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
+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"];
}
}*/
}
}