WIP
This commit is contained in:
@@ -23,29 +23,109 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
|
||||
|
||||
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName"]);
|
||||
|
||||
if(animation != nullptr) {
|
||||
double animationSpeed = (double)animationComponent["Speed"];
|
||||
if (animation == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (animationSpeed != 0.0) {
|
||||
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
|
||||
double animationSpeed = (double)animationComponent["Speed"];
|
||||
|
||||
if (animationSpeed != 0.0) {
|
||||
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
|
||||
|
||||
|
||||
if (!(bool)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 = (std::string)animationComponent["AnimationName"];
|
||||
m_EventBroker->Publish(e);
|
||||
if (!(bool)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 = (std::string)animationComponent["AnimationName"];
|
||||
m_EventBroker->Publish(e);
|
||||
} else {
|
||||
if (glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
|
||||
} else {
|
||||
if (glm::abs(nextTime) > animation->Duration) {
|
||||
(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
|
||||
} else {
|
||||
(double&)animationComponent["Time"] = nextTime;
|
||||
}
|
||||
(double&)animationComponent["Time"] = nextTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
ImGui::SliderFloat("Angle", &angle, -180.f, 180.f);
|
||||
|
||||
int id = skeleton->GetBoneID("Spine_2");
|
||||
auto it = skeleton->Bones.find(id);
|
||||
if (it != skeleton->Bones.end()) {
|
||||
int currentKeyframeIndex = skeleton->GetKeyframe(*animation, entity["Animation"]["Time"]);
|
||||
|
||||
const Skeleton::Animation::Keyframe& currentFrame = animation->Keyframes[currentKeyframeIndex];
|
||||
const Skeleton::Animation::Keyframe& nextFrame = animation->Keyframes[(currentKeyframeIndex + 1) % animation->Keyframes.size()];
|
||||
float alpha = ((double)entity["Animation"]["Time"] - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
|
||||
|
||||
glm::mat4 parentBoneTransform = skeleton->GetBoneTransform(it->second->Parent, currentFrame, nextFrame, alpha, glm::mat4(1));
|
||||
|
||||
|
||||
|
||||
glm::vec3 scale;
|
||||
glm::quat rotation;
|
||||
glm::vec3 translation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(parentBoneTransform, scale, rotation, translation, skew, perspective);
|
||||
|
||||
|
||||
|
||||
glm::vec3 rot;
|
||||
rot = glm::vec3(1, 0, 0);
|
||||
rot = glm::normalize(rot) * glm::radians(angle);
|
||||
glm::mat4 modmat = glm::mat4(glm::quat(rot)) * glm::inverse(glm::mat4(rotation));
|
||||
|
||||
|
||||
it->second->ModificationMatrix = modmat;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
|
||||
{
|
||||
int id = skeleton->GetBoneID("Neck");
|
||||
auto it = skeleton->Bones.find(id);
|
||||
if (it != skeleton->Bones.end()) {
|
||||
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
int id = skeleton->GetBoneID("Spine_2");
|
||||
auto it = skeleton->Bones.find(id);
|
||||
if (it != skeleton->Bones.end()) {
|
||||
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/4.f), 0.f, 0.f)));
|
||||
}
|
||||
}
|
||||
{
|
||||
int id = skeleton->GetBoneID("R_Shoulder");
|
||||
auto it = skeleton->Bones.find(id);
|
||||
if (it != skeleton->Bones.end()) {
|
||||
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
|
||||
}
|
||||
}
|
||||
{
|
||||
int id = skeleton->GetBoneID("L_Shoulder");
|
||||
auto it = skeleton->Bones.find(id);
|
||||
if (it != skeleton->Bones.end()) {
|
||||
it->second->ModificationMatrix = glm::mat4(glm::quat(glm::vec3(glm::radians(angle/2.f), 0.f, 0.f)));
|
||||
}
|
||||
}*/
|
||||
|
||||
if (entity.HasComponent("Player")) {
|
||||
EntityWrapper cameraEntity = entity.FirstChildByName("Camera");
|
||||
if (cameraEntity.Valid()) {
|
||||
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user