245 lines
10 KiB
C++
245 lines
10 KiB
C++
#pragma once
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#include "Log.hpp"
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#include <chrono>
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <filament/TransformManager.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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#include <math/mat3.h>
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#include <math/norm.h>
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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 <utils/NameComponentManager.h>
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template class std::vector<float>;
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namespace flutter_filament {
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using namespace filament;
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using namespace filament::gltfio;
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using namespace utils;
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using namespace std::chrono;
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typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
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enum AnimationType {
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MORPH, BONE, GLTF
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};
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struct AnimationStatus {
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time_point_t start = time_point_t::max();
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bool loop = false;
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bool reverse = false;
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float durationInSecs = 0;
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};
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struct GltfAnimation : AnimationStatus {
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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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//
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struct MorphAnimation : AnimationStatus {
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utils::Entity meshTarget;
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int numFrames = -1;
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float frameLengthInMs = 0;
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std::vector<float> frameData;
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std::vector<int> morphIndices;
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int lengthInFrames;
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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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//
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struct BoneAnimation : AnimationStatus {
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size_t boneIndex;
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std::vector<utils::Entity> meshTargets;
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size_t skinIndex = 0;
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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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};
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struct AnimationComponent {
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FilamentInstance* instance;
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std::vector<math::mat4f> initialJointTransforms;
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std::vector<GltfAnimation> gltfAnimations;
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std::vector<MorphAnimation> morphAnimations;
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std::vector<BoneAnimation> boneAnimations;
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// the index of the last active glTF animation,
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// used to cross-fade
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int fadeGltfAnimationIndex = -1;
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float fadeDuration = 0.0f;
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float fadeOutAnimationStart = 0.0f;
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};
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class AnimationComponentManager : public utils::SingleInstanceComponentManager<AnimationComponent> {
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filament::TransformManager& _transformManager;
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filament::RenderableManager& _renderableManager;
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public:
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AnimationComponentManager(
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filament::TransformManager& transformManager,
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filament::RenderableManager& renderableManager) :
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_transformManager(transformManager),
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_renderableManager(renderableManager) {};
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void addAnimationComponent(FilamentInstance* instance) {
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const auto joints = instance->getJointsAt(0);
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AnimationComponent animationComponent;
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animationComponent.instance = instance;
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for(int i = 0; i < instance->getJointCountAt(0); i++) {
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const auto joint = joints[i];
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const auto& jointTransformInstance = _transformManager.getInstance(joint);
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const auto& jointTransform = _transformManager.getTransform(jointTransformInstance);
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animationComponent.initialJointTransforms.push_back(jointTransform);
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}
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auto componentInstance = addComponent(instance->getRoot());
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this->elementAt<0>(componentInstance) = animationComponent;
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}
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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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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 animator = animationComponent.instance->getAnimator();
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auto& gltfAnimations = animationComponent.gltfAnimations;
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auto& morphAnimations = animationComponent.morphAnimations;
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auto& boneAnimations = animationComponent.boneAnimations;
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for (int i = ((int)gltfAnimations.size()) - 1; i >= 0; i--) {
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auto animationStatus = animationComponent.gltfAnimations[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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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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for (int i = (int)morphAnimations.size() - 1; i >= 0; i--) {
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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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for (int i = (int)boneAnimations.size() - 1; i >= 0; i--) {
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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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if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
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{
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boneAnimations.erase(boneAnimations.begin() + i);
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continue;
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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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int nextFrame = currFrame;
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auto restLocalTransform = animationComponent.initialJointTransforms[animationStatus.boneIndex];
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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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nextFrame = currFrame - 1;
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} else {
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nextFrame = 0;
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}
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} else {
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if(currFrame < animationStatus.lengthInFrames - 1) {
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nextFrame = currFrame + 1;
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} else {
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nextFrame = currFrame;
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}
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}
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// simple linear interpolation
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math::mat4f curr = (1 - delta) * (restLocalTransform * animationStatus.frameData[currFrame]);
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math::mat4f next = delta * (restLocalTransform * animationStatus.frameData[nextFrame]);
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math::mat4f localTransform = curr + next;
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const Entity joint = animationComponent.instance->getJointsAt(animationStatus.skinIndex)[animationStatus.boneIndex];
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auto jointTransform = _transformManager.getInstance(joint);
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_transformManager.setTransform(jointTransform, localTransform);
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animator->updateBoneMatrices();
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if (animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
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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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}
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};
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}
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