add maxDelta to blend between glTF and dynamic bone animations

This commit is contained in:
Nick Fisher
2024-06-10 22:32:44 +08:00
parent b5ed69483c
commit 5c5897f74d
12 changed files with 84 additions and 33 deletions

View File

@@ -149,7 +149,8 @@ extern "C"
int numFrames,
float frameLengthInMs,
float fadeOutInSecs,
float fadeInInSecs);
float fadeInInSecs,
float maxDelta);
EMSCRIPTEN_KEEPALIVE void get_local_transform(void *sceneManager,
EntityId entityId, float* const);
EMSCRIPTEN_KEEPALIVE void get_rest_local_transforms(void *sceneManager,

View File

@@ -118,8 +118,9 @@ namespace flutter_filament
int numFrames,
float frameLengthInMs,
float fadeOutInSecs,
float fadeInInSecs
);
float fadeInInSecs,
float maxDelta
);
std::unique_ptr<std::vector<math::mat4f>> getBoneRestTranforms(EntityId entityId, int skinIndex);
void resetBones(EntityId entityId);

View File

@@ -82,6 +82,7 @@ namespace flutter_filament
std::vector<math::mat4f> frameData;
float fadeOutInSecs = 0;
float fadeInInSecs = 0;
float maxDelta = 1.0f;
};
struct AnimationComponent
@@ -290,11 +291,13 @@ namespace flutter_filament
// if we're fading in, this will be 0.0 at the start of the fade and 1.0 at the end
auto fadeDelta = elapsedInSecs / animationStatus.fadeInInSecs;
// if we're fading out, this will be 1.0 at the start of the fade and 0.0 at the end
// // if we're fading out, this will be 1.0 at the start of the fade and 0.0 at the end
if(fadeDelta > 1.0f) {
fadeDelta = 1 - ((elapsedInSecs - animationStatus.durationInSecs - animationStatus.fadeInInSecs) / animationStatus.fadeOutInSecs);
}
fadeDelta = std::clamp(fadeDelta, 0.0f, animationStatus.maxDelta);
auto jointTransform = _transformManager.getInstance(joint);
// linearly interpolate this animation between its current (interpolated) frame and the current transform (i.e. as set by the gltf frame)

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@@ -429,9 +429,10 @@ extern "C"
int numFrames,
float frameLengthInMs,
float fadeOutInSecs,
float fadeInInSecs)
float fadeInInSecs,
float maxDelta)
{
((SceneManager *)sceneManager)->addBoneAnimation(asset, skinIndex, boneIndex, frameData, numFrames, frameLengthInMs, fadeOutInSecs, fadeInInSecs);
((SceneManager *)sceneManager)->addBoneAnimation(asset, skinIndex, boneIndex, frameData, numFrames, frameLengthInMs, fadeOutInSecs, fadeInInSecs, maxDelta);
}
EMSCRIPTEN_KEEPALIVE void set_post_processing(void *const viewer, bool enabled)

View File

@@ -1024,7 +1024,9 @@ namespace flutter_filament
const float *const frameData,
int numFrames,
float frameLengthInMs,
float fadeOutInSecs, float fadeInInSecs)
float fadeOutInSecs,
float fadeInInSecs,
float maxDelta)
{
std::lock_guard lock(_mutex);
@@ -1072,7 +1074,6 @@ namespace flutter_filament
}
animation.frameLengthInMs = frameLengthInMs;
animation.start = std::chrono::high_resolution_clock::now();
animation.reverse = false;
animation.durationInSecs = (frameLengthInMs * numFrames) / 1000.0f;
@@ -1080,6 +1081,7 @@ namespace flutter_filament
animation.frameLengthInMs = frameLengthInMs;
animation.fadeOutInSecs = fadeOutInSecs;
animation.fadeInInSecs = fadeInInSecs;
animation.maxDelta = maxDelta;
animation.skinIndex = skinIndex;
if(!_animationComponentManager->hasComponent(instance->getRoot())) {
Log("ERROR: specified entity is not animatable (has no animation component attached).");