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