Files
Nuake-custom/Nuake/src/Resource/SkeletalAnimation.cpp
2023-09-17 20:16:04 -04:00

202 lines
4.9 KiB
C++

#include "SkeletalAnimation.h"
namespace Nuake
{
BoneTransformTrack::BoneTransformTrack()
{
m_Positions = std::vector<Vector3>();
m_Rotations = std::vector<Quat>();
m_Scales = std::vector<Vector3>();
m_PositionTimestamps = std::vector<float>();
m_RotationTimestamps = std::vector<float>();
m_ScaleTimestamps = std::vector<float>();
m_PositionTransform = Matrix4(1.0f);
m_RotationTransform = Matrix4(1.0f);
m_ScaleTransform = Matrix4(1.0f);
m_FinalTransform = Matrix4(1.0f);
}
float BoneTransformTrack::GetScaleFactor(float lastTime, float nextTime, float animationTime)
{
float scaleFactor = 0.0f;
float midWayLength = animationTime - lastTime;
float framesDiff = nextTime - lastTime;
scaleFactor = midWayLength / framesDiff;
return scaleFactor;
}
Matrix4 BoneTransformTrack::InterpolatePosition(float time)
{
if (m_Positions.size() == 0)
{
return Matrix4(1.0f);
}
if (m_Positions.size() == 1)
{
return glm::translate(Matrix4(1.0f), m_Positions[0]);
}
// This returns the last position when we are at the last keyframe
int p0Index = GetPositionIndex(time);
if (p0Index == m_Positions.size() - 1)
{
return glm::translate(Matrix4(1.0f), m_Positions[p0Index]);
}
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_PositionTimestamps[p0Index], m_PositionTimestamps[p1Index], time);
Vector3 finalPosition = glm::mix(m_Positions[p0Index], m_Positions[p1Index], scaleFactor);
return glm::translate(Matrix4(1.0f), finalPosition);
}
Matrix4 BoneTransformTrack::InterpolateRotation(float time)
{
if (m_Rotations.size() == 0)
{
return Matrix4(1.0f);
}
if (m_Rotations.size() == 1)
{
auto rotation = glm::normalize(m_Rotations[0]);
return glm::toMat4(rotation);
}
// This returns the last rotation when we are at the last keyframe
int p0Index = GetRotationIndex(time);
if (p0Index == m_Rotations.size() - 1)
{
return glm::toMat4(m_Rotations[p0Index]);
}
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_RotationTimestamps[p0Index], m_RotationTimestamps[p1Index], time);
Quat finalRotation = glm::slerp(m_Rotations[p0Index],m_Rotations[p1Index], scaleFactor);
finalRotation = glm::normalize(finalRotation);
return glm::toMat4(finalRotation);
}
Matrix4 BoneTransformTrack::InterpolateScale(float time)
{
if (m_Scales.size() == 0)
{
return Matrix4(1.0f);
}
if (1 == m_Scales.size())
{
return glm::scale(glm::mat4(1.0f), m_Scales[0]);
}
// This returns the last rotation when we are at the last keyframe
int p0Index = GetScaleIndex(time);
if (p0Index == m_Scales.size() - 1)
{
return glm::scale(Matrix4(1.0f), m_Scales[p0Index]);
}
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_ScaleTimestamps[p0Index], m_ScaleTimestamps[p1Index], time);
Vector3 finalScale = glm::mix(m_Scales[p0Index], m_Scales[p1Index], scaleFactor);
return glm::scale(Matrix4(1.0f), finalScale);
}
json BoneTransformTrack::Serialize()
{
BEGIN_SERIALIZE();
for (uint32_t i = 0; i < m_PositionTimestamps.size(); i++)
{
j["m_PositionTimestamps"][i] = m_PositionTimestamps[i];
}
for (uint32_t i = 0; i < m_Positions.size(); i++)
{
j["m_Positions"][i] = SERIALIZE_VEC3(m_Positions[i]);
}
for (uint32_t i = 0; i < m_RotationTimestamps.size(); i++)
{
j["m_RotationTimestamps"][i] = m_RotationTimestamps[i];
}
for (uint32_t i = 0; i < m_Rotations.size(); i++)
{
j["m_Rotations"][i] = SERIALIZE_VEC4(m_Rotations[i]);
}
for (uint32_t i = 0; i < m_ScaleTimestamps.size(); i++)
{
j["m_ScaleTimestamps"][i] = m_ScaleTimestamps[i];
}
for (uint32_t i = 0; i < m_Scales.size(); i++)
{
j["m_Scales"][i] = SERIALIZE_VEC3(m_Scales[i]);
}
END_SERIALIZE();
}
bool BoneTransformTrack::Deserialize(const json& j)
{
return true;
}
SkeletalAnimation::SkeletalAnimation(const std::string& name, float duration, float ticksPerSecond)
{
m_Name = name;
m_Duration = duration;
m_TicksPerSecond = ticksPerSecond;
m_CurrentTime = 0.0f;
m_Loop = true;
}
BoneTransformTrack& SkeletalAnimation::GetTrack(const std::string& name)
{
if (m_Tracks.find(name) != m_Tracks.end())
{
return m_Tracks[name];
}
m_Tracks[name] = BoneTransformTrack();
return m_Tracks[name];
}
json SkeletalAnimation::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(m_Name);
SERIALIZE_VAL(m_Duration);
SERIALIZE_VAL(m_TicksPerSecond);
SERIALIZE_VAL(m_CurrentTime);
SERIALIZE_VAL(m_Loop);
for (auto& t : m_Tracks)
{
j["Tracks"][t.first] = t.second.Serialize();
}
return json();
}
bool SkeletalAnimation::Deserialize(const json& j)
{
m_Name = j["m_Name"];
m_Duration = j["m_Duration"];
m_TicksPerSecond = j["m_TicksPerSecond"];
m_CurrentTime = j["m_CurrentTime"];
m_Loop = j["m_Loop"];
for (auto& [trackName, trackData]: j["Tracks"].items())
{
BoneTransformTrack track;
track.Deserialize(j["Tracks"][trackName]);
m_Tracks[trackName] = std::move(track);
}
return true;
}
}