Added animation blending and offset animation component
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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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