add fade in/out to dynamic bone animations
This commit is contained in:
@@ -20,6 +20,7 @@
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#include <gltfio/Animator.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/ResourceLoader.h>
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#include <gltfio/math.h>
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#include <utils/NameComponentManager.h>
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template class std::vector<float>;
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@@ -47,13 +48,17 @@ namespace flutter_filament
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float durationInSecs = 0;
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};
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/// @brief
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/// The status of an animation embedded in a glTF object.
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/// @param index refers to the index of the animation in the animations property of the underlying object.
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///
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struct GltfAnimation : AnimationStatus
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{
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int index = -1;
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};
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//
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// Use this to construct a dynamic (i.e. non-glTF embedded) morph target animation.
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// The status of a morph target animation created dynamically at runtime (not glTF embedded).
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//
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struct MorphAnimation : AnimationStatus
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{
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@@ -66,7 +71,7 @@ namespace flutter_filament
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};
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//
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// Use this to construct a dynamic (i.e. non-glTF embedded) bone/joint animation.
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// The status of a skeletal animation created dynamically at runtime (not glTF embedded).
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//
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struct BoneAnimation : AnimationStatus
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{
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@@ -75,6 +80,8 @@ namespace flutter_filament
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int lengthInFrames;
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float frameLengthInMs = 0;
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std::vector<math::mat4f> frameData;
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float fadeOutInSecs = 0;
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float fadeInInSecs = 0;
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};
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struct AnimationComponent
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@@ -149,7 +156,6 @@ namespace flutter_filament
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void update()
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{
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auto now = high_resolution_clock::now();
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for (auto it = begin(); it < end(); it++)
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{
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@@ -162,6 +168,7 @@ namespace flutter_filament
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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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@@ -170,6 +177,7 @@ namespace flutter_filament
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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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@@ -197,23 +205,33 @@ namespace flutter_filament
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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 elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
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auto now = high_resolution_clock::now();
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if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
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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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Log("Bone animation %d finished", i);
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boneAnimations.erase(boneAnimations.begin() + i);
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continue;
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if(!animationStatus.loop) {
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Log("Bone animation %d finished", i);
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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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float elapsedFrames = elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs;
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int currFrame = static_cast<int>(elapsedFrames) % animationStatus.lengthInFrames;
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float delta = elapsedFrames - currFrame;
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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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@@ -240,27 +258,65 @@ namespace flutter_filament
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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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// linear interpolation for this animation
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math::mat4f curr = (1 - delta) * animationStatus.frameData[currFrame];
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math::mat4f next = delta * animationStatus.frameData[nextFrame];
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math::mat4f localTransform = curr + next;
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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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Log("fadeDelta %f ", fadeDelta);
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auto jointTransform = _transformManager.getInstance(joint);
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auto currentTransform = _transformManager.getTransform(jointTransform);
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// linear interpolation between the current transform (e.g. if set by the gltf frame)
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math::mat4f curr2 = (1 - delta) * animationStatus.frameData[currFrame];
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math::mat4f next2 = delta * currentTransform;
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math::mat4f localTransform2 = curr + next;
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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, localTransform2);
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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)
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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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@@ -269,6 +325,8 @@ namespace flutter_filament
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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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