mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
improved skeleton loading
This commit is contained in:
@@ -30,16 +30,18 @@ namespace vb01{
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Node::~Node(){
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for(Mesh *m : meshes)
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delete m;
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for(Light *l : lights)
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delete l;
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for(ParticleEmitter *p : emitters)
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delete p;
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for(Text *t : texts)
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delete t;
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for(Node *c : children){
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//dettachChild(c);
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for(Node *c : children)
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delete c;
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}
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}
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void Node::update(){
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@@ -69,6 +71,7 @@ namespace vb01{
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float Node::getDriverValue(Driver::VariableType type){
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float driverValue;
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switch(type){
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case Driver::POS_X:
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driverValue = pos.x;
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@@ -101,6 +104,7 @@ namespace vb01{
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driverValue = scale.z;
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break;
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}
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return driverValue;
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}
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@@ -113,11 +117,13 @@ namespace vb01{
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void Node::dettachChild(Node *child){
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child->setParent(nullptr);
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int id = -1;
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for(int i = 0; i < children.size(); i++)
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if(children[i] == child){
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id = i;
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break;
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}
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if(id != -1)
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children.erase(children.begin() + id);
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}
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@@ -168,6 +174,7 @@ namespace vb01{
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void Node::adjustDir(Vector3 newDir){
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float angle = Vector3(0, 0, 1).getAngleBetween(newDir);
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Vector3 rotAxis = Vector3(0, 0, 1).cross(newDir).norm();
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if(rotAxis == Vector3::VEC_ZERO)
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rotAxis = Vector3::VEC_I;
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@@ -175,39 +182,21 @@ namespace vb01{
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}
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void Node::adjustUp(Vector3 newUp){
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Vector3 xDir =
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parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_I)) -
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parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_ZERO));
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Vector3 xDir = orientation * Vector3(1, 0, 0),
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yDir = orientation * Vector3(0, 1, 0),
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zDir = orientation * Vector3(0, 0, 1);
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newUp = Vector3(newUp.x, newUp.y, 0).norm();
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Vector3 yDir =
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parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_J)) -
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parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_ZERO));
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Vector3 zDir = xDir.cross(yDir).norm();
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mat3 mat;
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mat[0][0] = xDir.x;
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mat[1][0] = xDir.y;
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mat[2][0] = xDir.z;
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mat[0][1] = yDir.x;
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mat[1][1] = yDir.y;
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mat[2][1] = yDir.z;
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mat[0][2] = zDir.x;
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mat[1][2] = zDir.y;
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mat[2][2] = zDir.z;
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vec3 nu = vec3(newUp.x, newUp.y, newUp.z) * inverse(mat);
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newUp = (xDir * nu.x + yDir * nu.y).norm();
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if(newUp != Vector3::VEC_ZERO){
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float angle = yDir.getAngleBetween(newUp);
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setOrientation(Quaternion(angle * (nu.x < 0 ? 1 : -1), zDir) * orientation);
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setOrientation(Quaternion(angle * (newUp.x < 0 ? 1 : -1), zDir) * orientation);
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}
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}
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void Node::getDescendants(vector<Node*> &descendants){
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for(Node *child : getChildren()){
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descendants.push_back(child);
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if(!child->getChildren().empty())
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child->getDescendants(descendants);
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}
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@@ -216,20 +205,24 @@ namespace vb01{
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vector<Node*> Node::getAncestors(Node *topAncestor){
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vector<Node*> ancestors;
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Node *parent = this;
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while(parent){
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ancestors.push_back(parent);
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if(parent == topAncestor)
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break;
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parent = parent->getParent();
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}
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return ancestors;
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}
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void Node::updateAxis(){
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Vector3 parGlobalAxis[3]{
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parent->getGlobalAxis(0),
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parent->getGlobalAxis(1),
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parent->getGlobalAxis(2)
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parent ? parent->getGlobalAxis(0) : Vector3::VEC_I,
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parent ? parent->getGlobalAxis(1) : Vector3::VEC_J,
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parent ? parent->getGlobalAxis(2) : Vector3::VEC_K
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};
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float rotAngle = orientation.getAngle();
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@@ -256,6 +249,7 @@ namespace vb01{
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par ? par->getGlobalAxis(1) : Vector3::VEC_J,
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par ? par->getGlobalAxis(2) : Vector3::VEC_K
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};
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Vector3 p = ancestors[id]->getPosition();
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origin = origin + parAxis[0] * p.x + parAxis[1] * p.y+parAxis[2] * p.z;
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ancestors.pop_back();
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@@ -320,17 +314,13 @@ namespace vb01{
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Quaternion Node::localToGlobalOrientation(Quaternion localRot){
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vector<Node*> ancestors = getAncestors();
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Quaternion origin = adjustRot(ancestors, Quaternion::QUAT_W, true);
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return localRot * origin;
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}
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Quaternion Node::globalToLocalOrientation(Quaternion globalRot){
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vector<Node*> ancestors = getAncestors();
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Quaternion origin = adjustRot(ancestors, globalRot, false);
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return origin;
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}
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@@ -344,6 +334,7 @@ namespace vb01{
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for(Node *n : descendants){
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vector<Mesh*> meshes = n->getMeshes();
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for(Mesh *m : meshes){
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Material *mat = m->getMaterial();
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int numLights = root->getNumLights();
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@@ -363,6 +354,7 @@ namespace vb01{
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void Node::animate(float value, KeyframeChannel keyframeChannel){
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Vector3 newPos = pos, newScale = scale;
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Quaternion newRot = orientation;
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switch(keyframeChannel.type){
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case KeyframeChannel::POS_X:
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newPos.x = value;
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@@ -395,6 +387,7 @@ namespace vb01{
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newScale.z = value;
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break;
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}
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setPosition(newPos);
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setOrientation(newRot);
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setScale(newScale);
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