BoneAttachments now working and BlendTrees are created in the AnimationSystem
This commit is contained in:
@@ -1,66 +1,109 @@
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#include "Rendering/AnimationSystem.h"
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void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
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AnimationSystem::AnimationSystem(SystemParams params)
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: System(params)
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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>(parent["Model"]["Resource"]);
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} catch (const std::exception&) {
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}
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void AnimationSystem::Update(double dt)
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{
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UpdateAnimations(dt);
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CreateBlendTrees();
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}
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void AnimationSystem::CreateBlendTrees()
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{
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auto modelComponents = m_World->GetComponents("Model");
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if (modelComponents == nullptr) {
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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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for (auto& modelC : *modelComponents) {
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EntityWrapper entity = EntityWrapper(m_World, modelC.EntityID);
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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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} catch (const std::exception&) {
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continue;;
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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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continue;
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}
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skeleton->BlendTrees[entity] = std::shared_ptr<BlendTree>(new BlendTree(entity, skeleton));
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}
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}
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void AnimationSystem::UpdateAnimations(double dt)
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{
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auto animationComponents = m_World->GetComponents("Animation");
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if(animationComponents == nullptr) {
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return;
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}
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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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for (auto& animationC : *animationComponents) {
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EntityWrapper entity = EntityWrapper(m_World, animationC.EntityID);
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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>(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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return;
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}
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationC["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"];
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double animationSpeed = (double)animationC["Speed"];
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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double nextTime = (double)animationC["Time"] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop"]) {
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if (!(bool)animationC["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"];
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e.Name = (std::string)animationC["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"];
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e.Name = (std::string)animationC["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"] = 0.0;
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(double&)animationC["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"];
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e.Name = (std::string)animationC["AnimationName"];
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m_EventBroker->Publish(e);
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while(nextTime > animation->Duration) {
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while (nextTime > animation->Duration) {
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nextTime -= animation->Duration;
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}
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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"];
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e.Name = (std::string)animationC["AnimationName"];
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m_EventBroker->Publish(e);
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while (nextTime < 0) {
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@@ -69,8 +112,8 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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}
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}
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(double&)animationComponent["Time"] = nextTime;
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(double&)animationC["Time"] = nextTime;
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}
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}
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}
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}
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@@ -76,6 +76,17 @@ BlendTree::~BlendTree()
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}
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}
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glm::mat4 BlendTree::GetBoneTransform(int boneID)
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{
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if(m_FinalBoneTransforms.find(boneID) != m_FinalBoneTransforms.end()) {
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return m_FinalBoneTransforms.at(boneID);
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} else {
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return glm::mat4(1);
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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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@@ -213,7 +224,7 @@ std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
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std::map<int, glm::mat4> pose;
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Blend(pose);
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finalPose = m_Skeleton->GetFinalPose(pose);
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m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);
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return finalPose;
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}
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@@ -8,10 +8,13 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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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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auto parent = entity.FirstParentWithComponent("Model");
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if(!parent.Valid()) {
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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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@@ -35,61 +38,29 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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return;
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}
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/* std::vector<::Skeleton::AnimationData> Animations;
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::Skeleton::AnimationOffset AnimationOffset;
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glm::mat4 boneTransform;
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if (skeleton->BlendTrees.find(parent) != skeleton->BlendTrees.end()) {
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if (parent.HasComponent("Animation")) {
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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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if (parent.HasComponent("AnimationOffset")) {
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AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
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AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
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glm::mat4 boneTransform = skeleton->BlendTrees.at(parent)->GetBoneTransform(id);
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if(AnimationOffset.animation != nullptr) {
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boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
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} else {
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boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
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}
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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 = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
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} else {
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boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
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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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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 = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
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/ *
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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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@@ -337,9 +337,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
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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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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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m_ExplosionEffectProgram->Bind();
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GLERROR("Bind ExplosionEffect program");
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@@ -360,10 +362,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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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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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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m_ExplosionEffectSplatMapProgram->Bind();
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GLERROR("Bind ExplosionEffectSplatMap program");
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@@ -401,10 +404,12 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
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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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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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m_ForwardPlusProgram->Bind();
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GLERROR("Bind ForwardPlusProgram");
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@@ -425,10 +430,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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//bind textures
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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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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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m_ForwardPlusSplatMapProgram->Bind();
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GLERROR("Bind SplatMap program");
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@@ -469,9 +475,11 @@ void DrawFinalPass::DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJo
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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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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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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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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} else {
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m_ShieldToStencilProgram->Bind();
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GLuint shaderHandle = m_ShieldToStencilProgram->GetHandle();
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@@ -523,10 +531,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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continue;
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}
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (explosionEffectJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = explosionEffectJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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if (GLERROR("Animation")) {
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continue;
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}
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@@ -558,10 +567,11 @@ void DrawFinalPass::DrawShieldedModelRenderQueue(std::list<std::shared_ptr<Rende
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//bind textures
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BindModelTextures(forwardHandle ,modelJob);
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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//draw
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glBindVertexArray(modelJob->Model->VAO);
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@@ -590,10 +600,11 @@ void DrawFinalPass::DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& job
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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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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} else {
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m_FillDepthBufferProgram->Bind();
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GLuint shaderHandle = m_FillDepthBufferProgram->GetHandle();
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@@ -100,12 +100,10 @@ void PickingPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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||||
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
@@ -155,9 +153,11 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
@@ -206,9 +206,11 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
}
|
||||
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
@@ -261,12 +263,10 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
|
||||
|
||||
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
|
||||
|
||||
if (modelJob->BlendTree != nullptr) {
|
||||
std::vector<glm::mat4> frameBones;
|
||||
frameBones = modelJob->BlendTree->GetFinalPose();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
|
||||
|
||||
}
|
||||
} else {
|
||||
m_PickingProgram->Bind();
|
||||
|
||||
@@ -94,7 +94,7 @@ void Skeleton::AdditiveBoneTransforms(const Animation* animation, double time, s
|
||||
{
|
||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
glm::mat4 refPose = GetAdditiveBonePose(bone, animation, 0.0);
|
||||
glm::mat4 srcPose = GetAdditiveBonePose(bone, animation, time);
|
||||
glm::mat4 srcPose = GetAdditiveBonePose(bone, animation, time + 1.0/60.0);
|
||||
glm::mat4 boneMatrix = srcPose * glm::inverse(refPose);
|
||||
boneMatrices[bone->ID] = boneMatrix;
|
||||
}
|
||||
@@ -335,21 +335,17 @@ std::map<int, glm::mat4> Skeleton::BlendPoseAdditive(const std::map<int, glm::ma
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFinalPose(std::map<int, glm::mat4>& boneMatrices)
|
||||
void Skeleton::GetFinalPose(std::map<int, glm::mat4>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
|
||||
AccumulateFinalPose(boneMatrices, RootBone, glm::mat4(1));
|
||||
|
||||
AccumulateFinalPose(boneMatrices, boneTransforms, RootBone, glm::mat4(1));
|
||||
|
||||
for(auto& b : boneMatrices) {
|
||||
finalPose.push_back(b.second);
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
|
||||
glm::mat4 boneMatrix;
|
||||
@@ -370,8 +366,10 @@ void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const
|
||||
}
|
||||
}
|
||||
|
||||
boneTransforms[bone->ID] = boneMatrix;
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateFinalPose(boneMatrices, child, boneMatrix);
|
||||
AccumulateFinalPose(boneMatrices, boneTransforms, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user