Files
Nuake-custom/Nuake/src/Resource/SkeletalAnimation.cpp
Antoine Pilote 3dc97cafa7 Animation system
2023-09-06 17:49:05 -04:00

104 lines
2.7 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>();
}
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;
}
Nuake::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]);
}
int p0Index = GetPositionIndex(time);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_PositionTimestamps[p0Index], m_PositionTimestamps[p1Index], time);
glm::vec3 finalPosition = glm::mix(m_Positions[p0Index], m_Positions[p1Index], scaleFactor);
return glm::translate(Matrix4(1.0f), finalPosition);
}
Nuake::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);
}
int p0Index = GetRotationIndex(time);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_RotationTimestamps[p0Index],
m_RotationTimestamps[p1Index], time);
glm::quat finalRotation = glm::slerp(m_Rotations[p0Index],
m_Rotations[p1Index], scaleFactor);
finalRotation = glm::normalize(finalRotation);
return glm::toMat4(finalRotation);
}
Nuake::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]);
int p0Index = GetScaleIndex(time);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_ScaleTimestamps[p0Index],
m_ScaleTimestamps[p1Index], time);
glm::vec3 finalScale = glm::mix(m_Scales[p0Index], m_Scales[p1Index], scaleFactor);
return glm::scale(glm::mat4(1.0f), finalScale);
}
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];
}
}