360 lines
16 KiB
C++
360 lines
16 KiB
C++
#pragma once
|
|
|
|
#include "Log.hpp"
|
|
|
|
#include <chrono>
|
|
#include <variant>
|
|
|
|
#include <filament/Engine.h>
|
|
#include <filament/RenderableManager.h>
|
|
#include <filament/Renderer.h>
|
|
#include <filament/Scene.h>
|
|
#include <filament/Texture.h>
|
|
#include <filament/TransformManager.h>
|
|
|
|
#include <math/vec3.h>
|
|
#include <math/vec4.h>
|
|
#include <math/mat3.h>
|
|
#include <math/norm.h>
|
|
|
|
#include <gltfio/Animator.h>
|
|
#include <gltfio/AssetLoader.h>
|
|
#include <gltfio/ResourceLoader.h>
|
|
#include <gltfio/math.h>
|
|
#include <utils/NameComponentManager.h>
|
|
|
|
template class std::vector<float>;
|
|
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;
|
|
|
|
enum AnimationType
|
|
{
|
|
MORPH,
|
|
BONE,
|
|
GLTF
|
|
};
|
|
|
|
struct AnimationStatus
|
|
{
|
|
time_point_t start = time_point_t::max();
|
|
bool loop = false;
|
|
bool reverse = false;
|
|
float durationInSecs = 0;
|
|
};
|
|
|
|
/// @brief
|
|
/// The status of an animation embedded in a glTF object.
|
|
/// @param index refers to the index of the animation in the animations property of the underlying object.
|
|
///
|
|
struct GltfAnimation : AnimationStatus
|
|
{
|
|
int index = -1;
|
|
};
|
|
|
|
//
|
|
// The status of a morph target animation created dynamically at runtime (not glTF embedded).
|
|
//
|
|
struct MorphAnimation : AnimationStatus
|
|
{
|
|
utils::Entity meshTarget;
|
|
int numFrames = -1;
|
|
float frameLengthInMs = 0;
|
|
std::vector<float> frameData;
|
|
std::vector<int> morphIndices;
|
|
int lengthInFrames;
|
|
};
|
|
|
|
//
|
|
// The status of a skeletal animation created dynamically at runtime (not glTF embedded).
|
|
//
|
|
struct BoneAnimation : AnimationStatus
|
|
{
|
|
size_t boneIndex;
|
|
size_t skinIndex = 0;
|
|
int lengthInFrames;
|
|
float frameLengthInMs = 0;
|
|
std::vector<math::mat4f> frameData;
|
|
float fadeOutInSecs = 0;
|
|
float fadeInInSecs = 0;
|
|
};
|
|
|
|
struct AnimationComponent
|
|
{
|
|
std::variant<FilamentInstance *, Entity> target;
|
|
std::vector<GltfAnimation> gltfAnimations;
|
|
std::vector<MorphAnimation> morphAnimations;
|
|
std::vector<BoneAnimation> boneAnimations;
|
|
|
|
// 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>
|
|
{
|
|
|
|
filament::TransformManager &_transformManager;
|
|
filament::RenderableManager &_renderableManager;
|
|
|
|
public:
|
|
AnimationComponentManager(
|
|
filament::TransformManager &transformManager,
|
|
filament::RenderableManager &renderableManager) : _transformManager(transformManager),
|
|
_renderableManager(renderableManager){};
|
|
|
|
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);
|
|
if(!hasComponent(instance->getRoot())) {
|
|
componentInstance = addComponent(instance->getRoot());
|
|
this->elementAt<0>(componentInstance) = animationComponent;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto entity = std::get<Entity>(target);
|
|
if(!hasComponent(entity)) {
|
|
componentInstance = addComponent(entity);
|
|
this->elementAt<0>(componentInstance) = animationComponent;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void removeAnimationComponent(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);
|
|
if(hasComponent(instance->getRoot())) {
|
|
removeComponent(instance->getRoot());
|
|
}
|
|
} else {
|
|
auto entity = std::get<Entity>(target);
|
|
if(hasComponent(entity)) {
|
|
removeComponent(entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
void update()
|
|
{
|
|
|
|
for (auto it = begin(); it < end(); it++)
|
|
{
|
|
const auto &entity = getEntity(it);
|
|
|
|
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;
|
|
|
|
if(gltfAnimations.size() > 0) {
|
|
for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--)
|
|
{
|
|
auto now = high_resolution_clock::now();
|
|
|
|
auto animationStatus = animationComponent.gltfAnimations[i];
|
|
|
|
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
|
|
|
|
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
|
|
{
|
|
animator->applyAnimation(animationStatus.index, animationStatus.durationInSecs - 0.001);
|
|
animator->updateBoneMatrices();
|
|
gltfAnimations.erase(gltfAnimations.begin() + i);
|
|
animationComponent.fadeGltfAnimationIndex = -1;
|
|
continue;
|
|
}
|
|
animator->applyAnimation(animationStatus.index, elapsedInSecs);
|
|
|
|
if (animationComponent.fadeGltfAnimationIndex != -1 && elapsedInSecs < animationComponent.fadeDuration)
|
|
{
|
|
// cross-fade
|
|
auto fadeFromTime = animationComponent.fadeOutAnimationStart + elapsedInSecs;
|
|
auto alpha = elapsedInSecs / animationComponent.fadeDuration;
|
|
animator->applyCrossFade(animationComponent.fadeGltfAnimationIndex, fadeFromTime, alpha);
|
|
}
|
|
}
|
|
|
|
animator->updateBoneMatrices();
|
|
}
|
|
|
|
///
|
|
/// 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) {
|
|
Log("Bone animation %d finished", i);
|
|
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);
|
|
}
|
|
|
|
auto jointTransform = _transformManager.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 = _transformManager.getTransform(jointTransform);
|
|
decomposeMatrix(currentTransform, &fadeTranslation, &fadeRotation, &fadeScale);
|
|
newScale = mix(fadeScale, newScale, fadeDelta);
|
|
newRotation = slerp(fadeRotation, newRotation, fadeDelta);
|
|
newTranslation = mix(fadeTranslation, newTranslation, fadeDelta);
|
|
}
|
|
|
|
_transformManager.setTransform(jointTransform, composeMatrix(newTranslation, newRotation, newScale));
|
|
|
|
animator->updateBoneMatrices();
|
|
|
|
if (animationStatus.loop && elapsedInSecs >= (animationStatus.durationInSecs + animationStatus.fadeInInSecs + animationStatus.fadeOutInSecs))
|
|
{
|
|
animationStatus.start = now;
|
|
}
|
|
}
|
|
}
|
|
for (int i = (int)morphAnimations.size() - 1; i >= 0; i--)
|
|
{
|
|
|
|
auto now = high_resolution_clock::now();
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
}
|