Working skeletal animations!!!
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@@ -68,6 +68,8 @@
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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@@ -165,6 +167,9 @@ public:
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::AnimationSystem>(
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[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::AnimationSystem>();
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m_World->SystemFactory.Register<Systems::TravellingSystem>(
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[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TravellingSystem>();
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@@ -457,7 +462,8 @@ public:
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
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Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
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EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
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}
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}
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@@ -513,7 +519,7 @@ public:
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}
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//TODO: Get this out of engine.h
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
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void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
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{
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for (auto texGroup : model->TextureGroups)
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{
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@@ -526,8 +532,17 @@ public:
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job.ElementBuffer = model->ElementBuffer;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.ModelMatrix = modelMatrix * model->m_Matrix;
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job.Color = modelComponent->Color;
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if (model->m_Skeleton != nullptr) {
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job.Skeleton = model->m_Skeleton;
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if (animationComponent != nullptr) {
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job.AnimationName = animationComponent->Name;
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job.AnimationTime = animationComponent->Time;
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job.NoRootMotion = animationComponent->NoRootMotion;
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}
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}
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m_RendererQueue.Deferred.Add(job);
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}
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@@ -86,6 +86,8 @@ public:
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std::vector<unsigned int> m_Indices;
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Skeleton* m_Skeleton = nullptr;
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glm::mat4 m_Matrix;
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private:
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std::vector<glm::ivec2> BoneIndices;
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std::vector<glm::vec2> BoneWeights;
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@@ -66,6 +66,12 @@ struct ModelJob : RenderJob
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unsigned int StartIndex;
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unsigned int EndIndex;
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// Animation
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Skeleton* Skeleton = nullptr;
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bool NoRootMotion = true;
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std::string AnimationName;
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double AnimationTime = 0;
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void CalculateHash() override
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{
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Hash = TextureID;
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@@ -100,16 +100,17 @@ public:
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int GetBoneID(std::string name);
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std::vector<glm::mat4> GetFrameBones(std::string animationName, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe ¤tFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix);
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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void PrintSkeleton(Bone* parent, int depthCount);
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void PrintSkeleton(const Bone* parent, int depthCount);
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std::map<std::string, Animation> Animations;
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private:
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std::map<std::string, Bone*> m_BonesByName;
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int GetKeyframe(Animation& animation, double time);
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int GetKeyframe(const Animation& animation, double time);
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};
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}
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@@ -13,6 +13,7 @@
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CPointLight.h"
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#include "Rendering/CAnimation.h"
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#include "Game/CBall.h"
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#include "Game/CPowerUp.h"
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#include "Game/CLife.h"
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@@ -0,0 +1,25 @@
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#ifndef AnimationSystem_h__
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#define AnimationSystem_h__
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Rendering/CAnimation.h"
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namespace dd
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{
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namespace Systems
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{
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class AnimationSystem : public System
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{
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public:
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AnimationSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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void RegisterComponents(ComponentFactory* cf) override;
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void Update(double dt) override;
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};
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}
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}
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#endif
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@@ -0,0 +1,21 @@
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#ifndef COMPONENTS_CANIMATION_H__
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#define COMPONENTS_CANIMATION_H__
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct Animation : Component
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{
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std::string Name;
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double Time = 0.0;
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double Speed = 0.0;
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bool NoRootMotion = true;
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};
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}
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}
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#endif
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@@ -50,6 +50,7 @@ source_group(Input FILES ${SOURCE_FILES_Input})
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file(GLOB SOURCE_FILES_Rendering
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"${INCLUDE_PATH}/Rendering/*.h"
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"Rendering/*.cpp"
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)
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source_group(Rendering FILES ${SOURCE_FILES_Rendering})
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@@ -431,6 +431,20 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
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}
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if (modelJob->Skeleton != nullptr) {
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auto animation = modelJob->Skeleton->GetAnimation(modelJob->AnimationName);
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if (animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(
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*animation,
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modelJob->AnimationTime,
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modelJob->NoRootMotion
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);
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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LOG_WARNING("Tried to play unknown animation \"%s\"", modelJob->AnimationName.c_str());
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}
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}
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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@@ -65,7 +65,7 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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gl_Position = MVP * vec4(Position, 1.0);
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
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@@ -65,8 +65,8 @@ void main()
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+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
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}
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//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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gl_Position = MVP * vec4(Position, 1.0);
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gl_Position = MVP * boneTransform * vec4(Position, 1.0);
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//gl_Position = MVP * vec4(Position, 1.0);
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//TODO: Make sure that boneTransform works here.
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Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
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@@ -48,10 +48,18 @@ dd::Skeleton::~Skeleton()
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}
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}
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std::vector<glm::mat4> dd::Skeleton::GetFrameBones(std::string animationName, double time, bool noRootMotion /*= false*/)
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const dd::Skeleton::Animation* dd::Skeleton::GetAnimation(std::string name)
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{
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auto it = Animations.find(name);
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if (it != Animations.end()) {
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return const_cast<const Animation*>(&it->second);
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} else {
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return nullptr;
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}
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}
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std::vector<glm::mat4> dd::Skeleton::GetFrameBones(const Animation& animation, double time, bool noRootMotion /*= false*/)
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{
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auto& animation = Animations.at(animationName);
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// HACK: Animation wrap-around
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while (time < 0)
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time += animation.Duration;
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@@ -60,8 +68,8 @@ std::vector<glm::mat4> dd::Skeleton::GetFrameBones(std::string animationName, do
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int currentKeyframeIndex = GetKeyframe(animation, time);
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Animation::Keyframe& currentFrame = animation.Keyframes[currentKeyframeIndex];
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Animation::Keyframe& nextFrame = animation.Keyframes[currentKeyframeIndex + 1];
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const Animation::Keyframe& currentFrame = animation.Keyframes[currentKeyframeIndex];
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const Animation::Keyframe& nextFrame = animation.Keyframes[currentKeyframeIndex + 1];
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float alpha = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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//auto animationFrame = Animations[""].Keyframes[frame];
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@@ -75,7 +83,7 @@ std::vector<glm::mat4> dd::Skeleton::GetFrameBones(std::string animationName, do
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return finalMatrices;
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}
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void dd::Skeleton::AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe ¤tFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix)
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void dd::Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe ¤tFrame, const Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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@@ -120,7 +128,7 @@ void dd::Skeleton::PrintSkeleton()
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PrintSkeleton(RootBone, 0);
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}
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void dd::Skeleton::PrintSkeleton(Bone* bone, int depthCount)
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void dd::Skeleton::PrintSkeleton(const Bone* bone, int depthCount)
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{
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std::stringstream ss;
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ss << std::string(depthCount, ' ');
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@@ -134,7 +142,7 @@ void dd::Skeleton::PrintSkeleton(Bone* bone, int depthCount)
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}
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}
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int dd::Skeleton::GetKeyframe(Animation& animation, double time)
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int dd::Skeleton::GetKeyframe(const Animation& animation, double time)
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{
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if (time < 0)
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time = 0;
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@@ -143,7 +151,7 @@ int dd::Skeleton::GetKeyframe(Animation& animation, double time)
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for (int keyframe = 0; keyframe < animation.Keyframes.size(); ++keyframe) {
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if (animation.Keyframes[keyframe].Time > time)
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return keyframe - 1;
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return glm::max(0, keyframe - 1); // HACK: If the time is less than the first keyframe, don
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}
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return 0;
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@@ -35,7 +35,9 @@ void dd::Systems::BallSystem::Initialize()
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transform->Scale = glm::vec3(0.3f, 0.3f, 0.3f);
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transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Sid.obj";
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model->ModelFile = "Models/Sid/Sid.dae";
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auto animation = m_World->AddComponent<Components::Animation>(ent);
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animation->Speed = 1.0;
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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circleShape->Radius = 0.4f;
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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@@ -421,7 +423,7 @@ void dd::Systems::BallSystem::CreateLife(int number)
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lifeNr->Number = number;
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auto model = m_World->AddComponent<Components::Model>(life);
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model->ModelFile = "Models/Test/Ball/Sid.obj";
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model->ModelFile = "Models/Sid/Sid.dae";
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m_World->CommitEntity(life);
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@@ -0,0 +1,20 @@
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#include "PrecompiledHeader.h"
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#include "Rendering/AnimationSystem.h"
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void dd::Systems::AnimationSystem::RegisterComponents(ComponentFactory* cf)
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{
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cf->Register<Components::Animation>();
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}
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void dd::Systems::AnimationSystem::Update(double dt)
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{
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auto animations = m_World->GetComponentsOfType<Components::Animation>();
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if (animations == nullptr) {
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return;
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}
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for (auto& component : *animations) {
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auto animation = static_cast<Components::Animation*>(component.get());
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animation->Time += animation->Speed * dt;
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}
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}
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