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https://github.com/antopilo/Nuake.git
synced 2026-01-03 14:09:46 +03:00
Added skeletal animation 1D blending
This commit is contained in:
132
Editor/src/ComponentsPanel/SkinnedMeshPanel.h
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132
Editor/src/ComponentsPanel/SkinnedMeshPanel.h
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@@ -0,0 +1,132 @@
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#pragma once
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#include <src/Core/Core.h>
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#include "ComponentPanel.h"
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#include "ModelResourceInspector.h"
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#include "../Misc/PopupHelper.h"
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#include <src/Scene/Entities/ImGuiHelper.h>
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#include <src/Scene/Components/SkinnedModelComponent.h>
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#include <src/Resource/ResourceLoader.h>
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#include <src/Resource/ResourceManager.h>
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#include <src/Core/String.h>
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#include <src/Resource/ModelLoader.h>
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class SkinnedMeshPanel : ComponentPanel
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{
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private:
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Scope<ModelResourceInspector> _modelInspector;
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bool _expanded = false;
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std::string _importedPathMesh;
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public:
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SkinnedMeshPanel()
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{
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CreateScope<ModelResourceInspector>();
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}
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void Draw(Nuake::Entity& entity, entt::meta_any& componentInstance)
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{
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using namespace Nuake;
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Nuake::SkinnedModelComponent* componentPtr = componentInstance.try_cast<Nuake::SkinnedModelComponent>();
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if (componentPtr == nullptr)
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{
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return;
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}
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Nuake::SkinnedModelComponent& component = *componentPtr;
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BeginComponentTable(SKINNED MESH, SkinnedModelComponent);
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{
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ImGui::Text("Model");
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ImGui::TableNextColumn();
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std::string label = "None";
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const bool isModelNone = component.ModelResource == nullptr;
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if (!isModelNone)
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{
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label = std::to_string(component.ModelResource->ID);
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}
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if (ImGui::Button(label.c_str(), ImVec2(ImGui::GetContentRegionAvail().x, 0)))
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{
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if (!isModelNone)
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{
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if (!_expanded)
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{
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//_modelInspector = CreateScope<ModelResourceInspector>(component.ModelResource);
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}
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_expanded = !_expanded;
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}
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}
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if (_expanded)
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{
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//_modelInspector->Draw();
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}
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bool shouldConvert = false;
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if (ImGui::BeginDragDropTarget())
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{
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if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("_Model"))
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{
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char* file = (char*)payload->Data;
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std::string fullPath = std::string(file, 256);
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fullPath = Nuake::FileSystem::AbsoluteToRelative(fullPath);
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if (Nuake::String::EndsWith(fullPath, ".mesh"))
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{
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//component.ModelPath = fullPath;
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//component.ModelResource = ResourceLoader::LoadModel(fullPath);
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}
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else
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{
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// Convert to .Model
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Ref<Nuake::File> resourceFile = FileSystem::GetFile(fullPath);
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component.ModelPath = resourceFile;
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component.LoadModel((entt::entity)entity.GetHandle(), entity.GetScene());
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_importedPathMesh = fullPath;
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auto loader = ModelLoader();
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auto modelResource = loader.LoadModel(fullPath);
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shouldConvert = true;
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}
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}
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ImGui::EndDragDropTarget();
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}
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//if (PopupHelper::DefineConfirmationDialog("##ConvertAsset", "Convert Asset"))
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//{
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// // Convert to disk
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// auto loader = ModelLoader();
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// Ref<Model> modelResource = loader.LoadModel(_importedPathMesh);
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// json serializedData = modelResource->SerializeData();
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// const std::string exportedMeshPath = _importedPathMesh + ".mesh";
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// FileSystem::BeginWriteFile(exportedMeshPath);
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// FileSystem::WriteLine(serializedData.dump());
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// FileSystem::EndWriteFile();
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// ResourceManager::RegisterResource(modelResource);
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// // Update component
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// component.ModelPath = exportedMeshPath;
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// component.ModelResource = modelResource;
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//}
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//if (shouldConvert)
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//{
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// PopupHelper::OpenPopup("##ConvertAsset");
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//}
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ImGui::TableNextColumn();
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//ComponentTableReset(component.ModelPath, "");
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}
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EndComponentTable();
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}
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};
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@@ -4,6 +4,11 @@
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namespace Nuake
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{
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void SkinnedModelComponent::SetModel(ResourceFile file)
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{
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ModelPath = file;
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}
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void SkinnedModelComponent::LoadModel(entt::entity e, Scene* scene)
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{
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ModelLoader loader = ModelLoader();
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@@ -70,6 +75,9 @@ namespace Nuake
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{
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SERIALIZE_OBJECT(ModelResource);
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}
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j["CurrentAnimationIndex"] = animationList.index;
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END_SERIALIZE();
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}
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@@ -87,6 +95,15 @@ namespace Nuake
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RegenerateAnimationList();
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if (j.contains("CurrentAnimationIndex"))
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{
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int animIndex = j["CurrentAnimationIndex"];
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if (animIndex > 0 && animIndex < animationList.items.size())
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{
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SetAnimationList(animIndex);
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}
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}
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return true;
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}
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}
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@@ -21,7 +21,10 @@ namespace Nuake
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static void InitializeComponentClass()
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{
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BindComponentField<&SkinnedModelComponent::ModelPath>("ModelPath", "Model Path");
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//BindComponentField<&SkinnedModelComponent::ModelPath>("ModelPath", "Model Path");
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BindComponentProperty<&SkinnedModelComponent::SetModel, &SkinnedModelComponent::GetModel>("ModelPath", "Model");
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ResourceFileRestriction("_Model");
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BindComponentProperty<&SkinnedModelComponent::SetPlaying, &SkinnedModelComponent::GetIsPlaying>("Playing", "Playing");
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SetFlags(ComponentFieldTrait::Transient);
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@@ -33,6 +36,12 @@ namespace Nuake
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ResourceFile ModelPath;
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DynamicItemList animationList;
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void SetModel(ResourceFile file);
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ResourceFile GetModel()
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{
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return ModelPath;
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}
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void LoadModel(entt::entity e, Scene* scene);
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void SetPlaying(bool play);
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@@ -46,20 +46,28 @@ namespace Nuake
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continue;
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}
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float animationTime = 0.0f;
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Ref<SkeletalAnimation> animation = model->GetCurrentAnimation();
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if (animation && model->IsPlaying)
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float animTime = 0.0f;
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float prevAnimTime = 0.0f;
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Ref<SkeletalAnimation> anim = model->GetCurrentAnimation();
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Ref<SkeletalAnimation> prevAnim = model->GetPreviousAnimation();
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float blendWeight = model->GetCurrentBlendTime();
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if (anim && model->IsPlaying)
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{
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animationTime = animation->GetCurrentTime() + (ts * animation->GetTicksPerSecond());
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animation->SetCurrentTime(animationTime);
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animTime = anim->GetCurrentTime() + (ts * anim->GetTicksPerSecond());
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anim->SetCurrentTime(animTime);
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model->SetCurrentBlendTime(blendWeight - ts);
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Logger::Log("Blend time: " + std::to_string(model->GetCurrentBlendTime()));
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prevAnimTime = prevAnim->GetCurrentTime() + (ts * prevAnim->GetTicksPerSecond());
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prevAnim->SetCurrentTime(prevAnimTime);
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}
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auto& rootBone = model->GetSkeletonRootNode();
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UpdateBonePositionTraversal(rootBone, animation, animationTime, model->IsPlaying);
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UpdateBonePositionTraversal(rootBone, anim, prevAnim, animTime, prevAnimTime, model->IsPlaying, model->GetCurrentBlendTime());
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}
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}
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void AnimationSystem::UpdateBonePositionTraversal(SkeletonNode& bone, Ref<SkeletalAnimation> animation, float time, bool isPlaying)
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void AnimationSystem::UpdateBonePositionTraversal(SkeletonNode& bone, Ref<SkeletalAnimation> animation, Ref<SkeletalAnimation> prevAnimation, float time, float prevTime, bool isPlaying, float blendTime)
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{
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if (Entity boneEnt = m_Scene->GetEntityByID(bone.EntityHandle);
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boneEnt.IsValid())
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@@ -83,10 +91,31 @@ namespace Nuake
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Vector3 localScale;
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Decompose(finalTransform, localPosition, localRotation, localScale);
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if (auto& prevAnimTrack = prevAnimation->GetTrack(bone.Name); !prevAnimTrack.IsEmpty())
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{
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prevAnimTrack.Update(prevTime);
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Matrix4 prevTransform = prevAnimTrack.GetFinalTransform();
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Vector3 prevLocalPosition;
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Quat prevLocalRotation;
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Vector3 prevLocalScale;
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Decompose(prevTransform, prevLocalPosition, prevLocalRotation, prevLocalScale);
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localPosition = glm::mix(localPosition, prevLocalPosition, blendTime);
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localRotation = glm::slerp(localRotation, prevLocalRotation, blendTime);
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prevLocalScale = glm::mix(localScale, prevLocalScale, blendTime);
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}
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Matrix4 finalLocalTransform = Matrix4(1.0f);
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auto translateMatrix = glm::translate(Matrix4(1.0), localPosition);
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auto RotationMatrix = glm::mat4_cast(localRotation);
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auto scaleMatrix = glm::scale(Matrix4(1.0f), localScale);
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auto finalMatrix = translateMatrix * RotationMatrix * scaleMatrix;
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transformComponent.SetLocalPosition(localPosition);
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transformComponent.SetLocalRotation(localRotation);
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transformComponent.SetLocalScale(localScale);
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transformComponent.SetLocalTransform(finalTransform);
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transformComponent.SetLocalTransform(finalMatrix);
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}
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}
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@@ -94,7 +123,7 @@ namespace Nuake
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for (auto& childBone : bone.Children)
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{
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UpdateBonePositionTraversal(childBone, animation, time, isPlaying);
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UpdateBonePositionTraversal(childBone, animation, prevAnimation, time, prevTime, isPlaying, blendTime);
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}
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}
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@@ -19,6 +19,6 @@ namespace Nuake
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void Exit() override;
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private:
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void UpdateBonePositionTraversal(SkeletonNode& bone, Ref<SkeletalAnimation> animation, float time, bool isPlaying);
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void UpdateBonePositionTraversal(SkeletonNode& bone, Ref<SkeletalAnimation> animation, Ref<SkeletalAnimation> prevAnimation, float time, float prevTime, bool isPlaying, float blendTime);
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};
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}
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