Working skeletal animations!!!

This commit is contained in:
2015-10-15 12:46:23 +02:00
parent 1e3536e060
commit a35d72cac3
16 changed files with 1235 additions and 22 deletions
+19 -4
View File
@@ -68,6 +68,8 @@
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Rendering/AnimationSystem.h"
#include "Game/EGameStart.h"
#include "Sound/EPlaySound.h"
@@ -165,6 +167,9 @@ public:
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::AnimationSystem>(
[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::AnimationSystem>();
m_World->SystemFactory.Register<Systems::TravellingSystem>(
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TravellingSystem>();
@@ -457,7 +462,8 @@ public:
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
}
}
@@ -513,7 +519,7 @@ public:
}
//TODO: Get this out of engine.h
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
{
for (auto texGroup : model->TextureGroups)
{
@@ -526,8 +532,17 @@ public:
job.ElementBuffer = model->ElementBuffer;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.ModelMatrix = modelMatrix * model->m_Matrix;
job.Color = modelComponent->Color;
if (model->m_Skeleton != nullptr) {
job.Skeleton = model->m_Skeleton;
if (animationComponent != nullptr) {
job.AnimationName = animationComponent->Name;
job.AnimationTime = animationComponent->Time;
job.NoRootMotion = animationComponent->NoRootMotion;
}
}
m_RendererQueue.Deferred.Add(job);
}
+2
View File
@@ -86,6 +86,8 @@ public:
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
std::vector<glm::ivec2> BoneIndices;
std::vector<glm::vec2> BoneWeights;
+6
View File
@@ -66,6 +66,12 @@ struct ModelJob : RenderJob
unsigned int StartIndex;
unsigned int EndIndex;
// Animation
Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
+5 -4
View File
@@ -100,16 +100,17 @@ public:
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::string animationName, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe &currentFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
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);
void PrintSkeleton();
void PrintSkeleton(Bone* parent, int depthCount);
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
private:
std::map<std::string, Bone*> m_BonesByName;
int GetKeyframe(Animation& animation, double time);
int GetKeyframe(const Animation& animation, double time);
};
}