BoneAttachments now working and BlendTrees are created in the AnimationSystem
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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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