Now properly serialize and deserialize rigged models
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@@ -11,6 +11,11 @@ namespace Nuake
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m_PositionTimestamps = std::vector<float>();
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m_RotationTimestamps = std::vector<float>();
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m_ScaleTimestamps = std::vector<float>();
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m_PositionTransform = Matrix4(1.0f);
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m_RotationTransform = Matrix4(1.0f);
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m_ScaleTransform = Matrix4(1.0f);
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m_FinalTransform = Matrix4(1.0f);
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}
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float BoneTransformTrack::GetScaleFactor(float lastTime, float nextTime, float animationTime)
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@@ -22,7 +27,7 @@ namespace Nuake
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return scaleFactor;
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}
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Nuake::Matrix4 BoneTransformTrack::InterpolatePosition(float time)
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Matrix4 BoneTransformTrack::InterpolatePosition(float time)
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{
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if (m_Positions.size() == 0)
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{
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@@ -34,14 +39,20 @@ namespace Nuake
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return glm::translate(Matrix4(1.0f), m_Positions[0]);
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}
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// This returns the last position when we are at the last keyframe
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int p0Index = GetPositionIndex(time);
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if (p0Index == m_Positions.size() - 1)
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{
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return glm::translate(Matrix4(1.0f), m_Positions[p0Index]);
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}
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_PositionTimestamps[p0Index], m_PositionTimestamps[p1Index], time);
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glm::vec3 finalPosition = glm::mix(m_Positions[p0Index], m_Positions[p1Index], scaleFactor);
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Vector3 finalPosition = glm::mix(m_Positions[p0Index], m_Positions[p1Index], scaleFactor);
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return glm::translate(Matrix4(1.0f), finalPosition);
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}
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Nuake::Matrix4 BoneTransformTrack::InterpolateRotation(float time)
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Matrix4 BoneTransformTrack::InterpolateRotation(float time)
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{
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if (m_Rotations.size() == 0)
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{
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@@ -54,17 +65,21 @@ namespace Nuake
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return glm::toMat4(rotation);
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}
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// This returns the last rotation when we are at the last keyframe
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int p0Index = GetRotationIndex(time);
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if (p0Index == m_Rotations.size() - 1)
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{
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return glm::toMat4(m_Rotations[p0Index]);
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}
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_RotationTimestamps[p0Index],
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m_RotationTimestamps[p1Index], time);
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glm::quat finalRotation = glm::slerp(m_Rotations[p0Index],
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m_Rotations[p1Index], scaleFactor);
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float scaleFactor = GetScaleFactor(m_RotationTimestamps[p0Index], m_RotationTimestamps[p1Index], time);
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Quat finalRotation = glm::slerp(m_Rotations[p0Index],m_Rotations[p1Index], scaleFactor);
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finalRotation = glm::normalize(finalRotation);
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return glm::toMat4(finalRotation);
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}
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Nuake::Matrix4 BoneTransformTrack::InterpolateScale(float time)
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Matrix4 BoneTransformTrack::InterpolateScale(float time)
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{
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if (m_Scales.size() == 0)
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{
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@@ -72,14 +87,21 @@ namespace Nuake
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}
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if (1 == m_Scales.size())
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{
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return glm::scale(glm::mat4(1.0f), m_Scales[0]);
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}
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// This returns the last rotation when we are at the last keyframe
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int p0Index = GetScaleIndex(time);
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if (p0Index == m_Scales.size() - 1)
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{
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return glm::scale(Matrix4(1.0f), m_Scales[p0Index]);
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}
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_ScaleTimestamps[p0Index],
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m_ScaleTimestamps[p1Index], time);
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glm::vec3 finalScale = glm::mix(m_Scales[p0Index], m_Scales[p1Index], scaleFactor);
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return glm::scale(glm::mat4(1.0f), finalScale);
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float scaleFactor = GetScaleFactor(m_ScaleTimestamps[p0Index], m_ScaleTimestamps[p1Index], time);
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Vector3 finalScale = glm::mix(m_Scales[p0Index], m_Scales[p1Index], scaleFactor);
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return glm::scale(Matrix4(1.0f), finalScale);
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}
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json BoneTransformTrack::Serialize()
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