Added animation blending and offset animation component
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@@ -60,10 +60,30 @@ struct ModelJob : RenderJob
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName"]);
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AnimationTime = (double)animationComponent["Time"];
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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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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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}
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}
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};
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@@ -80,7 +100,10 @@ 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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const ::Skeleton::Animation* Animation = nullptr;
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// const ::Skeleton::Animation* Animation = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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::Skeleton::AnimationOffset AnimationOffset;
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float AnimationTime = 0.f;
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@@ -5,6 +5,7 @@
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#include "Common.h"
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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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//struct Bone
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//{
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@@ -41,7 +42,6 @@ public:
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std::string Name;
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glm::mat4 OffsetMatrix;
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glm::mat4 ModificationMatrix = glm::mat4(1);
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int ID;
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Bone* Parent;
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@@ -66,11 +66,27 @@ public:
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std::string Name;
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double Duration;
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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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};
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Skeleton() { }
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~Skeleton();
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@@ -85,19 +101,26 @@ public:
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int GetBoneID(std::string name);
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation* animation, double time, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, 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>& boneMatrices, 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 parentMatrix);
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glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
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int GetKeyframe(const Animation& animation, double time);
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private:
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std::map<std::string, Bone*> m_BonesByName;
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glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
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std::map<std::string, Bone*> m_BonesByName;
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float aim = 0.f;
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};
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#endif
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