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void getPointsFromSkeleton(Mesh* mesh, BoneNode* node, Quat q = quat(), Vec3 p = vec3(0.0f)) { | ||
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XForm form = mesh->basePose[node->data->index]; | ||
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Vec3 oldP = p; | ||
p = p + (q * form.translation); | ||
q = q * form.rotation; | ||
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mesh->basePosePoints[node->data->index] = p; | ||
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for(int i = 0; i < node->childCount; i++) { | ||
getPointsFromSkeleton(mesh, node->children + i, q, p); | ||
} | ||
} | ||
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void buildBoneTree(Bone* bones, int count, BoneNode* node, int index = 0) { | ||
node->data = bones + index; | ||
int currentDepth = node->data->depth + 1; | ||
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index++; | ||
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// Count. | ||
int nodeCount = 0; | ||
for(int i = index; i < count; i++) { | ||
if(bones[i].depth < currentDepth) break; | ||
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if(bones[i].depth == currentDepth) nodeCount++; | ||
} | ||
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node->childCount = nodeCount; | ||
node->children = getPArray(BoneNode, nodeCount); | ||
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int childIndex = 0; | ||
for(int i = index; i < count; i++) { | ||
if(bones[i].depth < currentDepth) break; | ||
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if(bones[i].depth == currentDepth) { | ||
buildBoneTree(bones, count, node->children + childIndex, i); | ||
childIndex++; | ||
} | ||
} | ||
} | ||
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void AnimationPlayer::setAnim(char* name) { | ||
for(int i = 0; i < mesh->animationCount; i++) { | ||
if(strFind(name, mesh->animations[i].name) != -1) { | ||
time = 0; | ||
animation = mesh->animations + i; | ||
} | ||
} | ||
} | ||
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void AnimationPlayer::update(float dt) { | ||
this->dt = dt; | ||
time += dt; | ||
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float frame = time * fps; | ||
if(frame > animation->frameCount-1) { | ||
time = 0; | ||
} | ||
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frame = min(frame, (float)animation->frameCount-1); | ||
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{ | ||
int boneCount = animation->boneCount; | ||
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int frame1 = floor(frame); | ||
int frame2 = ceil(frame); | ||
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if(frame1 == frame || noInterp) { | ||
XForm* frames = animation->frames[frame1]; | ||
for(int i = 0; i < boneCount; i++) bones[i] = frames[i]; | ||
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} else { | ||
XForm* frames1 = animation->frames[frame1]; | ||
XForm* frames2 = animation->frames[frame2]; | ||
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float t = frame - frame1; | ||
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for(int i = 0; i < boneCount; i++) { | ||
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XForm f1 = frames1[i]; | ||
XForm f2 = frames2[i]; | ||
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XForm f3 = {}; | ||
f3.translation = lerp(t, f1.translation, f2.translation); | ||
// Should rotate the other way if over 180 degrees? | ||
f3.rotation = quatLerp(f1.rotation, f2.rotation, t); | ||
f3.scale = lerp(t, f1.scale, f2.scale); | ||
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bones[i] = f3; | ||
} | ||
} | ||
} | ||
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if(noLocomotion) { | ||
// Needs some work. | ||
Vec3 baseTranslation = animation->frames[0][0].translation; | ||
bones[0].translation.xy = baseTranslation.xy; | ||
} | ||
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calcMats(mesh->basePose, bones, &mesh->boneTree); | ||
} | ||
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void AnimationPlayer::calcMats(XForm* baseBones, XForm* bones, BoneNode* node, Quat q, Vec3 p, Quat totalRot) { | ||
XForm formPose = baseBones[node->data->index]; | ||
XForm form = bones[node->data->index]; | ||
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Vec3 basePoseNodePos = mesh->basePosePoints[node->data->index]; | ||
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// There is probably a better way to do this. | ||
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Quat q1 = q * formPose.rotation; | ||
Quat q2 = q * form.rotation; | ||
Quat q3 = q2 * quatInverse(q1); | ||
totalRot = q3 * totalRot; | ||
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p = p + (q * form.translation); | ||
q = q * form.rotation; | ||
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Mat4 model = translationMatrix(basePoseNodePos) * | ||
modelMatrix(p - basePoseNodePos, vec3(1), totalRot) * | ||
translationMatrix(-basePoseNodePos); | ||
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mats[node->data->index] = model; | ||
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for(int i = 0; i < node->childCount; i++) { | ||
calcMats(baseBones, bones, node->children + i, q, p, totalRot); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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struct XForm { | ||
Vec3 translation; | ||
Quat rotation; | ||
Vec3 scale; | ||
}; | ||
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struct Bone { | ||
char* name; | ||
int index; | ||
int depth; | ||
// XForm xform; | ||
}; | ||
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struct BoneNode { | ||
Bone* data; | ||
BoneNode* children; | ||
int childCount; | ||
}; | ||
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struct Animation { | ||
char* name; | ||
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int startTime; | ||
int endTime; | ||
float speed; | ||
float fps; | ||
int playbackMode; | ||
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Bone* bones; | ||
int boneCount; | ||
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XForm** frames; | ||
int frameCount; | ||
}; | ||
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struct Mesh; | ||
struct AnimationPlayer { | ||
Mesh* mesh; | ||
Animation* animation; | ||
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bool init; | ||
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XForm bones[100]; | ||
int boneCount; | ||
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Mat4 mats[100]; | ||
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float time; | ||
float dt; | ||
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float fps; | ||
float speed; | ||
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bool loop; | ||
bool noInterp; | ||
bool noLocomotion; | ||
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void setAnim(char* name); | ||
void update(float dt); | ||
void calcMats(XForm* baseBones, XForm* bones, BoneNode* node, Quat q = quat(), Vec3 p = vec3(0.0f), Quat totalRots = quat()); | ||
}; |
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