Files
axyz/src/Engine/Rendering/BoneAttachmentSystem.cpp
T
2016-02-11 13:36:27 +01:00

101 lines
3.4 KiB
C++

#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;
}
if (!model->IsSkinned()) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
if(skeleton == nullptr) {
return;
}
int id = skeleton->GetBoneID(entity["BoneAttachment"]["BoneName"]);
if (id == -1) {
return;
}
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
glm::mat4 boneTransform;
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (parent.HasComponent("AnimationOffset")) {
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["AnimationOffset"]["AnimationName"]);
AnimationOffset.time = (double)parent["AnimationOffset"]["Time"];
if(AnimationOffset.animation != nullptr) {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, AnimationOffset, glm::mat4(1));
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, glm::mat4(1));
}
} else {
boneTransform = skeleton->GetBoneTransform(false, skeleton->Bones.at(id), Animations, 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 = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
/*
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"];
}
}