Added BoneAttachment component
This commit is contained in:
@@ -0,0 +1,29 @@
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#ifndef BoneAttachmentSystem_h__
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#define BoneAttachmentSystem_h__
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/Skeleton.h"
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//Needs to be a higher orderlevel than AnimationSystem
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class BoneAttachmentSystem : public PureSystem
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{
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public:
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BoneAttachmentSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("BoneAttachment")
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{
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}
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~BoneAttachmentSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
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private:
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};
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#endif
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@@ -82,17 +82,19 @@ 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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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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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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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, 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::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, glm::mat4 parentMatrix);
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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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int GetKeyframe(const Animation& animation, double time);
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};
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#endif
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@@ -24,4 +24,5 @@
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<xs:include schemaLocation="Components/UniformScale.xsd"/>
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<xs:include schemaLocation="Components/EditorWidget.xsd"/>
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<xs:include schemaLocation="Components/Animation.xsd"/>
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<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
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</xs:schema>
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@@ -0,0 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<BoneAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoneAttachment.xsd">
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<Name></Name>
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<PositionOffset X="0" Y="0" Z="0"/>
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<OrientationOffset X="0" Y="0" Z="0"/>
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<ScaleOffset X="1" Y="1" Z="1"/>
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<InheritPosition>true</InheritPosition>
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<InheritOrientation>true</InheritOrientation>
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<InheritScale>false</InheritScale>
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</BoneAttachment>
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@@ -0,0 +1,19 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="BoneAttachment">
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<xs:complexType>
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<xs:all>
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<xs:element name="Name" type="t:string" minOccurs="0"/>
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<xs:element name="PositionOffset" type="t:Vector" minOccurs="0"/>
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<xs:element name="InheritPosition" type="t:bool" minOccurs="0"/>
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<xs:element name="OrientationOffset" type="t:Vector" minOccurs="0"/>
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<xs:element name="InheritOrientation" type="t:bool" minOccurs="0"/>
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<xs:element name="ScaleOffset" type="t:Vector" minOccurs="0"/>
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<xs:element name="InheritScale" type="t:bool" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -0,0 +1,117 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform/>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitPlane.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-1.79600012" Y="0.200000003" Z="-5.20000029"/>
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<Scale X="10" Y="10" Z="10"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:DirectionalLight/>
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<c:Model>
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<Resource>Models/DirectionalLightWidget.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="2.42800021" Z="-2.80000019"/>
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<Orientation X="5.51900005" Y="3.65100026" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Animation>
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<Name>Run</Name>
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<Time>0.45698878438365576</Time>
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<Speed>0.5</Speed>
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</c:Animation>
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<c:Model>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0" Z="0.219988048"/>
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<Orientation X="0" Y="1.95300007" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0.745098054" G="0.623529434" R="1"/>
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<Radius>12</Radius>
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<Falloff>0.29999995231628418</Falloff>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="2.30650759" Z="0.323329508"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="1" G="0.564705908" R="0.56078434"/>
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<Radius>7</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="1.63035285" Z="-1.18989873"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Test">
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<Components>
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<c:BoneAttachment>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<Name>L_Foot</Name>
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<InheritScale>true</InheritScale>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="1" B="1" G="19.6078434" R="1"/>
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</c:Model>
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<c:Transform>
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<Position X="-0.0864050835" Y="0.271049351" Z="0.442295641"/>
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<Scale X="0.200000003" Y="0.199999988" Z="0.200000033"/>
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<Orientation X="-1.9622153" Y="0.00355640799" Z="-3.12462544"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Test">
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<Components>
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<c:BoneAttachment>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<Name>R_Foot</Name>
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<InheritScale>true</InheritScale>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="1" B="1" G="1" R="19.6078434"/>
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</c:Model>
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<c:Transform>
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<Position X="0.120880835" Y="0.045114398" Z="-0.153178662"/>
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<Scale X="0.200000003" Y="0.200000077" Z="0.200000077"/>
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<Orientation X="-0.176647186" Y="0.236876175" Z="-3.10332251"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -3,7 +3,7 @@
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<Components>
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<c:Transform>
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<Position X="0" Y="-0.00432979874" Z="0"/>
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<Position X="2.5629313" Y="-1.99438679" Z="0"/>
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</c:Transform>
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</Components>
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@@ -18,16 +18,14 @@
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<Axis X="1.50000012" Y="-2.20000005" Z="2.10000014"/>
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</c:RaptorCopter>
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<c:Transform>
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<Position X="0" Y="2.87819886" Z="0"/>
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<Position X="0.00367118185" Y="0" Z="0.200000003"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Animation>
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<Name>Crouch Walk</Name>
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<Time>701.10570384634161</Time>
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<Speed>32</Speed>
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<Name>Walk</Name>
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</c:Animation>
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<c:Model>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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@@ -0,0 +1,23 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity name="Test" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:BoneAttachment>
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<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<Name>L_Foot</Name>
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<InheritScale>true</InheritScale>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="1" B="1" G="19.6078434" R="1"/>
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</c:Model>
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<c:Transform>
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<Position X="-0.0863945931" Y="0.221357167" Z="-0.0781617165"/>
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<Scale X="0.199999973" Y="0.199999973" Z="0.199999973"/>
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<Orientation X="-2.80262542" Y="0.0150706368" Z="-3.13294244"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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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->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);
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
++updateOrderLevel;
|
||||
|
||||
Reference in New Issue
Block a user