202 lines
4.9 KiB
C++
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;
|
|
}
|
|
|
|
} |