Fixed BoneAttachment component

This commit is contained in:
viktorljung
2016-02-11 13:36:27 +01:00
parent 607150189c
commit 97de31be65
4 changed files with 294 additions and 25 deletions
+2
View File
@@ -113,6 +113,8 @@ public:
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
private:
+11 -17
View File
@@ -15,9 +15,7 @@
<Children>
<Entity>
<Components>
<c:DirectionalLight>
<Color A="1" B="0" G="0" R="0"/>
</c:DirectionalLight>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
@@ -33,7 +31,7 @@
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.99150007800799234</Time1>
<Time1>0.60188997954429357</Time1>
<Speed1>-1</Speed1>
<Speed2>1</Speed2>
<Weight2>0.5</Weight2>
@@ -43,6 +41,7 @@
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -62,8 +61,8 @@
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.144386441" Y="1.07186294" Z="-0.239227161"/>
<Orientation X="-0.0163030531" Y="-0.0335932337" Z="0.195227131"/>
<Position X="0.161975682" Y="1.06281972" Z="-0.216630161"/>
<Orientation X="-0.064812161" Y="-0.0739696771" Z="0.143780142"/>
</c:Transform>
</Components>
<Children/>
@@ -110,21 +109,17 @@
<Components>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.068159934509623099</Time1>
<Time1>0.056234247235838808</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>Run</AnimationName2>
<AnimationName2>Idl</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.19240865965109588</Time2>
<AnimationName3>StrafeRight</AnimationName3>
<Time2>1.8308673495784191</Time2>
<AnimationName3>StrafeRigh</AnimationName3>
<Weight3>0.5</Weight3>
<Time3>0.12533627444542628</Time3>
<Time3>0.32167823998061529</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>1</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
@@ -140,8 +135,7 @@
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.0916742235" Y="1.15297461" Z="-0.231298089"/>
<Orientation X="0.0628659949" Y="0.230159998" Z="0.138216347"/>
<Position X="0" Y="0.803468645" Z="0"/>
</c:Transform>
</Components>
<Children/>
+38 -8
View File
@@ -19,6 +19,9 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
if (!model->IsSkinned()) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
@@ -26,19 +29,46 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
if (!animation) {
return;
}
int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]);
if(id == -1) {
if (id == -1) {
return;
}
glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::mat4 boneTransform;
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (parent.HasComponent("AnimationOffset")) {
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
if(AnimationOffset.animation != nullptr) {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
+243
View File
@@ -448,6 +448,249 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
}
}
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix)
{
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) {
nextFrame = currentFrame;
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 = offset * childMatrix;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
} else {
boneMatrix = ((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix)) * childMatrix;
}
} else {
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
}
} 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 = ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset) * childMatrix;
} else {
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
}
}
if (bone->Parent != nullptr) {
return GetBoneTransform(noRootMotion, bone->Parent, animations, animationOffset, boneMatrix);
} else {
return boneMatrix;
}
}
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix)
{
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) {
nextFrame = currentFrame;
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
}
}
if (JointTransforms.size() <= 0) {
if (bone->Parent) {
boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * childMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
}
} else if (JointTransforms.size() == 1) {
boneMatrix = (glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp)) * childMatrix;
} 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);
}
}
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
}
if (bone->Parent != nullptr) {
return GetBoneTransform(noRootMotion, bone->Parent, animations, boneMatrix);
} else {
return boneMatrix;
}
}
int Skeleton::GetBoneID(std::string name)
{
if (m_BonesByName.find(name) == m_BonesByName.end()) {