Files
axyz/src/Engine/Rendering/Skeleton.cpp
T
2016-03-13 19:01:30 +01:00

336 lines
12 KiB
C++

#include "Rendering/Skeleton.h"
std::map<int, Skeleton::PoseData> Skeleton::GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion /*= false*/)
{
if (animation == nullptr) {
std::map<int, PoseData> finalMatrices;
for (auto& b : Bones) {
PoseData poseData;
poseData.Translation = glm::vec3(0);
poseData.Orientation = glm::quat();
poseData.Scale = glm::vec3(1);
finalMatrices[b.second->ID] = poseData;
}
return finalMatrices;
}
std::map<int, PoseData> frameBones;
if(!additive) {
AccumulateBoneTransforms(true, animation, time, frameBones, RootBone);
} else {
AdditiveBoneTransforms(animation, time, frameBones, RootBone);
}
return frameBones;
}
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone)
{
PoseData poseData;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
glm::vec3 scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
// Flag for no root motion
if (bone == RootBone && noRootMotion) {
position.x = 0;
position.z = 0;
}
poseData.Translation = position;
poseData.Orientation = rotation;
poseData.Scale = scale;
boneMatrices[bone->ID] = poseData;
} else { // 1 keyframes for the current bone
currentFrame = &boneKeyFrames.at(0);
poseData.Translation = currentFrame->BoneProperties.Position;
poseData.Orientation = currentFrame->BoneProperties.Rotation;
poseData.Scale = currentFrame->BoneProperties.Scale;
boneMatrices[bone->ID] = poseData;
}
}
for (auto &child : bone->Children) {
AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child);
}
}
void Skeleton::AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone)
{
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
PoseData refPose = GetAdditiveBonePose(bone, animation, 0.0);
PoseData srcPose = GetAdditiveBonePose(bone, animation, time + 1.0/60.0);
PoseData finalPose;
finalPose.Translation = srcPose.Translation - refPose.Translation;
finalPose.Orientation = srcPose.Orientation * glm::inverse(refPose.Orientation);
finalPose.Scale = srcPose.Scale - refPose.Scale;
boneMatrices[bone->ID] = finalPose;
}
for (auto &child : bone->Children) {
AdditiveBoneTransforms(animation, time, boneMatrices, child);
}
}
Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time)
{
glm::vec3 position = glm::vec3(0);
glm::quat rotation = glm::quat();
glm::vec3 scale = glm::vec3(1);
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
scale = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
} else { // 1 keyframes for the current bone
currentFrame = &boneKeyFrames.at(0);
position = currentFrame->BoneProperties.Position;
rotation = currentFrame->BoneProperties.Rotation;
scale = currentFrame->BoneProperties.Scale;
}
}
PoseData finalPose;
finalPose.Translation = position;
finalPose.Orientation = rotation;
finalPose.Scale = scale;
return finalPose;
}
std::map<int, Skeleton::PoseData> Skeleton::BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight)
{
std::map<int, PoseData> finalPose;
float weight1 = (float)(1.0 - weight);
float weight2 = (float)(weight);
for (auto& b : Bones) {
int boneID = b.second->ID;
PoseData blendedPose;
blendedPose.Translation = glm::vec3(0);
blendedPose.Orientation = glm::quat();
blendedPose.Scale = glm::vec3(1);
if(pose1.find(boneID) != pose1.end() && pose2.find(boneID) != pose2.end()) {
blendedPose.Translation = pose1.at(boneID).Translation * weight1 + pose2.at(boneID).Translation * weight2;
blendedPose.Orientation = glm::slerp(pose1.at(boneID).Orientation, pose2.at(boneID).Orientation, weight2);
blendedPose.Scale = pose1.at(boneID).Scale * weight1 + pose2.at(boneID).Scale * weight2;
finalPose[boneID] = blendedPose;
} else if(pose1.find(boneID) != pose1.end()) {
finalPose[boneID] = pose1.at(boneID);
} else if (pose2.find(boneID) != pose2.end()) {
finalPose[boneID] = pose2.at(boneID);
}
}
return finalPose;
}
std::map<int, Skeleton::PoseData> Skeleton::OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose)
{
std::map<int, PoseData> finalPose;
for (auto& b : Bones) {
int boneID = b.second->ID;
if (overridePose.find(boneID) != overridePose.end()) {
finalPose[boneID] = overridePose.at(boneID);
} else if (targetPose.find(boneID) != targetPose.end()) {
finalPose[boneID] = targetPose.at(boneID);
}
}
return finalPose;
}
std::map<int, Skeleton::PoseData> Skeleton::BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose)
{
std::map<int, PoseData> finalPose;
for (auto& b : Bones) {
int boneID = b.second->ID;
PoseData blendedPose;
blendedPose.Translation = glm::vec3(0);
blendedPose.Orientation = glm::quat();
blendedPose.Scale = glm::vec3(1);
if (additivePose.find(boneID) != additivePose.end() && targetPose.find(boneID) != targetPose.end()) {
blendedPose.Translation = additivePose.at(boneID).Translation + targetPose.at(boneID).Translation;
blendedPose.Orientation = additivePose.at(boneID).Orientation * targetPose.at(boneID).Orientation;
blendedPose.Scale = additivePose.at(boneID).Scale + targetPose.at(boneID).Scale;
finalPose[boneID] = blendedPose;
} else if (additivePose.find(boneID) != additivePose.end()) {
finalPose[boneID] = additivePose.at(boneID);
} else if (targetPose.find(boneID) != targetPose.end()) {
finalPose[boneID] = targetPose.at(boneID);
}
}
return finalPose;
}
void Skeleton::GetFinalPose(std::map<int, Skeleton::PoseData>& poseDatas, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms)
{
std::map<int, glm::mat4> boneMatrices;
AccumulateFinalPose(boneMatrices, poseDatas, boneTransforms, RootBone, glm::mat4(1));
for(auto& b : boneMatrices) {
finalPose.push_back(b.second);
}
}
std::vector<glm::mat4> Skeleton::GetTPose()
{
std::vector<glm::mat4> finalMatrices;
for (auto b : Bones) {
finalMatrices.push_back(glm::mat4(1));
}
return finalMatrices;
}
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
if (poseDatas.find(bone->ID) != poseDatas.end()) {
boneMatrix = parentMatrix * (glm::translate(poseDatas.at(bone->ID).Translation) * glm::mat4(poseDatas.at(bone->ID).Orientation) * glm::scale(poseDatas.at(bone->ID).Scale));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix * bone->BindTransformMatrix * bone->Parent->OffsetMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = bone->BindTransformMatrix;
boneMatrices[bone->ID] = parentMatrix;
}
}
boneTransforms[bone->ID] = boneMatrix;
for (auto &child : bone->Children) {
AccumulateFinalPose(boneMatrices, poseDatas, boneTransforms, child, boneMatrix);
}
}
int Skeleton::GetBoneID(std::string name)
{
if (m_BonesByName.find(name) == m_BonesByName.end()) {
return -1;
} else {
return m_BonesByName.at(name)->ID;
}
}
int Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
{
if (m_BonesByName.find(name) != m_BonesByName.end()) {
return m_BonesByName.at(name)->ID;
} else {
Bone* bone;
if (parentID == -1) {
bone = new Bone(ID, nullptr, name, offsetMatrix);
RootBone = bone;
} else {
Bone* parent = Bones[parentID];
bone = new Bone(ID, parent, name, offsetMatrix);
parent->Children.push_back(bone);
}
Bones[ID] = bone;
m_BonesByName[name] = bone;
return ID;
}
}
Skeleton::~Skeleton()
{
for (auto &kv : Bones) {
delete kv.second;
}
BlendTrees.clear();
}
const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
{
auto it = Animations.find(name);
if (it != Animations.end()) {
return const_cast<const Animation*>(&it->second);
} else {
return nullptr;
}
}