mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
166 lines
4.6 KiB
C++
166 lines
4.6 KiB
C++
#include "animationController.h"
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#include "animationChannel.h"
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#include "skeleton.h"
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using namespace std;
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namespace vb01{
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AnimationController::AnimationController(Skeleton *skeleton){
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this->skeleton = skeleton;
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}
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AnimationController::~AnimationController(){
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}
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void AnimationController::update(){
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for(AnimationChannel *channel : channels){
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channel->update();
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transformBones(channel);
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}
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}
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void AnimationController::transformBones(AnimationChannel *channel){
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Animation *animation = getAnimation(channel->getAnimationName());
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for(Bone *channelBone : channel->getBones()){
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Animation::KeyframeGroup *keyframeGroup = animation->getKeyframeGroup(channelBone);
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Vector3 pastPos, nextPos, pastScale, nextScale;
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Quaternion pastRot, nextRot;
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Keyframe::Interpolation interp;
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float ratio;
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prepareAdjacentValues(pastPos, nextPos, pastRot, nextRot, pastScale, nextScale, interp, ratio, keyframeGroup, channel);
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Vector3 currentPos = interpolate(pastPos, nextPos, interp, ratio);
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Quaternion currentRot = interpolate(pastRot, nextRot, interp, ratio);
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Vector3 currentScale = interpolate(pastScale, nextScale, interp, ratio);
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/*
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swap(currentRot.y, currentRot.z);
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currentRot.z = -currentRot.z;
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//channelBone->setPoseScale(currentScale);
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*/
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channelBone->setPosePos(currentPos);
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channelBone->setPoseRot(currentRot);
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}
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}
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void AnimationController::prepareAdjacentValues(
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Vector3 &pastPos,
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Vector3 &nextPos,
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Quaternion &pastRot,
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Quaternion &nextRot,
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Vector3 &pastScale,
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Vector3 &nextScale,
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KeyframeInterpolation &interpMode,
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float &ratio,
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Animation::KeyframeGroup *keyframeGroup,
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AnimationChannel *channel
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){
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int pastKeyframeId = -1;
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for(KeyframeChannel animChannel : keyframeGroup->keyframeChannels){
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for(int i = 0 ; i < animChannel.keyframes.size(); i++){
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Keyframe keyframe = animChannel.keyframes[i];
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if(channel->getCurrentFrame() >= keyframe.frame){
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pastKeyframeId = i;
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}
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}
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Keyframe pastKeyframe = animChannel.keyframes[pastKeyframeId];
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Keyframe nextKeyframe = animChannel.keyframes[pastKeyframeId + 1];
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int pastFrame = pastKeyframe.frame;
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int nextFrame = nextKeyframe.frame;
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ratio = (float)(channel->getCurrentFrame() - pastFrame) / (nextFrame - pastFrame);
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interpMode = pastKeyframe.interpolation;
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switch(animChannel.type){
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case KeyframeChannel::POS_X:
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pastPos.x = pastKeyframe.value;
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nextPos.x = nextKeyframe.value;
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break;
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case KeyframeChannel::POS_Y:
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pastPos.y = pastKeyframe.value;
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nextPos.y = nextKeyframe.value;
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break;
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case KeyframeChannel::POS_Z:
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pastPos.z = pastKeyframe.value;
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nextPos.z = nextKeyframe.value;
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break;
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case KeyframeChannel::ROT_W:
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pastRot.w = pastKeyframe.value;
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nextRot.w = nextKeyframe.value;
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break;
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case KeyframeChannel::ROT_X:
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pastRot.x = pastKeyframe.value;
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nextRot.x = nextKeyframe.value;
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break;
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case KeyframeChannel::ROT_Y:
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pastRot.y = pastKeyframe.value;
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nextRot.y = nextKeyframe.value;
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break;
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case KeyframeChannel::ROT_Z:
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pastRot.z = pastKeyframe.value;
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nextRot.z = nextKeyframe.value;
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break;
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case KeyframeChannel::SCALE_X:
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pastScale.x = pastKeyframe.value;
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nextScale.x = nextKeyframe.value;
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break;
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case KeyframeChannel::SCALE_Y:
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pastScale.y = pastKeyframe.value;
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nextScale.y = nextKeyframe.value;
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break;
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case KeyframeChannel::SCALE_Z:
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pastScale.z = pastKeyframe.value;
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nextScale.z = nextKeyframe.value;
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break;
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}
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}
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}
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Vector3 AnimationController::interpolate(Vector3 pastPos, Vector3 nextPos, Keyframe::Interpolation mode, float ratio){
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Vector3 currentPos;
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switch(mode){
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case Keyframe::CONSTANT:
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currentPos = pastPos;
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break;
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case Keyframe::LINEAR:
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currentPos = pastPos + (nextPos - pastPos) * ratio;
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break;
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case Keyframe::BEZIER:
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currentPos = pastPos + (nextPos - pastPos) * ratio;
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break;
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}
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return currentPos;
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}
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Quaternion AnimationController::interpolate(Quaternion pastRot, Quaternion nextRot, Keyframe::Interpolation mode, float ratio){
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Quaternion currentRot;
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switch(mode){
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case Keyframe::CONSTANT:
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currentRot = pastRot;
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break;
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case Keyframe::LINEAR:
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currentRot = pastRot + (nextRot - pastRot) * ratio;
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break;
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case Keyframe::BEZIER:
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currentRot = pastRot + (nextRot - pastRot) * ratio;
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break;
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}
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return currentRot;
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}
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Animation* AnimationController::getAnimation(string name){
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Animation *anim = nullptr;
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for(Animation *a : animations)
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if(a->getName() == name){
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anim = a;
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break;
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}
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return anim;
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}
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}
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