Added BlendTree that stores and blends multiple animations
This commit is contained in:
@@ -2,57 +2,56 @@
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void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
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{
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if(!entity.HasComponent("Model")) {
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return;
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}
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EntityWrapper parent = entity.FirstParentWithComponent("Model");
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
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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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if(skeleton == nullptr) {
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if (skeleton == nullptr) {
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return;
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}
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for (int i = 1; i <= 3; i++) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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for (int i = 1; i <= 1; i++) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName"]);
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if (animation == nullptr) {
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continue;;
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}
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double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
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double animationSpeed = (double)animationComponent["Speed"];
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
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if (!(bool)animationComponent["Loop"]) {
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if (nextTime > animation->Duration) {
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nextTime = animation->Duration;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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nextTime = 0;
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}
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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(double&)animationComponent["Speed"] = 0.0;
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} else {
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if (nextTime > animation->Duration) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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while(nextTime > animation->Duration) {
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@@ -61,7 +60,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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while (nextTime < 0) {
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@@ -70,7 +69,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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}
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}
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(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
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(double&)animationComponent["Time"] = nextTime;
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}
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}
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}
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@@ -0,0 +1,255 @@
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#include "Rendering/BlendTree.h"
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BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
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{
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auto itPair = ModelEntity.World->GetChildren(ModelEntity.ID);
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if (itPair.first == itPair.second) {
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return;
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}
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if (ModelEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
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if (animation == nullptr) {
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return;
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}
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Pose = skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Animation;
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} else if (ModelEntity.HasComponent("Blend")) {
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Blend;
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m_Root->Weight = (double)ModelEntity["Blend"]["Weight"];
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity, skeleton);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity, skeleton);
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} else if (ModelEntity.HasComponent("BlendOverride")) {
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Override;
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Master"], ModelEntity, skeleton);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Slave"], ModelEntity, skeleton);
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} else if (ModelEntity.HasComponent("BlendAdditive")) {
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Additive;
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Adder"], ModelEntity, skeleton);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Receiver"], ModelEntity, skeleton);
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}
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// PrintTree();
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}
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BlendTree::~BlendTree()
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{
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}
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void BlendTree::PrintTree()
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{
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Node* currentNode = m_Root;
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LOG_INFO("\n\n");
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while(currentNode->Child[0] != nullptr) {
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currentNode = currentNode->Child[0];
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}
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while (currentNode != nullptr)
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{
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LOG_INFO("%s", currentNode->Name.c_str());
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currentNode = currentNode->Next();
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}
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}
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void BlendTree::FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton* skeleton)
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{
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auto itPair = parentEntity.World->GetChildren(parentEntity.ID);
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if (itPair.first == itPair.second) {
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return; // no children
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}
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unsigned int childIndex = 0;
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for (auto it = itPair.first; it != itPair.second; ++it) {
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EntityWrapper childEntity = EntityWrapper(parentEntity.World, it->second);
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if(!childEntity.Valid()) {
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continue;
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}
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if (childEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
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if(animation == nullptr) {
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continue;
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}
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Pose = skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
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node->Parent = parentNode;
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node->Type = NodeType::Animation;
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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} else if (childEntity.HasComponent("Blend")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Blend;
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node->Weight = (double)childEntity["Blend"]["Weight"];
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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} else if (childEntity.HasComponent("BlendOverride")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Override;
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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} else if (childEntity.HasComponent("BlendAdditive")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Additive;
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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}
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}
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}
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BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity, Skeleton* skeleton)
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{
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EntityWrapper childEntity = parentEntity.FirstChildByName(name);
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if (!childEntity.Valid()) {
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return nullptr;
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}
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if (childEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
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if (animation == nullptr) {
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return nullptr;
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}
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Pose = skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
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node->Parent = parentNode;
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node->Type = NodeType::Animation;
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return node;
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} else if (childEntity.HasComponent("Blend")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Blend;
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node->Weight = (double)childEntity["Blend"]["Weight"];
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity, skeleton);
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return node;
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} else if (childEntity.HasComponent("BlendOverride")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Override;
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Master"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Slave"], childEntity, skeleton);
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return node;
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} else if (childEntity.HasComponent("BlendAdditive")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Additive;
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Adder"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Receiver"], childEntity, skeleton);
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return node;
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}
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return nullptr;
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}
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void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
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{
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Node* currentNode;
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Node* start = m_Root;
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while (start->Child[0] != nullptr) {
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start = start->Child[0];
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}
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currentNode = start;
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LOG_INFO("\n\n");
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while (m_Root->Pose.size() == 0) {
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if(currentNode->Pose.size() == 0) {
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if(currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
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switch (currentNode->Type) {
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case BlendTree::NodeType::Additive:
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currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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break;
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case BlendTree::NodeType::Blend:
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currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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break;
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case BlendTree::NodeType::Override:
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currentNode->Pose = skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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break;
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case BlendTree::NodeType::Animation:
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// do nothing
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break;
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}
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LOG_INFO("Blending %s and %s", currentNode->Child[0]->Name.c_str(), currentNode->Child[1]->Name.c_str());
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}
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}
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currentNode = currentNode->Next();
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if (currentNode == nullptr) {
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currentNode = start;
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}
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}
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pose = m_Root->Pose;
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}
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std::vector<glm::mat4> BlendTree::GetBoneTransforms(Skeleton* skeleton)
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{
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if (skeleton == nullptr || m_Root == nullptr) {
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std::vector<glm::mat4> pose;
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for (auto& b : skeleton->Bones) {
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pose.push_back(glm::mat4(1));
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}
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return pose;
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}
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std::vector<glm::mat4> pose;
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Blend(skeleton, pose);
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return pose;
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}
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@@ -40,15 +40,10 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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glm::mat4 boneTransform;
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if (parent.HasComponent("Animation")) {
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for (int i = 1; i <= 3; i++) {
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
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if (animationData.animation == nullptr) {
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continue;
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}
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animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
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animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName"]);
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if (animationData.animation != nullptr) {
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animationData.time = (double)parent["Animation"]["Time"];
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Animations.push_back(animationData);
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}
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}
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@@ -338,11 +338,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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/*if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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}*/
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frameBones = explosionEffectJob->Skeleton->GetFrameBones();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ExplosionEffectProgram->Bind();
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@@ -365,11 +366,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionTextures(explosionSplatMapSkinnedHandle, explosionEffectJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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/*if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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}*/
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frameBones = explosionEffectJob->Skeleton->GetFrameBones();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -410,11 +412,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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BindModelTextures(forwardSkinnedHandle, modelJob);
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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/* if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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}*/
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frameBones = modelJob->BlendTree->GetBoneTransforms(modelJob->Skeleton);
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -438,11 +441,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelTextures(forwardSplatMapSkinnedHandle, modelJob);
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GLERROR("asdasd");
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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/* if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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}*/
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frameBones = modelJob->BlendTree->GetBoneTransforms(modelJob->Skeleton);
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -486,11 +490,12 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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/*if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_ShieldToStencilProgram->Bind();
|
||||
@@ -544,11 +549,12 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
/* if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = explosionEffectJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
if (GLERROR("Animation")) {
|
||||
@@ -583,11 +589,12 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
|
||||
BindModelTextures(forwardHandle ,modelJob);
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
/* if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
|
||||
@@ -619,11 +626,12 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
/*if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
|
||||
@@ -103,11 +103,12 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
/*if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
@@ -160,11 +161,12 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
/* if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
@@ -215,11 +217,12 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
/* if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
} else {
|
||||
@@ -276,11 +279,12 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
/*if (modelJob->AnimationOffset.animation != nullptr) {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
|
||||
} else {
|
||||
frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
|
||||
}
|
||||
}*/
|
||||
frameBones = modelJob->Skeleton->GetFrameBones();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
|
||||
@@ -41,29 +41,17 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones()
|
||||
{
|
||||
if (animations.size() <= 0) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
finalMatrices.push_back(kv.second);
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));
|
||||
}
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
|
||||
std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, const double time, bool additive, bool noRootMotion /*= false*/)
|
||||
{
|
||||
if (animations.size() <= 0 || animationOffset.animation == nullptr) {
|
||||
if (animation == nullptr) {
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto& b : Bones) {
|
||||
finalMatrices.push_back(glm::mat4(1));
|
||||
@@ -71,9 +59,9 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animat
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::map<int, glm::mat4> frameBones;
|
||||
AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
|
||||
AccumulateBoneTransforms(true, animation, time, frameBones, additive, RootBone, glm::mat4(1));
|
||||
|
||||
std::vector<glm::mat4> finalMatrices;
|
||||
for (auto &kv : frameBones) {
|
||||
@@ -82,175 +70,74 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animat
|
||||
return finalMatrices;
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, bool additive, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
std::vector<JointFramePose> JointPoses;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
const Animation* animation = animationData.animation;
|
||||
const float time = animationData.time;
|
||||
|
||||
JointFramePose jointPose;
|
||||
jointPose.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) {
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
}
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
position.x = 0;
|
||||
position.z = 0;
|
||||
}
|
||||
|
||||
jointPose.Pose = (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
|
||||
JointPoses.push_back(jointPose);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointPose.Pose = (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
|
||||
JointPoses.push_back(jointPose);
|
||||
}
|
||||
} else { // 0 keyframes for the current bone
|
||||
|
||||
}
|
||||
|
||||
if (additive) {
|
||||
time += 1.0/60.0; // first frame is a reference frame
|
||||
}
|
||||
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
if (JointPoses.size() == 0) {
|
||||
if (bone->Parent) {
|
||||
|
||||
glm::mat4 jointPose = (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
|
||||
|
||||
boneMatrix = parentMatrix * jointPose;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else {
|
||||
Animation::Keyframe currentFrame;
|
||||
Animation::Keyframe nextFrame;
|
||||
|
||||
float totalWeight = 0;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
for (JointFramePose jointFramePose : JointPoses) {
|
||||
totalWeight += jointFramePose.Weight;
|
||||
}
|
||||
float progress;
|
||||
|
||||
glm::mat4 finalBlend = glm::mat4(0);
|
||||
|
||||
for (JointFramePose jointFramePose : JointPoses) {
|
||||
if (jointFramePose.Weight == 1.0f) {
|
||||
finalBlend = jointFramePose.Pose;
|
||||
if (nextFrame.Index == 0) {
|
||||
nextFrame = currentFrame;
|
||||
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
|
||||
} else {
|
||||
finalBlend += jointFramePose.Pose * (jointFramePose.Weight / totalWeight);
|
||||
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
}
|
||||
|
||||
progress = glm::clamp(progress, 0.0f, 1.0f);
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
glm::quat rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
glm::vec3 scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
position.x = 0;
|
||||
position.z = 0;
|
||||
}
|
||||
|
||||
boneMatrix = parentMatrix * (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
|
||||
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
boneMatrix = parentMatrix * (glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
|
||||
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
|
||||
boneMatrix = parentMatrix * finalBlend;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
std::vector<JointFramePose> JointPoses;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
if (animationData.animation->JointAnimations.find(bone->ID) != animationData.animation->JointAnimations.end()) { // Does the bone have any keyframes in this animation?
|
||||
JointFramePose jointPose;
|
||||
jointPose.Weight = animationData.weight;
|
||||
jointPose.Type = animationData.blendType;
|
||||
jointPose.Level = animationData.level;
|
||||
jointPose.Pose = GetBonePose(bone, animationData.animation, animationData.time, noRootMotion);
|
||||
JointPoses.push_back(jointPose);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (JointPoses.size() == 0) { // No keyframes for the current bone
|
||||
} else { // 0 keyframes for the current bone
|
||||
if (bone->Parent) {
|
||||
glm::mat4 jointPose = (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
glm::mat4 boneTransform = AdditiveBlend(bone, animationOffset, jointPose);
|
||||
boneMatrix = parentMatrix * boneTransform;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
} else {
|
||||
|
||||
|
||||
glm::mat4 finalBlend = glm::mat4(0);
|
||||
glm::mat4 finalOverride = glm::mat4(0);
|
||||
|
||||
int maxLevel = 0;
|
||||
for (JointFramePose jointPose : JointPoses) {
|
||||
maxLevel = jointPose.Level > maxLevel ? jointPose.Level : maxLevel;
|
||||
}
|
||||
|
||||
|
||||
for (JointFramePose jointPose : JointPoses) {
|
||||
if (jointPose.Type == BlendType::Override) {
|
||||
finalOverride += jointPose.Pose * jointPose.Weight; //Blend Overrides then apply to final blend
|
||||
} else if(jointPose.Type == BlendType::Blend) {
|
||||
finalBlend += jointPose.Pose * jointPose.Weight;
|
||||
} else if (jointPose.Type == BlendType::Additive) {
|
||||
//Soon
|
||||
}
|
||||
}
|
||||
|
||||
if(finalOverride != glm::mat4(0)) {
|
||||
finalBlend = finalOverride;
|
||||
}
|
||||
|
||||
glm::mat4 boneTransform = AdditiveBlend(bone, animationOffset, finalBlend);
|
||||
boneMatrix = parentMatrix * boneTransform;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
|
||||
AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, additive, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -444,7 +331,6 @@ 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;
|
||||
@@ -555,7 +441,6 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
@@ -673,6 +558,50 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
|
||||
return boneMatrix;
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::mat4> Skeleton::BlendPoses(std::vector<glm::mat4> pose1, std::vector<glm::mat4> pose2, float weight)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
|
||||
if(pose1.size() != pose2.size()) {
|
||||
LOG_ERROR("Number of bones does not match");
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
for (int i = 0; i < pose1.size(); i++) {
|
||||
glm::mat4 blendedPose = glm::mat4(0);
|
||||
|
||||
blendedPose += pose1[i] * weight;
|
||||
|
||||
blendedPose += pose2[i] * (1.f - weight);
|
||||
|
||||
finalPose.push_back(blendedPose);
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::mat4> Skeleton::OverridePose(std::vector<glm::mat4> overridePose, std::vector<glm::mat4> targetPose)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
|
||||
if (overridePose.size() != targetPose.size()) {
|
||||
LOG_ERROR("Number of bones does not match");
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
for (int i = 0; i < overridePose.size(); i++) {
|
||||
if(overridePose[i] != glm::mat4(1)) {
|
||||
finalPose.push_back(overridePose[i]);
|
||||
} else {
|
||||
finalPose.push_back(targetPose[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
int Skeleton::GetBoneID(std::string name)
|
||||
{
|
||||
if (m_BonesByName.find(name) == m_BonesByName.end()) {
|
||||
@@ -681,47 +610,3 @@ int Skeleton::GetBoneID(std::string name)
|
||||
return m_BonesByName.at(name)->ID;
|
||||
}
|
||||
}
|
||||
|
||||
void Skeleton::PrintSkeleton()
|
||||
{
|
||||
if (LOG_LEVEL < LOG_LEVEL_DEBUG) {
|
||||
return;
|
||||
}
|
||||
PrintSkeleton(RootBone, 0);
|
||||
}
|
||||
|
||||
void Skeleton::PrintSkeleton(const Bone* bone, int depthCount)
|
||||
{
|
||||
std::stringstream ss;
|
||||
ss << std::string(depthCount, ' ');
|
||||
ss << bone->ID << ": " << bone->Name;
|
||||
std::cout << ss.str() << std::endl;
|
||||
|
||||
depthCount++;
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
PrintSkeleton(child, depthCount);
|
||||
}
|
||||
}
|
||||
|
||||
int Skeleton::GetKeyframe(const Animation& animation, double time)
|
||||
{
|
||||
|
||||
/*
|
||||
if (time < 0) {
|
||||
time = 0;
|
||||
}
|
||||
if (time >= animation.Duration) {
|
||||
return animation..size() - 1;
|
||||
}
|
||||
|
||||
for (int keyframe = 0; keyframe < animation.Keyframes.size(); ++keyframe) {
|
||||
if (animation.Keyframes[keyframe].Time > time) {
|
||||
return (keyframe - 1) % animation.Keyframes.size();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user