#include "Rendering/BoneAttachmentSystem.h" void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) { if(!entity.HasComponent("Transform")) { return; } auto parent = entity.FirstParentWithComponent("Animation"); if (!parent.HasComponent("Model")) { return; } Model* model; try { model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]); } catch (const std::exception&) { return; } Skeleton* skeleton = model->m_RawModel->m_Skeleton; if(skeleton == nullptr) { return; } const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]); if (!animation) { return; } int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]); if(id == -1) { return; } glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1)); glm::vec3 scale; glm::quat rotation; glm::vec3 translation; glm::vec3 skew; glm::vec4 perspective; glm::decompose(boneTransform, scale, rotation, translation, skew, perspective); glm::vec3 angles; angles.y = asin(-boneTransform[0][2]); if (cos(angles.y) != 0) { angles.x = atan2(boneTransform[1][2], boneTransform[2][2]); angles.z = atan2(boneTransform[0][1], boneTransform[0][0]); } else { angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]); angles.z = 0; } if ((bool)entity["BoneAttachment"]["InheritPosition"]) { (glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"]; } if ((bool)entity["BoneAttachment"]["InheritOrientation"]) { (glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"]; } if ((bool)entity["BoneAttachment"]["InheritScale"]) { (glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"]; } }