMatrix);
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
private:
std::map<std::string, Bone*> m_BonesByName;
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
};
#endif
+1
View File
@@ -30,4 +30,5 @@
<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
</xs:schema>
+15 -4
View File
@@ -1,7 +1,18 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
<Speed>0</Speed>
<Loop>true</Loop>
<AnimationName1></AnimationName1>
<Weight1>1.0</Weight1>
<Time1>0</Time1>
<Speed1>0</Speed1>
<Loop1>true</Loop1>
<AnimationName2></AnimationName2>
<Weight2>1.0</Weight2>
<Time2>0</Time2>
<Speed2>0</Speed2>
<Loop2>true</Loop2>
<AnimationName3></AnimationName3>
<Weight3>1.0</Weight3>
<Time3>0</Time3>
<Speed3>0</Speed3>
<Loop3>true</Loop3>
</Animation>
+15 -4
View File
@@ -6,10 +6,21 @@
<xs:element name="Animation">
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
<xs:element name="Time1" type="t:double" minOccurs="0"/>
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
<xs:element name="Time2" type="t:double" minOccurs="0"/>
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
<xs:element name="Time3" type="t:double" minOccurs="0"/>
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
</AnimationOffset>
@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AnimationOffset">
<xs:annotation>
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+57 -301
View File
@@ -8,331 +8,87 @@
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
<Color A="1" B="0.392156869" G="0.392156869" R="0.392156869"/>
</c:Model>
<c:Transform>
<Scale X="10" Y="10" Z="10"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.51900005" Y="3.65100026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Wave">
<Components>
<c:Animation>
<AnimationName>Wave</AnimationName>
<Time>0.12880232983358791</Time>
<Speed>0.099999986588954926</Speed>
</c:Animation>
<c:Model>
<Resource>Models/finaltest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
</c:Transform>
</Components>
<Children>
<Entity name="R_Leg_Bottom">
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Foot">
<Entity name="Wave">
<Components>
<c:BoneAttachment>
<BoneName>R_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.052207647453917483</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>Strafe Right</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.90342197388335332</Time2>
<AnimationName3>Reload Switch</AnimationName3>
<Time3>0.11766622175243757</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>Aim</AnimationName>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
<Resource>Models/AssaultAnims.mesh</Resource>
<Color A="1" B="0.984313726" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/WepTest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.14501974" Y="1.07601345" Z="-0.237269819"/>
<Orientation X="1.05669272" Y="0.762659967" Z="-0.223463327"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:PointLight>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="1.0823108" Z="0.738871336"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Foot">
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>L_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Leg_Bottom">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Hip">
<Components>
<c:BoneAttachment>
<BoneName>Hip</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_1">
<Components>
<c:BoneAttachment>
<BoneName>Spine_1</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_2">
<Components>
<c:BoneAttachment>
<BoneName>Spine_2</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_3">
<Components>
<c:BoneAttachment>
<BoneName>Spine_3</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Neck">
<Components>
<c:BoneAttachment>
<BoneName>Neck</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Shoulder">
<Components>
<c:BoneAttachment>
<BoneName>R_Shoulder</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.0500000007" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Arm">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Elbow">
<Components>
<c:BoneAttachment>
<BoneName>R_Elbow</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Hand">
<Components>
<c:BoneAttachment>
<BoneName>R_Hand</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Chin">
<Components>
<c:BoneAttachment>
<BoneName>Chin</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Derp">
<Components>
<c:Animation>
<AnimationName>Run</AnimationName>
<Time>0.086866227306570662</Time>
<Speed>0.099999986588954926</Speed>
</c:Animation>
<c:Model>
<Resource>Models/Supertest2.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.650099277" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="R_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Top</BoneName>
<PositionOffset X="-0.600000024" Y="0" Z="0"/>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.526000023" Y="0.85917443" Z="0.00200000009"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="0.0076949019" Y="0.0273150932" Z="0.00913804397"/>
<Scale X="10" Y="1" Z="10"/>
</c:Transform>
</Components>
<Children/>
+497
View File
@@ -0,0 +1,497 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Skeleton" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="R_Arm_Weapon_Joint">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.996078432" B="1" G="1" R="19.6078434"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.47420007" Y="0.928898275" Z="0.0299553983"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.100000001"/>
<Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Hand">
<Components>
<c:BoneAttachment>
<BoneName>R_Hand</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.448672563" Y="0.992614031" Z="0.0575723015"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="1.60548508" Y="-1.10789871" Z="-1.51772225"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Arm">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.12972948" Y="1.28044498" Z="-0.0855199769"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.178462029" Y="-0.240202308" Z="-0.227051333"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Shoulder">
<Components>
<c:BoneAttachment>
<BoneName>R_Shoulder</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0566707924" Y="1.22090316" Z="-0.110467494"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Neck">
<Components>
<c:BoneAttachment>
<BoneName>Neck</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="6.88049477e-05" Y="1.29971886" Z="-0.151777163"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-1.03466523" Y="-0.0017389874" Z="0.00627749134"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_3">
<Components>
<c:BoneAttachment>
<BoneName>Spine_3</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000299328996" Y="1.2487011" Z="-0.0936965123"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_2">
<Components>
<c:BoneAttachment>
<BoneName>Spine_2</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000528411241" Y="1.1669693" Z="0.000368326902"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_1">
<Components>
<c:BoneAttachment>
<BoneName>Spine_1</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000317580998" Y="1.03476369" Z="7.06899816e-17"/>
<Scale X="0.0500000007" Y="0.100000001" Z="0.0500000007"/>
<Orientation X="-0.168994248" Y="-0.000270629855" Z="-6.74916964e-06"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Hip">
<Components>
<c:BoneAttachment>
<BoneName>Hip</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0.901226044" Z="0"/>
<Scale X="0.100000001" Y="0.0500000007" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0735318959" Y="0.86343354" Z="0.00186898722"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.431212306" Y="-0.0456388369" Z="-0.00236316444"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Leg_Bottom">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0971027464" Y="0.534537971" Z="-0.158307418"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.435873091" Y="0.0584642813" Z="-0.0526505522"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Foot">
<Components>
<c:BoneAttachment>
<BoneName>L_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.136750847" Y="0.215778053" Z="0.0181705151"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-7.45058151e-06" Y="-4.34406102e-05" Z="-2.32085604e-05"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Toe">
<Components>
<c:BoneAttachment>
<BoneName>L_Toe</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.142155826" Y="0.180158257" Z="-0.171162993"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-7.45058151e-06" Y="-4.34406102e-05" Z="-2.32085604e-05"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Shoulder">
<Components>
<c:BoneAttachment>
<BoneName>L_Shoulder</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0569540039" Y="1.22099173" Z="-0.110411651"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Arm">
<Components>
<c:BoneAttachment>
<BoneName>L_Arm</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.129911453" Y="1.28064728" Z="-0.0853923708"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.558630228" Y="-0.558619261" Z="-0.988305748"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Hand">
<Components>
<c:BoneAttachment>
<BoneName>L_Hand</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.454215586" Y="1.41859245" Z="-0.370613039"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.931911349" Y="4.81306633e-05" Z="0.000111658264"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Shoulder_Armor_Joint">
<Components>
<c:BoneAttachment>
<BoneName>L_Shoulder_Armor_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.138541639" Y="1.30872273" Z="-0.144261822"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Chin">
<Components>
<c:BoneAttachment>
<BoneName>Chin</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.00033863826" Y="1.2016536" Z="-0.251047492"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.931916714" Y="-9.67644155e-07" Z="2.18351502e-07"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Head">
<Components>
<c:BoneAttachment>
<BoneName>Head</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000338668207" Y="1.33565879" Z="-0.254856527"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.931916714" Y="-9.67644155e-07" Z="2.18351502e-07"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Perietal">
<Components>
<c:BoneAttachment>
<BoneName>Perietal</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="19.6078434"/>
</c:Model>
<c:Transform>
<Position X="-0.000338537793" Y="1.43159795" Z="-0.410463303"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.931916714" Y="-9.67644155e-07" Z="2.18351502e-07"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Elbow">
<Components>
<c:BoneAttachment>
<BoneName>L_Elbow</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.312942117" Y="1.35850036" Z="-0.246365055"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="0.353978485" Y="-0.15571253" Z="-0.903516531"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Leg_Bottom">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.105701312" Y="0.499459773" Z="0.030466903"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-1.02907228" Y="-0.0580535792" Z="0.116703011"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Elbow">
<Components>
<c:BoneAttachment>
<BoneName>R_Elbow</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.309118003" Y="1.12181115" Z="0.00506293867"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.391992599" Y="-0.509281039" Z="-0.0413108058"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.074000001" Y="0.863433301" Z="0.00200000009"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.0984009728" Y="0.0146064674" Z="0.00352247525"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Foot">
<Components>
<c:BoneAttachment>
<BoneName>R_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.139749736" Y="0.334264338" Z="0.356020123"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.000313894066" Y="0.00262229913" Z="0.00155029749"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Toe">
<Components>
<c:BoneAttachment>
<BoneName>R_Toe</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.144308567" Y="0.298593462" Z="0.166685253"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.000313894066" Y="0.00262229913" Z="0.00155029749"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Shoulder_Armor_Joint">
<Components>
<c:BoneAttachment>
<BoneName>R_Shoulder_Armor_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.13872239" Y="1.30850673" Z="-0.144398093"/>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
<Orientation X="-0.798247218" Y="0.000491484476" Z="-0.00077928009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+22
View File
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Join" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>L_Elbow</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="19.6078434" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.359419018" Y="1.38182318" Z="-0.0848901421"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="0.281418264" Y="-0.0785565302" Z="-0.902501941"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+23 -71
View File
@@ -19,83 +19,35 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
if(skeleton == nullptr) {
return;
}
/*
ImGui::SliderFloat("Angle", &angle, -100.f, 100.f);
{
int id = skeleton->GetBoneID("Spine_3");
auto it = skeleton->Bones.find(id);
if (it != skeleton->Bones.end()) {
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle), 0.f, 0.f)));
for (int i = 1; i <= 3; i++) {
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animation == nullptr) {
return;
}
}
*/
double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
if (animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName"]);
if (animation == nullptr) {
return;
}
double animationSpeed = (double)animationComponent["Speed"];
if (animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
(double&)animationComponent["Speed"] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName"];
m_EventBroker->Publish(e);
} else {
if (glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
if (!(bool)animationComponent["Loop" + std::to_string(i)] && glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time" + std::to_string(i)] = glm::sign(nextTime) * animation->Duration;
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else {
(double&)animationComponent["Time"] = nextTime;
if (glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time" + std::to_string(i)] = glm::abs(nextTime) - animation->Duration;
} else {
(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
}
}
}
}
/* {
int id = skeleton->GetBoneID("Spine_2");
auto it = skeleton->Bones.find(id);
if (it != skeleton->Bones.end()) {
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/4.f), 0.f, 0.f)));
}
}
{
int id = skeleton->GetBoneID("R_Shoulder");
auto it = skeleton->Bones.find(id);
if (it != skeleton->Bones.end()) {
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
}
}
{
int id = skeleton->GetBoneID("L_Shoulder");
auto it = skeleton->Bones.find(id);
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");
if (cameraEntity.Valid()) {
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
}
}*/
}
}
@@ -21,7 +21,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName"]);
const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
if (!animation) {
return;
@@ -34,9 +34,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
}
glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time"], glm::mat4(1));
glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
glm::vec3 scale;
glm::quat rotation;
+11 -7
View File
@@ -127,14 +127,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Skeleton != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (explosionEffectJob->Animation != nullptr) {
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]));
}
}
//bind textures
BindExplosionTextures(explosionEffectJob);
//draw
@@ -154,8 +153,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
//bind textures
BindModelTextures(modelJob);
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
if (modelJob->Skeleton != nullptr) {
std::vector<glm::mat4> frameBones;
if(modelJob->AnimationOffset.animation != nullptr) {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
} else {
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
}
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
+3 -5
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@@ -89,7 +89,7 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
@@ -132,11 +132,9 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
if (modelJob->Animation != nullptr) {
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]));
}
}
glBindVertexArray(modelJob->Model->VAO);
+1 -1
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@@ -271,7 +271,7 @@ RawModelAssimp::RawModelAssimp(std::string fileName)
skelAnim.Keyframes.push_back(animationFrame);
}
m_Skeleton->Animations[animationName] = skelAnim;
m_Skeleton->Animations[animationName1] = skelAnim;
}
}
+356 -34
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@@ -39,36 +39,46 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
}
}
std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, double time, bool noRootMotion /*= false*/)
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
{
if(animation == nullptr) {
if (animations.size() <= 0) {
std::vector<glm::mat4> finalMatrices;
for(auto& b : Bones) {
finalMatrices.push_back(b.second->ModificationMatrix);//b.second->OffsetMatrix);
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
}
return finalMatrices;
}
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
}
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
{
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
std::vector<glm::mat4> finalMatrices;
for (auto& b : Bones) {
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
}
return finalMatrices;
}
// HACK: Animation wrap-around
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
while (time < 0) {
time += animation->Duration;
}
while (time > animation->Duration) {
time -= animation->Duration;
}
//auto animationFrame = Animations[""].Keyframes[frame];
std::map<int, glm::mat4> frameBones;
AccumulateBoneTransforms(true, animation, 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) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
std::vector<glm::mat4> finalMatrices;
for (auto &kv : frameBones) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
@@ -95,12 +105,13 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
if(nextFrame.Index == 0) {
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); // fix loopinguuuu
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if(progress > 1.0f || progress < 0.0f) {
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
@@ -116,12 +127,12 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
positionInterp.z = 0;
}
boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
boneMatrix = parentMatrix *(glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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));
boneMatrix = parentMatrix *(glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
@@ -143,7 +154,320 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
}
}
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 parentMatrix)
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
if(JointTransforms.size() <= 0) {
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;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms)
{
if(jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
}
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
std::vector<JointFrameTransform> JointTransforms;
for (const AnimationData animationData : animations) {
const Animation* animation = animationData.animation;
const float time = animationData.time;
JointFrameTransform jointTransform;
jointTransform.Weight = animationData.weight;;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
jointTransform.PositionInterp.x = 0;
jointTransform.PositionInterp.z = 0;
}
JointTransforms.push_back(jointTransform);
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
JointTransforms.push_back(jointTransform);
}
} else { // 0 keyframes for the current bone
}
}
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
if (JointTransforms.size() == 0) {
if (bone->Parent) {
if (offset != glm::mat4(1)) {
boneMatrix = parentMatrix * offset;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
} else {
boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
}
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
boneMatrices[bone->ID] = parentMatrix;
}
} else {
glm::vec3 finalPosInterp;
glm::quat finalRotInterp;
glm::vec3 finalScaleInterp;
float totalWeight = 0;
for (JointFrameTransform jointTransform : JointTransforms) {
totalWeight += jointTransform.Weight;
}
for (JointFrameTransform jointTransform : JointTransforms) {
if (jointTransform.Weight == 1.0f) {
finalPosInterp = jointTransform.PositionInterp;
finalRotInterp = jointTransform.RotationInterp;
finalScaleInterp = jointTransform.ScaleInterp;
break;
} else {
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
}
}
if (offset != glm::mat4(1)) {
boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
} else {
boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
}
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
}
}
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
{
const Animation* animation = animationOffset.animation;
float time = animationOffset.time;
glm::vec3 position = glm::vec3(0);
glm::quat rotation = glm::quat();
glm::vec3 scale = glm::vec3(1);
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
position = currentFrame.BoneProperties.Position;
rotation = currentFrame.BoneProperties.Rotation;
scale = currentFrame.BoneProperties.Scale;
}
}
return (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
}
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix)
{
glm::mat4 boneMatrix;
@@ -167,8 +491,7 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
if (nextFrame.Index == 0) {
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); // fix loopinguuuu
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
@@ -182,20 +505,19 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
boneMatrix = (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp)) * childMatrix;
} 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));
boneMatrix = (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale)) * childMatrix;
}
} else { // 0 keyframes for the current bone
if (bone->Parent) {
boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * parentMatrix;
boneMatrix = bone->Parent->OffsetMatrix * glm::inverse(bone->OffsetMatrix) * childMatrix;
} else {
boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix);
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
}
}
if (bone->Parent) {
+7 -7
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@@ -97,19 +97,19 @@ void PlayerMovementSystem::Update(double dt)
float movementLength = glm::length(groundVelocity);
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["AnimationName"] = "Crouch Walk";
(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
cAnimation["AnimationName1"] = "Crouch Walk";
(double&)cAnimation["Speed1"] = 1.f * -glm::sign(controller->Movement().z);
} else {
cAnimation["AnimationName"] = "Run";
(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
cAnimation["AnimationName1"] = "Run";
(double&)cAnimation["Speed1"] = 2.f * -glm::sign(controller->Movement().z);
}
} else {
if (controller->Crouching()) {
cAnimation["AnimationName"] = "Crouch";
cAnimation["AnimationName1"] = "Crouch";
(double&)cAnimation["Speed"] = 1.f;
} else {
cAnimation["AnimationName"] = "Hold Pos";
(double&)cAnimation["Speed"] = 1.f;
cAnimation["AnimationName1"] = "Hold Pos";
(double&)cAnimation["Speed1"] = 1.f;
}
}
}