use std::variant for AnimationComponent to distinguish between arbitrray entities and glTF FilamentAsset

This commit is contained in:
Nick Fisher
2024-04-26 10:56:30 +08:00
parent b5a36cc8d8
commit ff25744a84

View File

@@ -3,6 +3,7 @@
#include "Log.hpp"
#include <chrono>
#include <variant>
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
@@ -22,33 +23,40 @@
#include <utils/NameComponentManager.h>
template class std::vector<float>;
namespace flutter_filament {
namespace flutter_filament
{
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std::chrono;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
enum AnimationType {
MORPH, BONE, GLTF
enum AnimationType
{
MORPH,
BONE,
GLTF
};
struct AnimationStatus {
struct AnimationStatus
{
time_point_t start = time_point_t::max();
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
float durationInSecs = 0;
};
struct GltfAnimation : AnimationStatus {
int index = -1;
struct GltfAnimation : AnimationStatus
{
int index = -1;
};
//
//
// Use this to construct a dynamic (i.e. non-glTF embedded) morph target animation.
//
struct MorphAnimation : AnimationStatus {
struct MorphAnimation : AnimationStatus
{
utils::Entity meshTarget;
int numFrames = -1;
float frameLengthInMs = 0;
@@ -57,10 +65,11 @@ namespace flutter_filament {
int lengthInFrames;
};
//
//
// Use this to construct a dynamic (i.e. non-glTF embedded) bone/joint animation.
//
struct BoneAnimation : AnimationStatus {
struct BoneAnimation : AnimationStatus
{
size_t boneIndex;
std::vector<utils::Entity> meshTargets;
size_t skinIndex = 0;
@@ -69,67 +78,85 @@ namespace flutter_filament {
std::vector<math::mat4f> frameData;
};
struct AnimationComponent {
FilamentInstance* instance;
struct AnimationComponent
{
std::variant<FilamentInstance *, Entity> target;
std::vector<math::mat4f> initialJointTransforms;
std::vector<GltfAnimation> gltfAnimations;
std::vector<MorphAnimation> morphAnimations;
std::vector<BoneAnimation> boneAnimations;
// the index of the last active glTF animation,
// the index of the last active glTF animation,
// used to cross-fade
int fadeGltfAnimationIndex = -1;
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
};
class AnimationComponentManager : public utils::SingleInstanceComponentManager<AnimationComponent>
{
class AnimationComponentManager : public utils::SingleInstanceComponentManager<AnimationComponent> {
filament::TransformManager &_transformManager;
filament::RenderableManager &_renderableManager;
filament::TransformManager& _transformManager;
filament::RenderableManager& _renderableManager;
public:
AnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) : _transformManager(transformManager),
_renderableManager(renderableManager){};
public:
AnimationComponentManager(
filament::TransformManager& transformManager,
filament::RenderableManager& renderableManager) :
_transformManager(transformManager),
_renderableManager(renderableManager) {};
void addAnimationComponent(FilamentInstance* instance) {
void addAnimationComponent(std::variant<FilamentInstance *, Entity> target)
{
AnimationComponent animationComponent;
animationComponent.target = target;
EntityInstanceBase::Type componentInstance;
if (std::holds_alternative<FilamentInstance *>(target))
{
auto instance = std::get<FilamentInstance *>(target);
const auto joints = instance->getJointsAt(0);
AnimationComponent animationComponent;
animationComponent.instance = instance;
for(int i = 0; i < instance->getJointCountAt(0); i++) {
for (int i = 0; i < instance->getJointCountAt(0); i++)
{
const auto joint = joints[i];
const auto& jointTransformInstance = _transformManager.getInstance(joint);
const auto& jointTransform = _transformManager.getTransform(jointTransformInstance);
const auto &jointTransformInstance = _transformManager.getInstance(joint);
const auto &jointTransform = _transformManager.getTransform(jointTransformInstance);
animationComponent.initialJointTransforms.push_back(jointTransform);
}
auto componentInstance = addComponent(instance->getRoot());
this->elementAt<0>(componentInstance) = animationComponent;
componentInstance = addComponent(instance->getRoot());
}
else
{
componentInstance = addComponent(std::get<Entity>(target));
}
void update()
this->elementAt<0>(componentInstance) = animationComponent;
}
void update()
{
auto now = high_resolution_clock::now();
for (auto it = begin(); it < end(); it++)
{
auto now = high_resolution_clock::now();
const auto &entity = getEntity(it);
// Log("animation component count : %d", )
Log("Updating anim for entity %d", entity);
for(auto it = begin(); it < end(); it++) {
const auto& entity = getEntity(it);
auto componentInstance = getInstance(entity);
auto& animationComponent = elementAt<0>(componentInstance);
auto componentInstance = getInstance(entity);
auto &animationComponent = elementAt<0>(componentInstance);
auto &morphAnimations = animationComponent.morphAnimations;
if (std::holds_alternative<FilamentInstance *>(animationComponent.target))
{
auto target = std::get<FilamentInstance *>(animationComponent.target);
auto animator = target->getAnimator();
auto &gltfAnimations = animationComponent.gltfAnimations;
auto &boneAnimations = animationComponent.boneAnimations;
for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--)
{
auto animator = animationComponent.instance->getAnimator();
auto& gltfAnimations = animationComponent.gltfAnimations;
auto& morphAnimations = animationComponent.morphAnimations;
auto& boneAnimations = animationComponent.boneAnimations;
for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--) {
auto animationStatus = animationComponent.gltfAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
@@ -155,38 +182,8 @@ namespace flutter_filament {
animator->updateBoneMatrices();
for (int i = (int)morphAnimations.size() - 1; i >= 0; i--) {
auto animationStatus = morphAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
morphAnimations.erase(morphAnimations.begin() + i);
continue;
}
int frameNumber = static_cast<int>(elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs) % animationStatus.lengthInFrames;
// offset from the end if reverse
if (animationStatus.reverse)
{
frameNumber = animationStatus.lengthInFrames - frameNumber;
}
auto baseOffset = frameNumber * animationStatus.morphIndices.size();
for (int i = 0; i < animationStatus.morphIndices.size(); i++)
{
auto morphIndex = animationStatus.morphIndices[i];
// set the weights appropriately
_renderableManager.setMorphWeights(
_renderableManager.getInstance(animationStatus.meshTarget),
animationStatus.frameData.data() + baseOffset + i,
1,
morphIndex);
}
}
for (int i = (int)boneAnimations.size() - 1; i >= 0; i--) {
for (int i = (int)boneAnimations.size() - 1; i >= 0; i--)
{
auto animationStatus = boneAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
@@ -196,9 +193,9 @@ namespace flutter_filament {
boneAnimations.erase(boneAnimations.begin() + i);
continue;
}
float elapsedFrames = elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs;
int currFrame = static_cast<int>(elapsedFrames) % animationStatus.lengthInFrames;
float delta = elapsedFrames - currFrame;
int nextFrame = currFrame;
@@ -208,30 +205,38 @@ namespace flutter_filament {
if (animationStatus.reverse)
{
currFrame = animationStatus.lengthInFrames - currFrame;
if(currFrame > 0) {
if (currFrame > 0)
{
nextFrame = currFrame - 1;
} else {
}
else
{
nextFrame = 0;
}
} else {
if(currFrame < animationStatus.lengthInFrames - 1) {
}
else
{
if (currFrame < animationStatus.lengthInFrames - 1)
{
nextFrame = currFrame + 1;
} else {
}
else
{
nextFrame = currFrame;
}
}
// simple linear interpolation
math::mat4f curr = (1 - delta) * (restLocalTransform * animationStatus.frameData[currFrame]);
math::mat4f next = delta * (restLocalTransform * animationStatus.frameData[nextFrame]);
math::mat4f localTransform = curr + next;
const Entity joint = animationComponent.instance->getJointsAt(animationStatus.skinIndex)[animationStatus.boneIndex];
const Entity joint = target->getJointsAt(animationStatus.skinIndex)[animationStatus.boneIndex];
auto jointTransform = _transformManager.getInstance(joint);
_transformManager.setTransform(jointTransform, localTransform);
animator->updateBoneMatrices();
if (animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
@@ -240,7 +245,38 @@ namespace flutter_filament {
}
}
}
}
};
for (int i = (int)morphAnimations.size() - 1; i >= 0; i--)
{
auto animationStatus = morphAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
morphAnimations.erase(morphAnimations.begin() + i);
continue;
}
int frameNumber = static_cast<int>(elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs) % animationStatus.lengthInFrames;
// offset from the end if reverse
if (animationStatus.reverse)
{
frameNumber = animationStatus.lengthInFrames - frameNumber;
}
auto baseOffset = frameNumber * animationStatus.morphIndices.size();
for (int i = 0; i < animationStatus.morphIndices.size(); i++)
{
auto morphIndex = animationStatus.morphIndices[i];
// set the weights appropriately
_renderableManager.setMorphWeights(
_renderableManager.getInstance(animationStatus.meshTarget),
animationStatus.frameData.data() + baseOffset + i,
1,
morphIndex);
}
}
}
}
};
}