add manual bone transform animation
This commit is contained in:
@@ -38,7 +38,30 @@ void grab_end(void* viewer);
|
||||
|
||||
void apply_weights(void* asset, float* const weights, int count);
|
||||
|
||||
void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate);
|
||||
void set_animation(
|
||||
void* asset,
|
||||
float* morphData,
|
||||
int numMorphWeights,
|
||||
float* boneData,
|
||||
const char** boneNames,
|
||||
const char** meshNames,
|
||||
int numBones,
|
||||
int numFrames,
|
||||
float frameLengthInMs
|
||||
);
|
||||
|
||||
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);
|
||||
@@ -47,9 +70,9 @@ int get_animation_count(void* asset);
|
||||
|
||||
void get_animation_name(void* asset, char* const outPtr, int index);
|
||||
|
||||
void get_target_name(void* asset, const char* meshName, char* const outPtr, int index );
|
||||
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
|
||||
|
||||
int get_target_name_count(void* asset, const char* meshName);
|
||||
int get_morph_target_name_count(void* asset, const char* meshName);
|
||||
|
||||
void remove_asset(void* viewer, void* asset);
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace polyvox {
|
||||
SceneAsset(FilamentAsset* asset, Engine* engine, NameComponentManager* ncm, LoadResource loadResource, FreeResource freeResource);
|
||||
~SceneAsset();
|
||||
|
||||
unique_ptr<vector<string>> getTargetNames(const char* meshName);
|
||||
unique_ptr<vector<string>> getMorphTargetNames(const char* meshName);
|
||||
unique_ptr<vector<string>> getAnimationNames();
|
||||
|
||||
///
|
||||
@@ -57,18 +57,39 @@ namespace polyvox {
|
||||
|
||||
///
|
||||
/// Manually set the weights for all morph targets in the assets to the provided values.
|
||||
/// See [animateWeights] if you want to automatically
|
||||
/// See [setAnimation] if you want to do the same across a number of frames (and extended to bone transforms).
|
||||
///
|
||||
void applyWeights(float* weights, int count);
|
||||
void setMorphTargetWeights(float* weights, int count);
|
||||
|
||||
///
|
||||
/// Update the asset's morph target weights every "frame" (which is an arbitrary length of time, i.e. this is not the same as a frame at the framerate of the underlying rendering framework).
|
||||
/// Accordingly:
|
||||
/// length(data) = numWeights * numFrames
|
||||
/// total_animation_duration_in_ms = number_of_frames * frameLengthInMs
|
||||
/// [data] will be copied; you should ensure this is freed after invoking this function.
|
||||
/// Animates the asset's morph targets/bone transforms according to the frame weights/transforms specified in [morphData]/[boneData].
|
||||
/// The duration of each "frame" is specified by [frameLengthInMs] (i.e. this is not the framerate of the renderer).
|
||||
/// [morphData] is a contiguous chunk of floats whose length will be (numMorphWeights * numFrames).
|
||||
/// [boneData] is a contiguous chunk of floats whose length will be (numBones * 7 * numFrames) (where 7 is 3 floats for translation, 4 for quat rotation).
|
||||
/// [morphData] and [boneData] will both be copied, so remember to free these after calling this function.
|
||||
///
|
||||
void animateWeights(float* data, int numWeights, int numFrames, float frameLengthInMs);
|
||||
void setAnimation(
|
||||
float* morphData,
|
||||
int numMorphWeights,
|
||||
float* boneData,
|
||||
const char** boneNames,
|
||||
const char** meshNames,
|
||||
int numBones,
|
||||
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 transformToUnitCube();
|
||||
|
||||
@@ -77,6 +98,8 @@ namespace polyvox {
|
||||
void setPosition(float x, float y, float z);
|
||||
|
||||
void setRotation(float rads, float x, float y, float z);
|
||||
|
||||
|
||||
|
||||
const utils::Entity* getCameraEntities();
|
||||
|
||||
@@ -93,15 +116,15 @@ namespace polyvox {
|
||||
Engine* _engine = nullptr;
|
||||
NameComponentManager* _ncm;
|
||||
|
||||
void updateMorphAnimation();
|
||||
void updateRuntimeAnimation();
|
||||
void updateEmbeddedAnimations();
|
||||
|
||||
|
||||
Animator* _animator;
|
||||
|
||||
// animation flags;
|
||||
unique_ptr<MorphAnimationStatus> _morphAnimationBuffer;
|
||||
vector<EmbeddedAnimationStatus> _embeddedAnimationStatus;
|
||||
unique_ptr<RuntimeAnimation> _runtimeAnimationBuffer;
|
||||
vector<GLTFAnimation> _embeddedAnimationStatus;
|
||||
|
||||
LoadResource _loadResource;
|
||||
FreeResource _freeResource;
|
||||
|
||||
@@ -4,11 +4,14 @@
|
||||
#include <memory>
|
||||
#include <chrono>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
#include "ResourceBuffer.hpp"
|
||||
|
||||
namespace polyvox {
|
||||
using namespace std;
|
||||
|
||||
using namespace std;
|
||||
|
||||
//
|
||||
// Typedef for a function that loads a resource into a ResourceBuffer from an asset URI.
|
||||
//
|
||||
@@ -22,11 +25,13 @@ namespace polyvox {
|
||||
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
|
||||
|
||||
//
|
||||
// Holds the current state of a bone animation embeded in a GLTF asset.
|
||||
// Currently, an instance will be constructed for every animation in an asset whenever a SceneAsset is created (and thus will persist for the lifetime of the SceneAsset).
|
||||
// Holds the current state of a GLTF animation.
|
||||
// Whenever a SceneAsset is created, an instance of GLTFAnimation will be created for every embedded animation.
|
||||
// On each frame loop, we check if [play] is true, and if so, advance the animation to the correct frame based on [startedAt].
|
||||
// The [GLTFAnimation] will persist for the lifetime of the SceneAsset.
|
||||
//
|
||||
struct EmbeddedAnimationStatus {
|
||||
EmbeddedAnimationStatus(bool loop, bool reverse) : loop(loop), reverse(reverse) {}
|
||||
struct GLTFAnimation {
|
||||
GLTFAnimation(bool loop, bool reverse) : loop(loop), reverse(reverse) {}
|
||||
|
||||
//
|
||||
// A flag that is checked each frame to determine whether or not the animation should play.
|
||||
@@ -59,34 +64,64 @@ namespace polyvox {
|
||||
//
|
||||
time_point_t startedAt;
|
||||
|
||||
|
||||
};
|
||||
|
||||
//
|
||||
// Holds the current state of a morph-target animation in a GLTF asset.
|
||||
// An animation created by manually passing frame data for morph weights/bone transforms.
|
||||
//
|
||||
struct MorphAnimationStatus {
|
||||
struct RuntimeAnimation {
|
||||
|
||||
MorphAnimationStatus(float* data,
|
||||
int numWeights,
|
||||
int numFrames,
|
||||
float frameLengthInMs) : numFrames(numFrames), frameLengthInMs(frameLengthInMs), numWeights(numWeights) {
|
||||
size_t size = numWeights * numFrames * sizeof(float);
|
||||
frameData = (float*)malloc(size);
|
||||
memcpy(frameData, data, size);
|
||||
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]));
|
||||
}
|
||||
}
|
||||
|
||||
~MorphAnimationStatus() {
|
||||
delete(frameData);
|
||||
~RuntimeAnimation() {
|
||||
delete(mMorphFrameData);
|
||||
delete(mBoneFrameData);
|
||||
}
|
||||
|
||||
int frameIndex = -1;
|
||||
int numFrames = -1;
|
||||
float frameLengthInMs = 0;
|
||||
int mNumFrames = -1;
|
||||
float mFrameLengthInMs = 0;
|
||||
time_point_t startTime;
|
||||
|
||||
float* frameData = nullptr;
|
||||
int numWeights = 0;
|
||||
float* mMorphFrameData = nullptr;
|
||||
int mNumMorphWeights = 0;
|
||||
|
||||
float* mBoneFrameData = nullptr;
|
||||
int mNumBones = 0;
|
||||
|
||||
vector<string> mBoneNames;
|
||||
vector<string> mMeshNames;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user