add support for multiple bone animations using quaternions

This commit is contained in:
Nick Fisher
2023-11-17 23:44:30 +08:00
parent f5d5a36f22
commit 572a945025
13 changed files with 1266 additions and 1254 deletions

View File

@@ -36,50 +36,46 @@ namespace polyvox {
};
struct AnimationStatus {
time_point_t mStart = time_point_t::max();
bool mLoop = false;
bool mReverse = false;
float mDuration = 0;
AnimationType type;
int gltfIndex = -1;
time_point_t start = time_point_t::max();
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
};
struct GltfAnimation : AnimationStatus {
int index = -1;
};
//
// Use this to manually construct a buffer of frame data for morph animations.
// Use this to construct a dynamic (i.e. non-glTF embedded) morph target animation.
//
struct MorphAnimationBuffer {
utils::Entity mMeshTarget;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
vector<float> mFrameData;
vector<int> mMorphIndices;
struct MorphAnimation : AnimationStatus {
utils::Entity meshTarget;
int numFrames = -1;
float frameLengthInMs = 0;
vector<float> frameData;
vector<int> morphIndices;
int lengthInFrames;
};
//
// Use this to construct a dynamic (i.e. non-glTF embedded) bone animation.
// Only a single animation is supported at any time (i.e you can't blend animations).
// Multiple bones are supported but these must be skinned to a single mesh target.
// Use this to construct a dynamic (i.e. non-glTF embedded) bone/joint animation.
//
struct BoneAnimationBuffer {
vector<utils::Entity> mMeshTargets;
vector<uint8_t> mBones;
vector<math::mat4f> mBaseTransforms;
// vector<math::float3> mBaseTranslations; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
// vector<math::quatf> mBaseRotations; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
// vector<math::float3> mBaseScales; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
struct BoneAnimation : AnimationStatus {
uint8_t boneIndex;
vector<utils::Entity> meshTargets;
size_t skinIndex = 0;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
vector<float> mFrameData;
int lengthInFrames;
float frameLengthInMs = 0;
vector<const math::quatf> frameData;
};
struct SceneAsset {
bool mAnimating = false;
FilamentAsset* mAsset = nullptr;
Animator* mAnimator = nullptr;
// vector containing AnimationStatus structs for the morph, bone and/or glTF animations.
vector<AnimationStatus> mAnimations;
FilamentAsset* asset = nullptr;
vector<GltfAnimation> gltfAnimations;
vector<MorphAnimation> morphAnimations;
vector<BoneAnimation> boneAnimations;
// the index of the last active glTF animation,
// used to cross-fade
@@ -87,24 +83,19 @@ namespace polyvox {
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
MorphAnimationBuffer mMorphAnimationBuffer;
BoneAnimationBuffer mBoneAnimationBuffer;
// a slot to preload textures
filament::Texture* mTexture = nullptr;
filament::Texture* texture = nullptr;
// initialized to identity
math::mat4f mPosition;
math::mat4f position;
// initialized to identity
math::mat4f mRotation;
math::mat4f rotation;
float mScale = 1;
SceneAsset(
FilamentAsset* asset
) : mAsset(asset) {
mAnimator = mAsset->getInstance()->getAnimator();
}
) : asset(asset) {}
};
}