add animation fading and revert to platform channel handler
This commit is contained in:
@@ -37,7 +37,7 @@ using namespace utils;
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using namespace filament;
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using namespace filament::gltfio;
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AssetManager::AssetManager(ResourceLoaderWrapper* resourceLoaderWrapper,
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AssetManager::AssetManager(const ResourceLoaderWrapper* const resourceLoaderWrapper,
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NameComponentManager *ncm,
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Engine *engine,
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Scene *scene)
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@@ -249,37 +249,34 @@ void AssetManager::updateAnimations() {
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asset.mAnimating = false;
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// GLTF animations
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for(int j = 0; j < asset.mAnimations.size() - 2; j++) {
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AnimationStatus& anim = asset.mAnimations[j];
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AnimationStatus& anim = asset.mAnimations[2];
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if(!anim.mAnimating) {
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// Log("Skipping anim at %d", j);
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continue;
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}
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if(anim.mActive) {
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auto elapsed = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - anim.mStart).count()) / 1000.0f;
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if(anim.mLoop || elapsed < anim.mDuration) {
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asset.mAnimator->applyAnimation(j, elapsed);
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asset.mAnimator->applyAnimation(asset.gltfAnimationIndex, elapsed);
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asset.mAnimating = true;
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} else if(elapsed - anim.mDuration < 0.3) {
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// cross-fade
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// animator->applyCrossFade(j-2, anim.mDuration - 0.05, elapsed / 0.3);
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// asset.mAnimating = true;
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// anim.mStart = time_point_t::max();
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if(asset.fadeGltfAnimationIndex != -1 && elapsed < asset.fadeDuration) {
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// cross-fade
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auto fadeFromTime = asset.fadeOutAnimationStart + elapsed;
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auto alpha = elapsed / asset.fadeDuration;
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asset.mAnimator->applyCrossFade(asset.fadeGltfAnimationIndex, fadeFromTime, alpha);
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}
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} else {
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// stop
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anim.mStart = time_point_t::max();
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anim.mAnimating = false;
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Log("Finished");
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anim.mActive = false;
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asset.gltfAnimationIndex = -1;
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asset.fadeGltfAnimationIndex = -1;
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}
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asset.mAnimator->updateBoneMatrices();
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}
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// dynamically constructed morph animation
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AnimationStatus& morphAnimation = asset.mAnimations[asset.mAnimations.size() - 2];
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// dynamic morph animation
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AnimationStatus& morphAnimation = asset.mAnimations[0];
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if(morphAnimation.mAnimating) {
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if(morphAnimation.mActive) {
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auto elapsed = float(
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std::chrono::duration_cast<std::chrono::milliseconds>(
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@@ -290,13 +287,11 @@ void AssetManager::updateAnimations() {
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asset.mMorphAnimationBuffer.mFrameLengthInMs
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);
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// if more time has elapsed than the animation duration && not looping
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// mark the animation as complete
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// if more time has elapsed than the animation duration && we aren't looping, then mark the animation as complete
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if(elapsed >= morphAnimation.mDuration && !morphAnimation.mLoop) {
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morphAnimation.mStart = time_point_t::max();
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morphAnimation.mAnimating = false;
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morphAnimation.mActive = false;
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} else {
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asset.mAnimating = true;
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int frameNumber = static_cast<int>(elapsed * 1000.0f / asset.mMorphAnimationBuffer.mFrameLengthInMs) % lengthInFrames;
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// offset from the end if reverse
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@@ -304,17 +299,18 @@ void AssetManager::updateAnimations() {
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frameNumber = lengthInFrames - frameNumber;
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}
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// set the weights appropriately
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rm.setMorphWeights(
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// set the weights appropriately
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rm.setMorphWeights(
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rm.getInstance(asset.mMorphAnimationBuffer.mMeshTarget),
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asset.mMorphAnimationBuffer.mFrameData.data() + (frameNumber * asset.mMorphAnimationBuffer.mNumMorphWeights),
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asset.mMorphAnimationBuffer.mNumMorphWeights);
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asset.mMorphAnimationBuffer.mNumMorphWeights
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);
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}
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}
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// bone animation
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AnimationStatus boneAnimation = asset.mAnimations[asset.mAnimations.size() - 1];
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if(boneAnimation.mAnimating) {
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// dynamic bone animations
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AnimationStatus boneAnimation = asset.mAnimations[1];
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if(boneAnimation.mActive) {
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auto elapsed = float(
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std::chrono::duration_cast<std::chrono::milliseconds>(
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now - boneAnimation.mStart
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@@ -324,11 +320,10 @@ void AssetManager::updateAnimations() {
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asset.mBoneAnimationBuffer.mFrameLengthInMs
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);
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// if more time has elapsed than the animation duration && not looping
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// mark the animation as complete
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// if more time has elapsed than the animation duration and we are not looping, mark the animation as complete
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if(elapsed >= boneAnimation.mDuration && !boneAnimation.mLoop) {
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boneAnimation.mStart = time_point_t::max();
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boneAnimation.mAnimating = false;
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boneAnimation.mActive = false;
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} else {
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asset.mAnimating = true;
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@@ -347,7 +342,6 @@ void AssetManager::updateAnimations() {
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asset.mAnimator->updateBoneMatrices();
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}
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}
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}
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void AssetManager::setBoneTransform(SceneAsset& asset, int frameNumber) {
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@@ -482,15 +476,11 @@ bool AssetManager::setMorphAnimationBuffer(
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asset.mMorphAnimationBuffer.mFrameLengthInMs = frameLengthInMs;
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asset.mMorphAnimationBuffer.mNumMorphWeights = numMorphWeights;
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AnimationStatus& animation = asset.mAnimations[asset.mAnimations.size() - 2];
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AnimationStatus& animation = asset.mAnimations[0];
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animation.mDuration = (frameLengthInMs * numFrames) / 1000.0f;
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animation.mStart = high_resolution_clock::now();
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animation.mAnimating = true;
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animation.mActive = true;
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asset.mAnimating = true;
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Log("set start to %d, dur is %f",
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std::chrono::duration_cast<std::chrono::milliseconds>(animation.mStart.time_since_epoch()).count(),
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animation.mDuration
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);
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return true;
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}
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@@ -504,8 +494,6 @@ bool AssetManager::setBoneAnimationBuffer(
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int numMeshTargets,
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float frameLengthInMs) {
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const auto& pos = _entityIdLookup.find(entityId);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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@@ -585,9 +573,9 @@ bool AssetManager::setBoneAnimationBuffer(
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animationBuffer.mMeshTargets.push_back(entity);
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}
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auto& animation = asset.mAnimations[asset.mAnimations.size() - 1];
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auto& animation = asset.mAnimations[1];
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animation.mStart = std::chrono::high_resolution_clock::now();
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animation.mAnimating = true;
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animation.mActive = true;
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animation.mReverse = false;
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animation.mDuration = (frameLengthInMs * numFrames) / 1000.0f;
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asset.mAnimating = true;
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@@ -596,21 +584,31 @@ bool AssetManager::setBoneAnimationBuffer(
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}
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void AssetManager::playAnimation(EntityId e, int index, bool loop, bool reverse) {
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void AssetManager::playAnimation(EntityId e, int index, bool loop, bool reverse, float crossfade) {
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const auto& pos = _entityIdLookup.find(e);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto& asset = _assets[pos->second];
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Log("Playing animation at %d", index);
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asset.mAnimations[index].mStart = std::chrono::high_resolution_clock::now();
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asset.mAnimations[index].mLoop = loop;
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asset.mAnimations[index].mReverse = reverse;
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asset.mAnimations[index].mAnimating = true;
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// Log("new start %d, dur is %f", std::chrono::duration_cast<std::chrono::milliseconds>(asset.mAnimations[index+2].mStart.time_since_epoch()).count(), asset.mAnimations[index+2].mDuration);
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if(asset.gltfAnimationIndex != -1) {
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asset.fadeGltfAnimationIndex = asset.gltfAnimationIndex;
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asset.fadeDuration = crossfade;
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auto now = high_resolution_clock::now();
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auto elapsed = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - asset.mAnimations[2].mStart).count()) / 1000.0f;
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asset.fadeOutAnimationStart = elapsed;
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} else {
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asset.fadeGltfAnimationIndex = -1;
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asset.fadeDuration = 0.0f;
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}
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asset.gltfAnimationIndex = index;
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asset.mAnimations[2].mStart = std::chrono::high_resolution_clock::now();
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asset.mAnimations[2].mLoop = loop;
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asset.mAnimations[2].mReverse = reverse;
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asset.mAnimations[2].mActive = true;
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asset.mAnimations[2].mDuration = asset.mAnimator->getAnimationDuration(index);
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asset.mAnimating = true;
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}
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@@ -621,7 +619,12 @@ void AssetManager::stopAnimation(EntityId entityId, int index) {
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return;
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}
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auto& asset = _assets[pos->second];
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asset.mAnimations[index].mStart = time_point_t::max();
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if(asset.gltfAnimationIndex != index) {
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// ignore?
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} else {
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asset.mAnimations[2].mStart = time_point_t::max();
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asset.mAnimations[2].mActive = false;
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}
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}
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void AssetManager::loadTexture(EntityId entity, const char* resourcePath, int renderableIndex) {
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@@ -898,4 +901,4 @@ size_t AssetManager::getLightEntityCount(EntityId entity) const noexcept {
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// Log("%f %f %f %f", localTransform[0][1], localTransform[1][1], localTransform[2][1], localTransform[3][1] ) ;
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// Log("%f %f %f %f", localTransform[0][2], localTransform[1][2], localTransform[2][2], localTransform[3][2] ) ;
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// Log("%f %f %f %f", localTransform[0][3], localTransform[1][3], localTransform[2][3], localTransform[3][3] ) ;
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// transformManager.getTransform(jointInstance);
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// transformManager.getTransform(jointInstance);
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