split animation components into GltfAnimation/MorphAnimation/BoneAnimation

This commit is contained in:
Nick Fisher
2025-05-17 10:11:55 +08:00
parent f9d09e17ef
commit c98e604e76
12 changed files with 1109 additions and 483 deletions

View File

@@ -0,0 +1,154 @@
#include <chrono>
#include <variant>
#include "components/AnimationComponentManager.hpp"
#include "Log.hpp"
namespace thermion
{
void BoneAnimationComponentManager::addAnimationComponent(FilamentInstance *target) {
if(!hasComponent(target->getRoot())) {
EntityInstanceBase::Type componentInstance = addComponent(target->getRoot());
this->elementAt<0>(componentInstance) = { target };
}
}
void BoneAnimationComponentManager::removeAnimationComponent(FilamentInstance *target) {
if(hasComponent(target->getRoot())) {
removeComponent(target->getRoot());
}
}
void BoneAnimationComponentManager::update() {
TRACE("Updating with %d components", getComponentCount());
for (auto it = begin(); it < end(); it++)
{
const auto &entity = getEntity(it);
auto componentInstance = getInstance(entity);
auto &animationComponent = elementAt<0>(componentInstance);
auto &boneAnimations = animationComponent.animations;
auto target = animationComponent.target;
auto animator = target->getAnimator();
///
/// When fading in/out, interpolate between the "current" transform (which has possibly been set by the glTF animation loop above)
/// and the first (for fading in) or last (for fading out) frame.
///
for (int i = (int)boneAnimations.size() - 1; i >= 0; i--)
{
auto animationStatus = boneAnimations[i];
auto now = high_resolution_clock::now();
auto elapsedInMillis = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count());
auto elapsedInSecs = elapsedInMillis / 1000.0f;
// if we're not looping and the amount of time elapsed is greater than the animation duration plus the fade-in/out buffer,
// then the animation is completed and we can delete it
if (elapsedInSecs >= (animationStatus.durationInSecs + animationStatus.fadeInInSecs + animationStatus.fadeOutInSecs))
{
if(!animationStatus.loop) {
boneAnimations.erase(boneAnimations.begin() + i);
continue;
}
}
// if we're fading in, treat elapsedFrames is zero (and fading out, treat elapsedFrames as lengthInFrames)
float elapsedInFrames = (elapsedInMillis - (1000 * animationStatus.fadeInInSecs)) / animationStatus.frameLengthInMs;
int currFrame = std::floor(elapsedInFrames);
int nextFrame = currFrame;
// 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;
}
}
currFrame = std::clamp(currFrame, 0, animationStatus.lengthInFrames - 1);
nextFrame = std::clamp(nextFrame, 0, animationStatus.lengthInFrames - 1);
float frameDelta = elapsedInFrames - currFrame;
// linearly interpolate this animation between its last/current frames
// this is to avoid jerky animations when the animation framerate is slower than our tick rate
math::float3 currScale, newScale;
math::quatf currRotation, newRotation;
math::float3 currTranslation, newTranslation;
math::mat4f curr = animationStatus.frameData[currFrame];
decomposeMatrix(curr, &currTranslation, &currRotation, &currScale);
if(frameDelta > 0) {
math::mat4f next = animationStatus.frameData[nextFrame];
decomposeMatrix(next, &newTranslation, &newRotation, &newScale);
newScale = mix(currScale, newScale, frameDelta);
newRotation = slerp(currRotation, newRotation, frameDelta);
newTranslation = mix(currTranslation, newTranslation, frameDelta);
} else {
newScale = currScale;
newRotation = currRotation;
newTranslation = currTranslation;
}
const Entity joint = target->getJointsAt(animationStatus.skinIndex)[animationStatus.boneIndex];
// now calculate the fade out/in delta
// 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(fadeDelta > 1.0f) {
fadeDelta = 1 - ((elapsedInSecs - animationStatus.durationInSecs - animationStatus.fadeInInSecs) / animationStatus.fadeOutInSecs);
}
fadeDelta = std::clamp(fadeDelta, 0.0f, animationStatus.maxDelta);
auto jointTransform = mTransformManager.getInstance(joint);
// linearly interpolate this animation between its current (interpolated) frame and the current transform (i.e. as set by the gltf frame)
// // if we are fading in or out, apply a delta
if (fadeDelta >= 0.0f && fadeDelta <= 1.0f) {
math::float3 fadeScale;
math::quatf fadeRotation;
math::float3 fadeTranslation;
auto currentTransform = mTransformManager.getTransform(jointTransform);
decomposeMatrix(currentTransform, &fadeTranslation, &fadeRotation, &fadeScale);
newScale = mix(fadeScale, newScale, fadeDelta);
newRotation = slerp(fadeRotation, newRotation, fadeDelta);
newTranslation = mix(fadeTranslation, newTranslation, fadeDelta);
}
mTransformManager.setTransform(jointTransform, composeMatrix(newTranslation, newRotation, newScale));
animator->updateBoneMatrices();
if (animationStatus.loop && elapsedInSecs >= (animationStatus.durationInSecs + animationStatus.fadeInInSecs + animationStatus.fadeOutInSecs))
{
animationStatus.start = now;
}
}
}
}
}