AnimationSystem base WIP

This commit is contained in:
viktorljung
2016-01-24 17:05:34 +01:00
parent 132de88d28
commit af2f017cb4
7 changed files with 138 additions and 9 deletions
@@ -0,0 +1,28 @@
#ifndef AnimationSystem_h__
#define AnimationSystem_h__
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Animation")
{
}
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
};
#endif
@@ -0,0 +1,18 @@
#ifndef Events_AnimationComplete_h__
#define Events_AnimationComplete_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AnimationComplete : Event
{
EntityWrapper Entity;
std::string Name;
};
}
#endif
+1
View File
@@ -23,4 +23,5 @@
<xs:include schemaLocation="Components/Team.xsd"/>
<xs:include schemaLocation="Components/UniformScale.xsd"/>
<xs:include schemaLocation="Components/EditorWidget.xsd"/>
<xs:include schemaLocation="Components/Animation.xsd"/>
</xs:schema>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<Time>0</Time>
<Speed>0</Speed>
<Loop>true</Loop>
</Animation>
+16
View File
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Animation">
<xs:complexType>
<xs:all>
<xs:element name="Name" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+37 -9
View File
@@ -8,9 +8,7 @@
<Children>
<Entity>
<Components>
<c:Camera>
<Name>ActionCamera</Name>
</c:Camera>
<c:Camera/>
<c:Model>
<Resource>Models/Camera.obj</Resource>
</c:Model>
@@ -25,7 +23,9 @@
<c:Text>
<Content>Camera #2</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>0</Alignment>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0.700063765" Y="0.310270816" Z="-1"/>
@@ -79,7 +79,7 @@
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="2.37320328" Z="0"/>
<Orientation X="0" Y="8252.15918" Z="0"/>
<Orientation X="0" Y="8903.9668" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -200,9 +200,7 @@
</Entity>
<Entity>
<Components>
<c:Camera>
<Name>MainCamera</Name>
</c:Camera>
<c:Camera/>
<c:Listener/>
<c:Model>
<Resource>Models/Camera.obj</Resource>
@@ -219,7 +217,9 @@
<c:Text>
<Content>Taiwan #1</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>0</Alignment>
<Alignment>
<Right/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="0.716896772" Y="0.296712071" Z="-1"/>
@@ -257,6 +257,34 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation/>
<c:Model>
<Resource>Models/Arm.dae</Resource>
<Color A="1" B="1" G="3.92156863" R="1"/>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="-6.38434124"/>
<Orientation X="5.046" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation/>
<c:Model>
<Resource>Models/Sid_Flying.dae</Resource>
<Color A="1" B="11.7647057" G="1" R="11.7647057"/>
</c:Model>
<c:Transform>
<Position X="-1.42184281" Y="1.71298718" Z="-6.31712198"/>
<Orientation X="4.66500044" Y="3.14159203" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+32
View File
@@ -0,0 +1,32 @@
#include "Rendering/AnimationSystem.h"
void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
{
if(!entity.HasComponent("Model")) {
return;
}
Model* model = ResourceManager::Load<Model>(entity["Model"]["Resource"]);
//Skeleton* skeleton = model->m_Skeleton;
//auto animation == skeleton->GetAnimation(animation["Name"]);
double animationSpeed = (double)animationComponent["Speed"];
if( animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
if (!animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
(double&)animationComponent["Speed"] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
// e.Name = animationComponent->Name;
m_EventBroker->Publish(e);
} else {
(double&)animationComponent["Time"] = nextTime;
}
}
}