split component managers

This commit is contained in:
Nick Fisher
2024-03-01 22:46:23 +08:00
parent 0970990061
commit 9b9a0b7ce5
2 changed files with 255 additions and 9 deletions

View File

@@ -0,0 +1,244 @@
#pragma once
#include "Log.hpp"
#include <chrono>
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TransformManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/ResourceLoader.h>
#include <utils/NameComponentManager.h>
template class std::vector<float>;
namespace flutter_filament {
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std::chrono;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
enum AnimationType {
MORPH, BONE, GLTF
};
struct AnimationStatus {
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 construct a dynamic (i.e. non-glTF embedded) morph target animation.
//
struct MorphAnimation : AnimationStatus {
utils::Entity meshTarget;
int numFrames = -1;
float frameLengthInMs = 0;
std::vector<float> frameData;
std::vector<int> morphIndices;
int lengthInFrames;
};
//
// Use this to construct a dynamic (i.e. non-glTF embedded) bone/joint animation.
//
struct BoneAnimation : AnimationStatus {
size_t boneIndex;
std::vector<utils::Entity> meshTargets;
size_t skinIndex = 0;
int lengthInFrames;
float frameLengthInMs = 0;
std::vector<math::mat4f> frameData;
};
struct AnimationComponent {
FilamentInstance* instance;
std::vector<math::mat4f> initialJointTransforms;
std::vector<GltfAnimation> gltfAnimations;
std::vector<MorphAnimation> morphAnimations;
std::vector<BoneAnimation> boneAnimations;
// the index of the last active glTF animation,
// used to cross-fade
int fadeGltfAnimationIndex = -1;
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
};
class AnimationComponentManager : public utils::SingleInstanceComponentManager<AnimationComponent> {
filament::TransformManager& _transformManager;
filament::RenderableManager& _renderableManager;
public:
AnimationComponentManager(
filament::TransformManager& transformManager,
filament::RenderableManager& renderableManager) :
_transformManager(transformManager),
_renderableManager(renderableManager) {};
void addAnimationComponent(FilamentInstance* instance) {
const auto joints = instance->getJointsAt(0);
AnimationComponent animationComponent;
animationComponent.instance = instance;
for(int i = 0; i < instance->getJointCountAt(0); i++) {
const auto joint = joints[i];
const auto& jointTransformInstance = _transformManager.getInstance(joint);
const auto& jointTransform = _transformManager.getTransform(jointTransformInstance);
animationComponent.initialJointTransforms.push_back(jointTransform);
}
auto componentInstance = addComponent(instance->getRoot());
this->elementAt<0>(componentInstance) = animationComponent;
}
void update()
{
auto now = high_resolution_clock::now();
for(auto it = begin(); it < end(); it++) {
const auto& entity = getEntity(it);
auto componentInstance = getInstance(entity);
auto& animationComponent = elementAt<0>(componentInstance);
auto animator = animationComponent.instance->getAnimator();
auto& gltfAnimations = animationComponent.gltfAnimations;
auto& morphAnimations = animationComponent.morphAnimations;
auto& boneAnimations = animationComponent.boneAnimations;
for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--) {
auto animationStatus = animationComponent.gltfAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
animator->applyAnimation(animationStatus.index, animationStatus.durationInSecs - 0.001);
animator->updateBoneMatrices();
gltfAnimations.erase(gltfAnimations.begin() + i);
animationComponent.fadeGltfAnimationIndex = -1;
continue;
}
animator->applyAnimation(animationStatus.index, elapsedInSecs);
if (animationComponent.fadeGltfAnimationIndex != -1 && elapsedInSecs < animationComponent.fadeDuration)
{
// cross-fade
auto fadeFromTime = animationComponent.fadeOutAnimationStart + elapsedInSecs;
auto alpha = elapsedInSecs / animationComponent.fadeDuration;
animator->applyCrossFade(animationComponent.fadeGltfAnimationIndex, fadeFromTime, alpha);
}
}
animator->updateBoneMatrices();
for (int i = (int)morphAnimations.size() - 1; i >= 0; i--) {
auto animationStatus = morphAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
morphAnimations.erase(morphAnimations.begin() + i);
continue;
}
int frameNumber = static_cast<int>(elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs) % animationStatus.lengthInFrames;
// offset from the end if reverse
if (animationStatus.reverse)
{
frameNumber = animationStatus.lengthInFrames - frameNumber;
}
auto baseOffset = frameNumber * animationStatus.morphIndices.size();
for (int i = 0; i < animationStatus.morphIndices.size(); i++)
{
auto morphIndex = animationStatus.morphIndices[i];
// set the weights appropriately
_renderableManager.setMorphWeights(
_renderableManager.getInstance(animationStatus.meshTarget),
animationStatus.frameData.data() + baseOffset + i,
1,
morphIndex);
}
}
for (int i = (int)boneAnimations.size() - 1; i >= 0; i--) {
auto animationStatus = boneAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
boneAnimations.erase(boneAnimations.begin() + i);
continue;
}
float elapsedFrames = elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs;
int currFrame = static_cast<int>(elapsedFrames) % animationStatus.lengthInFrames;
float delta = elapsedFrames - currFrame;
int nextFrame = currFrame;
auto restLocalTransform = animationComponent.initialJointTransforms[animationStatus.boneIndex];
// offset from the end if reverse
if (animationStatus.reverse)
{
currFrame = animationStatus.lengthInFrames - currFrame;
if(currFrame > 0) {
nextFrame = currFrame - 1;
} else {
nextFrame = 0;
}
} else {
if(currFrame < animationStatus.lengthInFrames - 1) {
nextFrame = currFrame + 1;
} else {
nextFrame = currFrame;
}
}
// simple linear interpolation
math::mat4f curr = (1 - delta) * (restLocalTransform * animationStatus.frameData[currFrame]);
math::mat4f next = delta * (restLocalTransform * animationStatus.frameData[nextFrame]);
math::mat4f localTransform = curr + next;
const Entity joint = animationComponent.instance->getJointsAt(animationStatus.skinIndex)[animationStatus.boneIndex];
auto jointTransform = _transformManager.getInstance(joint);
_transformManager.setTransform(jointTransform, localTransform);
animator->updateBoneMatrices();
if (animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
animationStatus.start = now;
}
}
}
}
};
}

View File

@@ -1,5 +1,4 @@
#ifndef _STANDARD_COMPONENTS_H
#define _STANDARD_COMPONENTS_H
#pragma once
#include "utils/Entity.h"
#include "utils/EntityInstance.h"
@@ -9,7 +8,7 @@
#include "gltfio/FilamentInstance.h"
#include "Log.hpp"
namespace polyvox
namespace flutter_filament
{
typedef void(*CollisionCallback)(int32_t entityId1, int32_t entityId2) ;
@@ -19,11 +18,15 @@ class CollisionComponentManager : public utils::SingleInstanceComponentManager<f
public:
CollisionComponentManager(const filament::TransformManager& transformManager) : _transformManager(transformManager) {}
std::vector<filament::math::float3> collides(EntityId transformingEntityId, filament::Aabb sourceBox) {
std::vector<filament::math::float3> collides(utils::Entity transformingEntity, filament::Aabb sourceBox) {
auto sourceCorners = sourceBox.getCorners();
std::vector<filament::math::float3> collisionAxes;
for(auto it = begin(); it < end(); it++) {
auto entity = getEntity(it);
if(entity == transformingEntity) {
continue;
}
auto targetXformInstance = _transformManager.getInstance(entity);
auto targetXform = _transformManager.getWorldTransform(targetXformInstance);
auto targetBox = elementAt<0>(it).transform(targetXform);
@@ -40,10 +43,10 @@ class CollisionComponentManager : public utils::SingleInstanceComponentManager<f
auto max = targetBox.max;
// if the vertex has insersected with the target/source AABB
if(targetBox.contains(sourceCorners.vertices[i]) < 0) {
if(targetBox.contains(sourceCorners.vertices[i]) <= 0) {
collided = true;
// Log("targetBox %f %f %f contains source vertex %f %f %f", targetBox.extent().x, targetBox.extent().y, targetBox.extent().z, sourceCorners.vertices[i].x, sourceCorners.vertices[i].y, sourceCorners.vertices[i].z);
} else if(sourceBox.contains(targetCorners.vertices[i]) < 0) {
} else if(sourceBox.contains(targetCorners.vertices[i]) <= 0) {
// Log("sourceBox %f %f %f contains target vertex %f %f %f", sourceBox.extent().x, sourceBox.extent().y, sourceBox.extent().z, targetCorners.vertices[i].x, targetCorners.vertices[i].y, targetCorners.vertices[i].z);
collided = true;
intersecting = targetCorners.vertices[i];
@@ -83,7 +86,7 @@ class CollisionComponentManager : public utils::SingleInstanceComponentManager<f
if(collided) {
auto callback = elementAt<1>(it);
if(callback) {
callback(utils::Entity::smuggle(entity), transformingEntityId);
callback(utils::Entity::smuggle(entity), utils::Entity::smuggle(transformingEntity));
}
}
}
@@ -92,7 +95,6 @@ class CollisionComponentManager : public utils::SingleInstanceComponentManager<f
}
};
}
#endif