Animations kind of working
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@@ -61,7 +61,7 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, doubl
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//auto animationFrame = Animations[""].Keyframes[frame];
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std::map<int, glm::mat4> frameBones;
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AccumulateBoneTransforms(noRootMotion, animation, time, frameBones, RootBone, glm::mat4(1));
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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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@@ -71,21 +71,18 @@ 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* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;// = glm::mat4(1);
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glm::mat4 boneMatrix;
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if(animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) { // find the bone keyframes that surrounds the current frame
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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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if(boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) {
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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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@@ -93,10 +90,18 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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}
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}
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float progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); // fix loopinguuuu
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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); // fix loopinguuuu
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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 = 0.f;
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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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@@ -111,53 +116,93 @@ 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 * bone->ModificationMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
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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 * bone->ModificationMatrix *(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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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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} else { // 0 keyframes for the current bone
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boneMatrix = parentMatrix * bone->ModificationMatrix;
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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// LOG_INFO("%s Has no keyframe", bone->Name.c_str());
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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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}
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for (auto &child : bone->Children) {
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std::string name = child->Name;
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AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child, boneMatrix);
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}
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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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glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 parentMatrix)
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{
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/* glm::mat4 boneMatrix;
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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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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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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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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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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); // fix loopinguuuu
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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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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 = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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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 = (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp)) * bone->ModificationMatrix * 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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} else { // 0 keyframes for the current bone
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if (bone->Parent) {
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boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * parentMatrix;
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} else {
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boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix);
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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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if (bone->Parent) {
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return GetBoneTransform(bone->Parent, animation, time, boneMatrix);
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} else {
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return boneMatrix;
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}*/
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return parentMatrix;
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}
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}
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int Skeleton::GetBoneID(std::string name)
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