Added animation blending and offset animation component
This commit is contained in:
@@ -19,83 +19,35 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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if(skeleton == nullptr) {
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return;
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}
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/*
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ImGui::SliderFloat("Angle", &angle, -100.f, 100.f);
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{
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int id = skeleton->GetBoneID("Spine_3");
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auto it = skeleton->Bones.find(id);
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if (it != skeleton->Bones.end()) {
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it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle), 0.f, 0.f)));
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for (int i = 1; i <= 3; i++) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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if (animation == nullptr) {
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return;
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}
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}
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*/
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double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName"]);
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if (animation == nullptr) {
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return;
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}
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double animationSpeed = (double)animationComponent["Speed"];
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed"] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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} else {
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if (glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
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if (!(bool)animationComponent["Loop" + std::to_string(i)] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time" + std::to_string(i)] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else {
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(double&)animationComponent["Time"] = nextTime;
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if (glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time" + std::to_string(i)] = glm::abs(nextTime) - animation->Duration;
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} else {
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(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
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}
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}
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}
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}
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/* {
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int id = skeleton->GetBoneID("Spine_2");
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auto it = skeleton->Bones.find(id);
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if (it != skeleton->Bones.end()) {
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it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/4.f), 0.f, 0.f)));
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}
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}
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{
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int id = skeleton->GetBoneID("R_Shoulder");
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auto it = skeleton->Bones.find(id);
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if (it != skeleton->Bones.end()) {
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it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
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}
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}
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{
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int id = skeleton->GetBoneID("L_Shoulder");
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auto it = skeleton->Bones.find(id);
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if (it != skeleton->Bones.end()) {
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it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
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}
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}*/
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/*
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if (entity.HasComponent("Player")) {
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EntityWrapper cameraEntity = entity.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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}
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}*/
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}
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}
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@@ -21,7 +21,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName"]);
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const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
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if (!animation) {
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return;
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@@ -34,9 +34,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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}
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time"], glm::mat4(1));
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::vec3 scale;
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glm::quat rotation;
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@@ -127,14 +127,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (explosionEffectJob->Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (explosionEffectJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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//bind textures
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BindExplosionTextures(explosionEffectJob);
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//draw
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@@ -154,8 +153,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindModelTextures(modelJob);
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
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if (modelJob->Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones;
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if(modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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@@ -89,7 +89,7 @@ void PickingPass::Draw(RenderScene& scene)
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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@@ -132,11 +132,9 @@ void PickingPass::Draw(RenderScene& scene)
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (modelJob->Animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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glBindVertexArray(modelJob->Model->VAO);
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@@ -271,7 +271,7 @@ RawModelAssimp::RawModelAssimp(std::string fileName)
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skelAnim.Keyframes.push_back(animationFrame);
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}
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m_Skeleton->Animations[animationName] = skelAnim;
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m_Skeleton->Animations[animationName1] = skelAnim;
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}
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}
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@@ -39,36 +39,46 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
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}
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}
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std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, double time, bool noRootMotion /*= false*/)
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std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
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{
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if(animation == nullptr) {
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if (animations.size() <= 0) {
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std::vector<glm::mat4> finalMatrices;
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for(auto& b : Bones) {
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finalMatrices.push_back(b.second->ModificationMatrix);//b.second->OffsetMatrix);
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for (auto& b : Bones) {
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finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
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}
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return finalMatrices;
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}
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std::map<int, glm::mat4> frameBones;
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AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
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std::vector<glm::mat4> finalMatrices;
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for (auto &kv : frameBones) {
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finalMatrices.push_back(kv.second);
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}
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return finalMatrices;
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}
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std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
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{
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if (animations.size() <= 0 || animationOffset.animation == nullptr) {
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std::vector<glm::mat4> finalMatrices;
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for (auto& b : Bones) {
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finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
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}
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return finalMatrices;
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}
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// HACK: Animation wrap-around
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std::map<int, glm::mat4> frameBones;
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AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
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while (time < 0) {
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time += animation->Duration;
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}
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while (time > animation->Duration) {
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time -= animation->Duration;
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}
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//auto animationFrame = Animations[""].Keyframes[frame];
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std::map<int, glm::mat4> frameBones;
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AccumulateBoneTransforms(true, animation, time, frameBones, RootBone, glm::mat4(1));
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//AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, alpha, frameBones, RootBone, glm::mat4(1));
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std::vector<glm::mat4> finalMatrices;
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for (auto &kv : frameBones) {
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finalMatrices.push_back(kv.second);
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}
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return finalMatrices;
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std::vector<glm::mat4> finalMatrices;
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for (auto &kv : frameBones) {
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finalMatrices.push_back(kv.second);
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}
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return finalMatrices;
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}
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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@@ -95,12 +105,13 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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if(nextFrame.Index == 0) {
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); // fix loopinguuuu
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if(progress > 1.0f || progress < 0.0f) {
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -116,12 +127,12 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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positionInterp.z = 0;
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}
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boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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boneMatrix = parentMatrix *(glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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boneMatrix = parentMatrix * (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
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boneMatrix = parentMatrix *(glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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}
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@@ -143,7 +154,320 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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}
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}
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glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 parentMatrix)
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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std::vector<JointFrameTransform> JointTransforms;
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for (const AnimationData animationData : animations) {
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const Animation* animation = animationData.animation;
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const float time = animationData.time;
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JointFrameTransform jointTransform;
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jointTransform.Weight = animationData.weight;;
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if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
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std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
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if (time >= boneKeyFrames.at(index).Time) {
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currentFrame = boneKeyFrames.at(index);
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nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
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break;
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}
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}
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float progress;
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if (nextFrame.Index == 0) {
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
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jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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// Flag for no root motion
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if (bone == RootBone && noRootMotion) {
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jointTransform.PositionInterp.x = 0;
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jointTransform.PositionInterp.z = 0;
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}
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JointTransforms.push_back(jointTransform);
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
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jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
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jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
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JointTransforms.push_back(jointTransform);
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}
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} else { // 0 keyframes for the current bone
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}
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}
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if(JointTransforms.size() <= 0) {
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if (bone->Parent) {
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boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else {
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boneMatrix = glm::inverse(bone->OffsetMatrix);
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boneMatrices[bone->ID] = parentMatrix;
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}
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} else if (JointTransforms.size() == 1) {
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boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else {
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glm::vec3 finalPosInterp;
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glm::quat finalRotInterp;
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glm::vec3 finalScaleInterp;
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float totalWeight = 0;
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for (JointFrameTransform jointTransform : JointTransforms) {
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totalWeight += jointTransform.Weight;
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}
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for (JointFrameTransform jointTransform : JointTransforms)
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{
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if(jointTransform.Weight == 1.0f) {
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finalPosInterp = jointTransform.PositionInterp;
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finalRotInterp = jointTransform.RotationInterp;
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finalScaleInterp = jointTransform.ScaleInterp;
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break;
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} else {
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finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
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finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
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finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
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}
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}
|
||||
|
||||
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) {
|
||||
|
||||
Reference in New Issue
Block a user