BoneAttachment working
This commit is contained in:
@@ -276,7 +276,11 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
|
||||
if (JointTransforms.size() == 0) {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
|
||||
glm::mat4 jointPose = (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
glm::mat4 boneTransform = AdditiveBlend(bone, animationOffset, jointPose);
|
||||
|
||||
boneMatrix = parentMatrix * boneTransform;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
@@ -308,22 +312,8 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
}
|
||||
|
||||
|
||||
JointFrameTransform offsetTransform = GetOffsetTransform(bone, animationOffset);
|
||||
|
||||
|
||||
AnimationOffset ao = animationOffset;
|
||||
ao.time = 0.5f;
|
||||
JointFrameTransform offsetTransform0 = GetOffsetTransform(bone, ao);
|
||||
|
||||
|
||||
glm::mat4 rPose = (glm::translate(offsetTransform.Position) * glm::toMat4(offsetTransform.Rotation) * glm::scale(offsetTransform.Scale));
|
||||
glm::mat4 sPose = (glm::translate(offsetTransform0.Position) * glm::toMat4(offsetTransform0.Rotation) * glm::scale(offsetTransform0.Scale));
|
||||
|
||||
|
||||
glm::mat4 jointPose = (glm::translate(jointFinalTransform.Position) * glm::toMat4(jointFinalTransform.Rotation) * glm::scale(jointFinalTransform.Scale));
|
||||
|
||||
glm::mat4 diff = rPose * glm::inverse(sPose);
|
||||
glm::mat4 boneTransform = AdditiveBlend(diff, jointPose);
|
||||
glm::mat4 boneTransform = AdditiveBlend(bone, animationOffset, jointPose);
|
||||
|
||||
boneMatrix = parentMatrix * boneTransform;
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
@@ -335,10 +325,19 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::AdditiveBlend(glm::mat4 differencePose, glm::mat4 targetPose)
|
||||
glm::mat4 Skeleton::AdditiveBlend(const Bone* bone, AnimationOffset animationOffset, glm::mat4 targetPose)
|
||||
{
|
||||
glm::mat4 finalMat = differencePose * targetPose;
|
||||
return finalMat;
|
||||
AnimationOffset refOffset = animationOffset;
|
||||
refOffset.time = 0.5f; // reference pose is at 0.5s for now
|
||||
JointFrameTransform refOffsetTransform = GetOffsetTransform(bone, refOffset);
|
||||
JointFrameTransform srcOffsetTransform = GetOffsetTransform(bone, animationOffset);
|
||||
|
||||
glm::mat4 srcPose = (glm::translate(srcOffsetTransform.Position) * glm::toMat4(srcOffsetTransform.Rotation) * glm::scale(srcOffsetTransform.Scale));
|
||||
glm::mat4 refPose = (glm::translate(refOffsetTransform.Position) * glm::toMat4(refOffsetTransform.Rotation) * glm::scale(refOffsetTransform.Scale));
|
||||
|
||||
glm::mat4 differencePose = srcPose * glm::inverse(refPose);
|
||||
glm::mat4 finalPose = differencePose * targetPose;
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
Skeleton::JointFrameTransform Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
|
||||
@@ -402,7 +401,6 @@ Skeleton::JointFrameTransform Skeleton::GetOffsetTransform(const Bone* bone, Ani
|
||||
return jointTransform;
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
@@ -468,7 +466,7 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
|
||||
glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix)
|
||||
{
|
||||
glm::mat4 boneMatrix;
|
||||
/*
|
||||
|
||||
std::vector<JointFrameTransform> JointTransforms;
|
||||
|
||||
for (const AnimationData animationData : animations) {
|
||||
@@ -511,23 +509,23 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
|
||||
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
|
||||
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
|
||||
|
||||
jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
jointTransform.Position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
|
||||
jointTransform.Rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
|
||||
jointTransform.Scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
|
||||
|
||||
// Flag for no root motion
|
||||
if (bone == RootBone && noRootMotion) {
|
||||
jointTransform.PositionInterp.x = 0;
|
||||
jointTransform.PositionInterp.z = 0;
|
||||
jointTransform.Position.x = 0;
|
||||
jointTransform.Position.z = 0;
|
||||
}
|
||||
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
} else { // 1 keyframes for the current bone
|
||||
currentFrame = boneKeyFrames.at(0);
|
||||
jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
|
||||
jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
|
||||
jointTransform.Position = currentFrame.BoneProperties.Position;
|
||||
jointTransform.Rotation = currentFrame.BoneProperties.Rotation;
|
||||
jointTransform.Scale = currentFrame.BoneProperties.Scale;
|
||||
JointTransforms.push_back(jointTransform);
|
||||
|
||||
}
|
||||
@@ -538,23 +536,20 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
|
||||
|
||||
if (JointTransforms.size() == 0) {
|
||||
if (bone->Parent) {
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = offset * childMatrix;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
|
||||
} else {
|
||||
boneMatrix = ((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix)) * childMatrix;
|
||||
}
|
||||
|
||||
glm::mat4 jointPose = (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
glm::mat4 boneTransform = AdditiveBlend(bone, animationOffset, jointPose);
|
||||
|
||||
boneMatrix = boneTransform * childMatrix;
|
||||
} else {
|
||||
boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
|
||||
}
|
||||
} else {
|
||||
|
||||
glm::vec3 finalPosInterp;
|
||||
glm::quat finalRotInterp;
|
||||
glm::vec3 finalScaleInterp;
|
||||
JointFrameTransform jointFinalTransform;
|
||||
|
||||
float totalWeight = 0;
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
@@ -564,30 +559,30 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
|
||||
|
||||
for (JointFrameTransform jointTransform : JointTransforms) {
|
||||
if (jointTransform.Weight == 1.0f) {
|
||||
finalPosInterp = jointTransform.PositionInterp;
|
||||
finalRotInterp = jointTransform.RotationInterp;
|
||||
finalScaleInterp = jointTransform.ScaleInterp;
|
||||
jointFinalTransform.Position = jointTransform.Position;
|
||||
jointFinalTransform.Rotation = jointTransform.Rotation;
|
||||
jointFinalTransform.Scale = jointTransform.Scale;
|
||||
break;
|
||||
} else {
|
||||
finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
|
||||
finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
|
||||
finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
|
||||
jointFinalTransform.Position += jointTransform.Position * (jointTransform.Weight/totalWeight);
|
||||
jointFinalTransform.Rotation *= glm::slerp(glm::quat(), jointTransform.Rotation, (jointTransform.Weight/totalWeight));
|
||||
jointFinalTransform.Scale += jointTransform.Scale * (jointTransform.Weight/totalWeight);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (offset != glm::mat4(1)) {
|
||||
boneMatrix = ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset) * childMatrix;
|
||||
} else {
|
||||
boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
|
||||
}
|
||||
|
||||
glm::mat4 jointPose = (glm::translate(jointFinalTransform.Position) * glm::toMat4(jointFinalTransform.Rotation) * glm::scale(jointFinalTransform.Scale));
|
||||
glm::mat4 boneTransform = AdditiveBlend(bone, animationOffset, jointPose);
|
||||
|
||||
boneMatrix = boneTransform * childMatrix;
|
||||
}
|
||||
|
||||
if (bone->Parent != nullptr) {
|
||||
return GetBoneTransform(noRootMotion, bone->Parent, animations, animationOffset, boneMatrix);
|
||||
} else {*/
|
||||
} else {
|
||||
return boneMatrix;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user