Added BoneAttachment component
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@@ -41,7 +41,5 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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}
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}
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}
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@@ -0,0 +1,71 @@
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#include "Rendering/BoneAttachmentSystem.h"
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void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt)
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{
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if(!entity.HasComponent("Transform")) {
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return;
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}
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auto parent = entity.FirstParentWithComponent("Animation");
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if (!parent.HasComponent("Model")) {
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return;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
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} catch (const std::exception&) {
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["Name"]);
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if (!animation) {
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return;
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}
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int id = skeleton->GetBoneID(entity["BoneAttachment"]["Name"]);
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if(id == -1) {
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return;
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}
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int currentKeyframeIndex = skeleton->GetKeyframe(*animation, parent["Animation"]["Time"]);
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const Skeleton::Animation::Keyframe& currentFrame = animation->Keyframes[currentKeyframeIndex];
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const Skeleton::Animation::Keyframe& nextFrame = animation->Keyframes[(currentKeyframeIndex + 1) % animation->Keyframes.size()];
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float alpha = ((double)parent["Animation"]["Time"] - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], currentFrame, nextFrame, alpha, glm::mat4(1));
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glm::vec3 scale;
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glm::quat rotation;
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glm::vec3 translation;
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
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glm::vec3 angles;
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angles.y = asin(-boneTransform[0][2]);
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if (cos(angles.y) != 0) {
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angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
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angles.z = atan2(boneTransform[0][1], boneTransform[0][0]);
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} else {
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angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
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angles.z = 0;
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}
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if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
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(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
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}
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if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
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(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
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}
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if ((bool)entity["BoneAttachment"]["InheritScale"]) {
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(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
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}
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}
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@@ -94,11 +94,16 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}*/
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//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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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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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
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// std::vector<glm::mat4> frameBones2 = modelJob->Skeleton->GetFrameBones(*modelJob->Skeleton->GetAnimation("Walk"), modelJob->AnimationTime);
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//
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//
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// for (int i = 0; i < frameBones.size(); i++) {
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// frameBones[i] = frameBones[i] * glm::mat4(glm::quat(glm::vec3(0.f, 0.f, 0.f)));//* frameBones2[i];
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// }
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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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@@ -66,6 +66,8 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation& animation, doubl
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return finalMatrices;
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}
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe ¤tFrame, const Animation::Keyframe &nextFrame, float progress, 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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@@ -101,6 +103,34 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
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}
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glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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if (currentFrame.BoneProperties.find(bone->ID) != currentFrame.BoneProperties.end() || nextFrame.BoneProperties.find(bone->ID) != nextFrame.BoneProperties.end()) {
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties.at(bone->ID);
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties.at(bone->ID);
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glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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boneMatrix = (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp)) * parentMatrix;
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} else {
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if (bone->Parent) {
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boneMatrix = parentMatrix;
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}
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}
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if(bone->Parent) {
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return GetBoneTransform(bone->Parent, currentFrame, nextFrame, progress, boneMatrix);
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} else {
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return boneMatrix;
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}
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}
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int Skeleton::GetBoneID(std::string name)
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{
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if (m_BonesByName.find(name) == m_BonesByName.end()) {
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+3
-1
@@ -10,7 +10,8 @@
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "../Engine/Rendering/AnimationSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -90,6 +91,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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++updateOrderLevel;
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