Files
vb01/animationController.cpp
T

166 lines
4.6 KiB
C++

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