finalize bone transform animation

This commit is contained in:
Nick Fisher
2022-12-17 16:31:20 +08:00
parent de9797a20e
commit b1832c237f
17 changed files with 581 additions and 476 deletions

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@@ -33,7 +33,7 @@
#include "SceneAssetLoader.hpp"
#include "SceneAsset.hpp"
#include "SceneResources.hpp"
#include "ResourceManagement.hpp"
using namespace std;
using namespace filament;

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@@ -5,91 +5,105 @@
typedef struct ResourceBuffer ResourceBuffer;
//ResourceBuffer create_resource_buffer(const void* data, const uint32_t size, const uint32_t id);
void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
void* filament_viewer_delete(void* viewer);
void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
void set_background_image(void* viewer, const char* path);
void set_background_image_position(void* viewer, float x, float y, bool clamp);
void load_skybox(void* viewer, const char* skyboxPath);
void load_ibl(void* viewer, const char* iblPath);
void remove_skybox(void* viewer);
void remove_ibl(void* viewer);
int32_t add_light(void* viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void remove_light(void* viewer, int32_t entityId);
void clear_lights(void* viewer);
void* load_glb(void* viewer, const char* assetPath);
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
bool set_camera(void* viewer, void* asset, const char* nodeName);
void render(void* viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void* viewer, void* surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void* viewer);
void set_frame_interval(void* viewer, float interval);
void* get_renderer(void* viewer);
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
void scroll_begin(void* viewer);
void scroll_update(void* viewer, float x, float y , float z);
void scroll_end(void* viewer);
void grab_begin(void* viewer, float x, float y, bool pan);
void grab_update(void* viewer, float x, float y);
void grab_end(void* viewer);
///
/// A wrapper for a single set of frame-data that may animate multiples bones/mesh nodes.
/// [data]
///
struct BoneAnimation {
const char** boneNames;
const char** meshNames;
float* data;
size_t numBones;
size_t numMeshTargets;
};
void apply_weights(void* asset, float* const weights, int count);
void set_animation(
void* asset,
float* morphData,
int numMorphWeights,
float* boneData,
const char** boneNames,
const char** meshNames,
int numBones,
int numFrames,
float frameLengthInMs
);
typedef struct BoneAnimation BoneAnimation;
void set_bone_transform(
void* asset,
const char* boneName,
const char* entityName,
float transX,
float transY,
float transZ,
float quatX,
float quatY,
float quatZ,
float quatW
);
void play_animation(void* asset, int index, bool loop, bool reverse);
void stop_animation(void* asset, int index);
int get_animation_count(void* asset);
extern "C" {
void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
void filament_viewer_delete(void* viewer);
void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
void set_background_image(void* viewer, const char* path);
void set_background_image_position(void* viewer, float x, float y, bool clamp);
void load_skybox(void* viewer, const char* skyboxPath);
void load_ibl(void* viewer, const char* iblPath);
void remove_skybox(void* viewer);
void remove_ibl(void* viewer);
int32_t add_light(void* viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void remove_light(void* viewer, int32_t entityId);
void clear_lights(void* viewer);
void* load_glb(void* viewer, const char* assetPath);
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
bool set_camera(void* viewer, void* asset, const char* nodeName);
void render(void* viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void* viewer, void* surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void* viewer);
void set_frame_interval(void* viewer, float interval);
void* get_renderer(void* viewer);
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
void get_animation_name(void* asset, char* const outPtr, int index);
void scroll_begin(void* viewer);
void scroll_update(void* viewer, float x, float y , float z);
void scroll_end(void* viewer);
void grab_begin(void* viewer, float x, float y, bool pan);
void grab_update(void* viewer, float x, float y);
void grab_end(void* viewer);
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
void apply_weights(void* asset, float* const weights, int count);
void set_animation(
void* asset,
float* morphData,
int numMorphWeights,
BoneAnimation* boneAnimations,
int numBoneAnimations,
int numFrames,
float frameLengthInMs
);
int get_morph_target_name_count(void* asset, const char* meshName);
void remove_asset(void* viewer, void* asset);
void clear_assets(void* viewer);
void load_texture(void* asset, const char* assetPath, int renderableIndex);
void set_texture(void* asset);
void transform_to_unit_cube(void* asset);
void set_position(void* asset, float x, float y, float z);
void set_rotation(void* asset, float rads, float x, float y, float z);
void set_scale(void* asset, float scale);
// void set_bone_transform(
// void* asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// );
void play_animation(void* asset, int index, bool loop, bool reverse);
void stop_animation(void* asset, int index);
void set_camera_position(void* viewer, float x, float y, float z);
void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
void set_camera_focal_length(void* viewer, float focalLength);
void set_camera_focus_distance(void* viewer, float focusDistance);
int get_animation_count(void* asset);
void get_animation_name(void* asset, char* const outPtr, int index);
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
int get_morph_target_name_count(void* asset, const char* meshName);
void remove_asset(void* viewer, void* asset);
void clear_assets(void* viewer);
void load_texture(void* asset, const char* assetPath, int renderableIndex);
void set_texture(void* asset);
void transform_to_unit_cube(void* asset);
void set_position(void* asset, float x, float y, float z);
void set_rotation(void* asset, float rads, float x, float y, float z);
void set_scale(void* asset, float scale);
void set_camera_position(void* viewer, float x, float y, float z);
void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
void set_camera_focal_length(void* viewer, float focalLength);
void set_camera_focus_distance(void* viewer, float focusDistance);
}
#endif

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@@ -0,0 +1,27 @@
#pragma once
#include <functional>
#include <memory>
#include <chrono>
#include <iostream>
#include <vector>
#include "ResourceBuffer.hpp"
namespace polyvox {
using namespace std;
//
// Typedef for a function that loads a resource into a ResourceBuffer from an asset URI.
//
using LoadResource = function<ResourceBuffer(const char* uri)>;
//
// Typedef for a function that frees an ID associated with a ResourceBuffer.
//
using FreeResource = function<void (uint32_t)>;
}

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@@ -17,14 +17,16 @@
#include <utils/NameComponentManager.h>
#include "SceneResources.hpp"
#include "ResourceManagement.hpp"
#include "SceneAssetAnimation.hpp"
#include "PolyvoxFilamentApi.h"
namespace polyvox {
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std;
class SceneAsset {
friend class SceneAssetLoader;
public:
@@ -71,25 +73,16 @@ namespace polyvox {
void setAnimation(
float* morphData,
int numMorphWeights,
float* boneData,
const char** boneNames,
const char** meshNames,
int numBones,
BoneAnimation* targets,
int numBoneAnimations,
int numFrames,
float frameLengthInMs
);
void setBoneTransform(
const char* boneName,
const char* meshName,
float transX,
float transY,
float transZ,
float quatX,
float quatY,
float quatZ,
float quatW
);
void fillEntitiesByName(const char** name, int count, vector<Entity>& out);
size_t getBoneIndex(const char* name);
Entity getNode(const char* name);
void transformToUnitCube();
@@ -97,9 +90,7 @@ namespace polyvox {
void setPosition(float x, float y, float z);
void setRotation(float rads, float x, float y, float z);
void setRotation(float rads, float x, float y, float z);
const utils::Entity* getCameraEntities();
@@ -116,9 +107,17 @@ namespace polyvox {
Engine* _engine = nullptr;
NameComponentManager* _ncm;
void updateRuntimeAnimation();
void updateEmbeddedAnimations();
void setBoneTransform(
uint8_t skinIndex,
const vector<uint8_t>& boneIndices,
const vector<Entity>& targets,
const vector<float> data,
int frameNumber
);
void updateRuntimeAnimation();
void updateEmbeddedAnimations();
Animator* _animator;
@@ -143,4 +142,4 @@ namespace polyvox {
void updateTransform();
};
}
}

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@@ -1,27 +1,12 @@
#pragma once
#ifndef SCENE_ASSET_ANIMATION_H_
#define SCENE_ASSET_ANIMATION_H_
#include <functional>
#include <memory>
#include <chrono>
#include <iostream>
#include <vector>
#include "utils/Entity.h"
#include "ResourceBuffer.hpp"
namespace polyvox {
namespace polyvox {
using namespace std;
//
// Typedef for a function that loads a resource into a ResourceBuffer from an asset URI.
//
using LoadResource = function<ResourceBuffer(const char* uri)>;
//
// Typedef for a function that frees an ID associated with a ResourceBuffer.
//
using FreeResource = function<void (uint32_t)>;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
//
@@ -66,48 +51,29 @@ namespace polyvox {
};
///
/// Holds a single set of frame data that may be used to animate multiple bones/meshes.
///
struct BoneTransformTarget {
size_t skinIndex = 0;
unique_ptr<vector<uint8_t>> mBoneIndices;
unique_ptr<vector<utils::Entity>> mMeshTargets;
unique_ptr<vector<float>> mBoneData;
BoneTransformTarget(
unique_ptr<vector<uint8_t>>& boneIndices,
unique_ptr<vector<utils::Entity>>& meshTargets,
unique_ptr<vector<float>>& boneData) : mBoneIndices(move(boneIndices)), mMeshTargets(move(meshTargets)), mBoneData(move(boneData)) {}
};
//
// An animation created by manually passing frame data for morph weights/bone transforms.
//
struct RuntimeAnimation {
RuntimeAnimation(float* morphData,
int numMorphWeights,
float* boneData,
const char** boneNames,
const char** meshNames,
int numBones,
int numFrames,
float frameLengthInMs) :
mNumFrames(numFrames),
mFrameLengthInMs(frameLengthInMs),
mNumMorphWeights(numMorphWeights),
mNumBones(numBones) {
if(numMorphWeights > 0) {
size_t morphSize = numMorphWeights * mNumFrames * sizeof(float);
mMorphFrameData = (float*)malloc(morphSize);
memcpy(mMorphFrameData, morphData, morphSize);
}
if(numBones > 0) {
size_t boneSize = numBones * numFrames * 7 * sizeof(float);
mBoneFrameData = (float*)malloc(boneSize);
memcpy(mBoneFrameData, boneData, boneSize);
}
for(int i =0; i < numBones; i++) {
mBoneNames.push_back(string(boneNames[i]));
mMeshNames.push_back(string(meshNames[i]));
}
}
~RuntimeAnimation() {
delete(mMorphFrameData);
delete(mBoneFrameData);
}
int frameIndex = -1;
int frameNumber = -1;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
time_point_t startTime;
@@ -115,13 +81,30 @@ namespace polyvox {
float* mMorphFrameData = nullptr;
int mNumMorphWeights = 0;
float* mBoneFrameData = nullptr;
int mNumBones = 0;
vector<string> mBoneNames;
vector<string> mMeshNames;
unique_ptr<vector<BoneTransformTarget>> mTargets;
RuntimeAnimation(float* morphData,
int numMorphWeights,
unique_ptr<vector<BoneTransformTarget>>& targets,
int numFrames,
float frameLengthInMs) :
mNumFrames(numFrames),
mFrameLengthInMs(frameLengthInMs),
mNumMorphWeights(numMorphWeights),
mTargets(move(targets)) {
if(numMorphWeights > 0) {
size_t morphSize = numMorphWeights * mNumFrames * sizeof(float);
mMorphFrameData = (float*)malloc(morphSize);
memcpy(mMorphFrameData, morphData, morphSize);
}
}
~RuntimeAnimation() {
delete(mMorphFrameData);
}
};
}
#endif

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@@ -6,7 +6,7 @@
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include "SceneResources.hpp"
#include "ResourceManagement.hpp"
#include "SceneAsset.hpp"
#include "ResourceBuffer.hpp"
@@ -39,4 +39,4 @@ namespace polyvox {
Scene* _scene;
};
}
}

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@@ -126,6 +126,8 @@ public:
*/
void detachSkin(size_t skinIndex, utils::Entity target) noexcept;
const math::mat4f* getInverseBindMatricesAt(size_t skinIndex) const noexcept;
/**
* Resets the AABB on all renderables by manually computing the bounding box.
*