split animation components into GltfAnimation/MorphAnimation/BoneAnimation
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#include <chrono>
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#include <variant>
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#include "components/AnimationComponentManager.hpp"
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#include "Log.hpp"
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namespace thermion
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{
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void GltfAnimationComponentManager::addAnimationComponent(FilamentInstance *target) {
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if(!hasComponent(target->getRoot())) {
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EntityInstanceBase::Type componentInstance = addComponent(target->getRoot());
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this->elementAt<0>(componentInstance) = { target };
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}
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}
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void GltfAnimationComponentManager::removeAnimationComponent(FilamentInstance *target) {
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if(hasComponent(target->getRoot())) {
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removeComponent(target->getRoot());
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}
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}
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void GltfAnimationComponentManager::update() {
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TRACE("Updating with %d components", getComponentCount());
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for (auto it = begin(); it < end(); it++)
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{
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const auto &entity = getEntity(it);
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auto componentInstance = getInstance(entity);
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auto &animationComponent = elementAt<0>(componentInstance);
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auto target = animationComponent.target;
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auto animator = target->getAnimator();
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auto &gltfAnimations = animationComponent.animations;
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for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--)
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{
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auto now = high_resolution_clock::now();
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auto animationStatus = gltfAnimations[i];
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auto elapsedInSecs = animationStatus.startOffset + float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
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if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
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{
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animator->applyAnimation(animationStatus.index, animationStatus.durationInSecs - 0.001);
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animator->updateBoneMatrices();
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gltfAnimations.erase(gltfAnimations.begin() + i);
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animationComponent.fadeGltfAnimationIndex = -1;
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continue;
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}
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animator->applyAnimation(animationStatus.index, elapsedInSecs);
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if (animationComponent.fadeGltfAnimationIndex != -1 && elapsedInSecs < animationComponent.fadeDuration)
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{
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// cross-fade
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auto fadeFromTime = animationComponent.fadeOutAnimationStart + elapsedInSecs;
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auto alpha = elapsedInSecs / animationComponent.fadeDuration;
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animator->applyCrossFade(animationComponent.fadeGltfAnimationIndex, fadeFromTime, alpha);
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}
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}
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animator->updateBoneMatrices();
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}
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}
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}
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// void AnimationComponentManager::addGltfAnimationComponent(FilamentInstance *target) {
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// if(!hasComponent(target->getRoot())) {
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// EntityInstanceBase::Type componentInstance;
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// componentInstance = addComponent(instance->getRoot());
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// this->elementAt<0>(componentInstance) = GltfAnimationComponent animationComponent { target };
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// }
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// }
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// // }
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// // else
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// // {
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// // auto entity = std::get<Entity>(target);
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// // if(!hasComponent(entity)) {
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// // componentInstance = addComponent(entity);
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// // this->elementAt<0>(componentInstance) = animationComponent;
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// // }
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// // }
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// // }
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// void AnimationComponentManager::removeAnimationComponent(std::variant<FilamentInstance *, Entity> target)
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// {
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// AnimationComponent animationComponent;
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// animationComponent.target = target;
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// EntityInstanceBase::Type componentInstance;
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// if (std::holds_alternative<FilamentInstance *>(target))
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// {
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// auto instance = std::get<FilamentInstance *>(target);
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// if(hasComponent(instance->getRoot())) {
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// removeComponent(instance->getRoot());
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// }
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// } else {
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// auto entity = std::get<Entity>(target);
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// if(hasComponent(entity)) {
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// removeComponent(entity);
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// }
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// }
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// }
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// void AnimationComponentManager::update()
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// {
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// for (auto it = begin(); it < end(); it++)
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// {
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// const auto &entity = getEntity(it);
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// auto componentInstance = getInstance(entity);
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// auto &animationComponent = elementAt<0>(componentInstance);
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// auto &morphAnimations = animationComponent.morphAnimations;
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// if (std::holds_alternative<FilamentInstance *>(animationComponent.target))
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// {
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// auto target = std::get<FilamentInstance *>(animationComponent.target);
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// auto animator = target->getAnimator();
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// auto &gltfAnimations = animationComponent.gltfAnimations;
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// auto &boneAnimations = animationComponent.boneAnimations;
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// if(gltfAnimations.size() > 0) {
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// for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--)
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// {
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// auto now = high_resolution_clock::now();
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// auto animationStatus = animationComponent.gltfAnimations[i];
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// auto elapsedInSecs = animationStatus.startOffset + float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
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// if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
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// {
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// animator->applyAnimation(animationStatus.index, animationStatus.durationInSecs - 0.001);
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// animator->updateBoneMatrices();
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// gltfAnimations.erase(gltfAnimations.begin() + i);
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// animationComponent.fadeGltfAnimationIndex = -1;
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// continue;
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// }
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// animator->applyAnimation(animationStatus.index, elapsedInSecs);
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// if (animationComponent.fadeGltfAnimationIndex != -1 && elapsedInSecs < animationComponent.fadeDuration)
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// {
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// // cross-fade
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// auto fadeFromTime = animationComponent.fadeOutAnimationStart + elapsedInSecs;
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// auto alpha = elapsedInSecs / animationComponent.fadeDuration;
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// animator->applyCrossFade(animationComponent.fadeGltfAnimationIndex, fadeFromTime, alpha);
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// }
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// }
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// animator->updateBoneMatrices();
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// }
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// ///
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// /// When fading in/out, interpolate between the "current" transform (which has possibly been set by the glTF animation loop above)
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// /// and the first (for fading in) or last (for fading out) frame.
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// ///
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// for (int i = (int)boneAnimations.size() - 1; i >= 0; i--)
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// {
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// auto animationStatus = boneAnimations[i];
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// auto now = high_resolution_clock::now();
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// auto elapsedInMillis = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count());
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// auto elapsedInSecs = elapsedInMillis / 1000.0f;
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// // if we're not looping and the amount of time elapsed is greater than the animation duration plus the fade-in/out buffer,
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// // then the animation is completed and we can delete it
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// if (elapsedInSecs >= (animationStatus.durationInSecs + animationStatus.fadeInInSecs + animationStatus.fadeOutInSecs))
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// {
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// if(!animationStatus.loop) {
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// boneAnimations.erase(boneAnimations.begin() + i);
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// continue;
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// }
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// }
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// // if we're fading in, treat elapsedFrames is zero (and fading out, treat elapsedFrames as lengthInFrames)
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// float elapsedInFrames = (elapsedInMillis - (1000 * animationStatus.fadeInInSecs)) / animationStatus.frameLengthInMs;
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// int currFrame = std::floor(elapsedInFrames);
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// int nextFrame = currFrame;
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// // offset from the end if reverse
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// if (animationStatus.reverse)
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// {
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// currFrame = animationStatus.lengthInFrames - currFrame;
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// if (currFrame > 0)
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// {
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// nextFrame = currFrame - 1;
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// }
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// else
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// {
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// nextFrame = 0;
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// }
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// }
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// else
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// {
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// if (currFrame < animationStatus.lengthInFrames - 1)
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// {
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// nextFrame = currFrame + 1;
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// }
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// else
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// {
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// nextFrame = currFrame;
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// }
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// }
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// currFrame = std::clamp(currFrame, 0, animationStatus.lengthInFrames - 1);
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// nextFrame = std::clamp(nextFrame, 0, animationStatus.lengthInFrames - 1);
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// float frameDelta = elapsedInFrames - currFrame;
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// // linearly interpolate this animation between its last/current frames
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// // this is to avoid jerky animations when the animation framerate is slower than our tick rate
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// math::float3 currScale, newScale;
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// math::quatf currRotation, newRotation;
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// math::float3 currTranslation, newTranslation;
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// math::mat4f curr = animationStatus.frameData[currFrame];
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// decomposeMatrix(curr, &currTranslation, &currRotation, &currScale);
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// if(frameDelta > 0) {
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// math::mat4f next = animationStatus.frameData[nextFrame];
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// decomposeMatrix(next, &newTranslation, &newRotation, &newScale);
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// newScale = mix(currScale, newScale, frameDelta);
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// newRotation = slerp(currRotation, newRotation, frameDelta);
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// newTranslation = mix(currTranslation, newTranslation, frameDelta);
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// } else {
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// newScale = currScale;
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// newRotation = currRotation;
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// newTranslation = currTranslation;
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// }
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// const Entity joint = target->getJointsAt(animationStatus.skinIndex)[animationStatus.boneIndex];
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// // now calculate the fade out/in delta
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// // if we're fading in, this will be 0.0 at the start of the fade and 1.0 at the end
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// auto fadeDelta = elapsedInSecs / animationStatus.fadeInInSecs;
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// // // if we're fading out, this will be 1.0 at the start of the fade and 0.0 at the end
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// if(fadeDelta > 1.0f) {
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// fadeDelta = 1 - ((elapsedInSecs - animationStatus.durationInSecs - animationStatus.fadeInInSecs) / animationStatus.fadeOutInSecs);
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// }
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// fadeDelta = std::clamp(fadeDelta, 0.0f, animationStatus.maxDelta);
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// auto jointTransform = _transformManager.getInstance(joint);
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// // 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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// // // if we are fading in or out, apply a delta
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// if (fadeDelta >= 0.0f && fadeDelta <= 1.0f) {
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// math::float3 fadeScale;
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// math::quatf fadeRotation;
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// math::float3 fadeTranslation;
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// auto currentTransform = _transformManager.getTransform(jointTransform);
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// decomposeMatrix(currentTransform, &fadeTranslation, &fadeRotation, &fadeScale);
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// newScale = mix(fadeScale, newScale, fadeDelta);
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// newRotation = slerp(fadeRotation, newRotation, fadeDelta);
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// newTranslation = mix(fadeTranslation, newTranslation, fadeDelta);
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// }
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// _transformManager.setTransform(jointTransform, composeMatrix(newTranslation, newRotation, newScale));
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// animator->updateBoneMatrices();
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// if (animationStatus.loop && elapsedInSecs >= (animationStatus.durationInSecs + animationStatus.fadeInInSecs + animationStatus.fadeOutInSecs))
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// {
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// animationStatus.start = now;
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// }
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// }
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// }
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// for (int i = (int)morphAnimations.size() - 1; i >= 0; i--)
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// {
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// auto now = high_resolution_clock::now();
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// auto animationStatus = morphAnimations[i];
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// auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
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// if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
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// {
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// morphAnimations.erase(morphAnimations.begin() + i);
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// continue;
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// }
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// int frameNumber = static_cast<int>(elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs) % animationStatus.lengthInFrames;
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// // offset from the end if reverse
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// if (animationStatus.reverse)
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// {
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// frameNumber = animationStatus.lengthInFrames - frameNumber;
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// }
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// auto baseOffset = frameNumber * animationStatus.morphIndices.size();
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// for (int i = 0; i < animationStatus.morphIndices.size(); i++)
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// {
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// auto morphIndex = animationStatus.morphIndices[i];
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// // set the weights appropriately
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// _renderableManager.setMorphWeights(
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// _renderableManager.getInstance(animationStatus.meshTarget),
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// animationStatus.frameData.data() + baseOffset + i,
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// 1,
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// morphIndex);
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// }
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// }
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// }
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// };
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// }
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