animation classes refactoring

This commit is contained in:
devZoGok
2021-10-19 19:06:41 +03:00
parent 1f20307517
commit 0614f7b034
5 changed files with 157 additions and 104 deletions
+5 -5
View File
@@ -14,12 +14,12 @@ namespace vb01{
}
Animation::KeyframeGroup* Animation::getKeyframeGroup(Bone *b){
int id=-1;
for(int i=0;i<keyframeGroups.size();i++)
if(keyframeGroups[i].bone==b){
id=i;
int id = -1;
for(int i = 0;i < keyframeGroups.size(); i++)
if(keyframeGroups[i].bone == b){
id = i;
break;
}
return id>-1?&(keyframeGroups[id]):nullptr;
return id > -1 ? &(keyframeGroups[id]) : nullptr;
}
}
+10 -9
View File
@@ -29,14 +29,18 @@ namespace vb01{
void AnimationChannel::setAnimationName(string animName){
this->animationName = animName;
numFrames = getMaxKeyframeNum(animName);
}
int AnimationChannel::getMaxKeyframeNum(string animName){
int maxKeyframeNum;
Animation *animation = controller->getAnimation(animName);
KeyframeGroup *startGroup = animation->getKeyframeGroup(bones[0]);
int numStartKeyframes = startGroup->keyframeChannels[0].keyframes.size();
numFrames = startGroup->keyframeChannels[0].keyframes[numStartKeyframes - 1].frame;
//firstFrame = startGroup->keyframeChannels[0].keyframes[0].frame;
maxKeyframeNum = startGroup->keyframeChannels[0].keyframes[numStartKeyframes - 1].frame;
for(int i = 0; i < bones.size() ; i++){
for(int i = 0; i < bones.size(); i++){
KeyframeGroup *kg = animation->getKeyframeGroup(bones[i]);
for(int j = 0 ; j < kg->keyframeChannels.size(); j++){
@@ -45,16 +49,13 @@ namespace vb01{
for(int k = 0; k < ch.keyframes.size(); k++){
int numKeyframes = ch.keyframes.size();
int maxFrame = ch.keyframes[numKeyframes - 1].frame;
int minFrame = ch.keyframes[0].frame;
if(numFrames < maxFrame)
numFrames = maxFrame;
/*
if(firstFrame > minFrame)
firstFrame = minFrame;
*/
maxKeyframeNum = maxFrame;
}
}
}
return maxKeyframeNum;
}
}
+1
View File
@@ -30,6 +30,7 @@ namespace vb01{
inline std::string getAnimationName(){return animationName;}
private:
inline bool canUpdate(){return getTime() - lastUpdateTime > updateRate;}
int getMaxKeyframeNum(std::string);
s64 lastUpdateTime = 0;
int updateRate = 16;
+134 -90
View File
@@ -16,99 +16,143 @@ namespace vb01{
for(AnimationChannel *channel : channels){
channel->update();
Animation *animation = skeleton->getAnimationController()->getAnimation(channel->getAnimationName());
for(Bone *channelBone : channel->getBones()){
Animation::KeyframeGroup *keyframeGroup = animation->getKeyframeGroup(channelBone);
int pastKeyframeId = -1;
Vector3 pastPos, currentPos, nextPos, pastScale, currentScale, nextScale;
Quaternion pastRot, currentRot, nextRot;
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;
float ratio = (float)(channel->getCurrentFrame() - pastFrame) / (nextFrame - pastFrame);
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;
}
switch(pastKeyframe.interpolation){
case Keyframe::CONSTANT:
currentPos = pastPos;
currentRot = pastRot;
currentScale = pastScale;
break;
case Keyframe::LINEAR:
currentPos = pastPos + (nextPos - pastPos) * ratio;
currentRot = pastRot + (nextRot - pastRot) * ratio;
currentScale = pastScale + (nextScale - pastScale) * ratio;
break;
case Keyframe::BEZIER:
currentPos = pastPos + (nextPos - pastPos) * ratio;
currentRot = pastRot + (nextRot - pastRot) * ratio;
currentScale = pastScale + (nextScale - pastScale) * ratio;
break;
}
}
swap(currentRot.y, currentRot.z);
currentRot.z = -currentRot.z;
channelBone->setPosePos(currentPos);
channelBone->setPoseRot(currentRot);
//channelBone->setPoseScale(currentScale);
}
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)
+7
View File
@@ -8,6 +8,8 @@
namespace vb01{
class Skeleton;
class AnimationChannel;
class Vector3;
class Quaternion;
class AnimationController{
public:
@@ -21,6 +23,11 @@ namespace vb01{
Skeleton *skeleton = nullptr;
std::vector<Animation*> animations;
std::vector<AnimationChannel*> channels;
void transformBones(AnimationChannel*);
void prepareAdjacentValues(Vector3&, Vector3&, Quaternion&, Quaternion&, Vector3&, Vector3&, Keyframe::Interpolation&, float&, KeyframeGroup*, AnimationChannel*);
Vector3 interpolate(Vector3, Vector3, Keyframe::Interpolation, float);
Quaternion interpolate(Quaternion, Quaternion, Keyframe::Interpolation, float);
protected:
void onAnimationEnd(std::string){}
void onAnimationStart(std::string){}