add bone "offset" parameter & update player model

This commit is contained in:
MihailRis
2024-07-21 18:27:11 +03:00
parent 3590bd14cd
commit 0333ce6990
8 changed files with 151 additions and 81 deletions
+24 -7
View File
@@ -4,6 +4,11 @@
#include "../graphics/render/ModelBatch.hpp"
#include "../graphics/core/Model.hpp"
#include "../coders/json.hpp"
#include "../data/dynamic_util.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include <glm/ext/matrix_transform.hpp>
using namespace rigging;
@@ -18,10 +23,12 @@ Bone::Bone(
size_t index,
std::string name,
std::string model,
std::vector<std::unique_ptr<Bone>> bones)
std::vector<std::unique_ptr<Bone>> bones,
glm::vec3 offset)
: index(index),
name(std::move(name)),
bones(std::move(bones)),
offset(offset),
model({model, nullptr, true})
{}
@@ -40,7 +47,8 @@ Skeleton::Skeleton(const SkeletonConfig* config)
textures(),
modelOverrides(config->getBones().size()),
visible(true) {
for (size_t i = 0; i < config->getBones().size(); i++) {
const auto& bones = config->getBones();
for (size_t i = 0; i < bones.size(); i++) {
flags[i].visible = true;
}
}
@@ -63,7 +71,13 @@ size_t SkeletonConfig::update(
Bone* node,
glm::mat4 matrix) const
{
skeleton.calculated.matrices[index] = matrix * skeleton.pose.matrices[index];
auto boneMatrix = skeleton.pose.matrices[index];
auto boneOffset = node->getOffset();
glm::mat4 baseMatrix(1.0f);
if (glm::length2(boneOffset) > 0.0f) {
baseMatrix = glm::translate(glm::mat4(1.0f), boneOffset);
}
skeleton.calculated.matrices[index] = matrix * baseMatrix * boneMatrix;
size_t count = 1;
for (auto& subnode : node->getSubnodes()) {
count += update(index+count, skeleton, subnode.get(), skeleton.calculated.matrices[index]);
@@ -116,25 +130,28 @@ Bone* SkeletonConfig::find(std::string_view str) const {
}
static std::tuple<size_t, std::unique_ptr<Bone>> read_node(
dynamic::Map* root, size_t index
const dynamic::Map_sptr& root, size_t index
) {
std::string name;
std::string model;
root->str("name", name);
root->str("model", model);
glm::vec3 offset(0.0f);
dynamic::get_vec(root, "offset", offset);
std::vector<std::unique_ptr<Bone>> bones;
size_t count = 1;
if (auto nodesList = root->list("nodes")) {
for (size_t i = 0; i < nodesList->size(); i++) {
if (const auto& map = nodesList->map(i)) {
auto [subcount, subNode] = read_node(map.get(), index+count);
auto [subcount, subNode] = read_node(map, index+count);
count += subcount;
bones.push_back(std::move(subNode));
}
}
}
return {count, std::make_unique<Bone>(index, name, model, std::move(bones))};
return {count, std::make_unique<Bone>(index, name, model, std::move(bones), offset)};
}
std::unique_ptr<SkeletonConfig> SkeletonConfig::parse(
@@ -147,6 +164,6 @@ std::unique_ptr<SkeletonConfig> SkeletonConfig::parse(
if (rootNodeMap == nullptr) {
throw std::runtime_error("missing 'root' element");
}
auto [count, rootNode] = read_node(rootNodeMap.get(), 0);
auto [count, rootNode] = read_node(rootNodeMap, 0);
return std::make_unique<SkeletonConfig>(std::string(name), std::move(rootNode), count);
}