@ -837,13 +837,15 @@ typedef struct Mesh
typedef struct PoseBone
typedef struct PoseBone
{
{
float time ; // time through animation this pose occurs at
Mat4 parent_space_pose ;
Mat4 parent_space_pose ;
} PoseBone ;
} PoseBone ;
typedef struct Bone
typedef struct Bone
{
{
struct Bone * parent ;
struct Bone * parent ;
PoseBone pose_bone ;
PoseBone * anim_poses ;
MD_u64 anim_poses_length ;
Mat4 matrix_local ;
Mat4 matrix_local ;
Mat4 inverse_model_space_pos ;
Mat4 inverse_model_space_pos ;
float length ;
float length ;
@ -1014,21 +1016,32 @@ Armature load_armature(MD_Arena *arena, MD_String8 binary_file, MD_String8 armat
}
}
}
}
MD_u64 poses_length ;
MD_u64 frames_in_anim ;
ser_MD_u64 ( & ser , & poses_length ) ;
ser_MD_u64 ( & ser , & frames_in_anim ) ;
Log ( " There are %llu animation frames \n " , frames_in_anim ) ;
assert ( poses_length = = to_return . bones_length ) ;
for ( MD_u64 i = 0 ; i < to_return . bones_length ; i + + )
for ( MD_u64 i = 0 ; i < poses_length ; i + + )
{
{
PoseBone * next_pose_bone = & to_return . bones [ i ] . pose_bone ;
to_return . bones [ i ] . anim_poses = MD_PushArray ( arena , PoseBone , frames_in_anim ) ;
to_return . bones [ i ] . anim_poses_length = frames_in_anim ;
}
for ( MD_u64 anim_i = 0 ; anim_i < frames_in_anim ; anim_i + + )
{
float time_through ;
ser_float ( & ser , & time_through ) ;
for ( MD_u64 pose_bone_i = 0 ; pose_bone_i < to_return . bones_length ; pose_bone_i + + )
{
PoseBone * next_pose_bone = & to_return . bones [ pose_bone_i ] . anim_poses [ anim_i ] ;
Transform t ;
Transform t ;
ser_Vec3 ( & ser , & t . offset ) ;
ser_Vec3 ( & ser , & t . offset ) ;
ser_Quat ( & ser , & t . rotation ) ;
ser_Quat ( & ser , & t . rotation ) ;
ser_Vec3 ( & ser , & t . scale ) ;
ser_Vec3 ( & ser , & t . scale ) ;
next_pose_bone - > time = time_through ;
next_pose_bone - > parent_space_pose = transform_to_mat ( t ) ;
next_pose_bone - > parent_space_pose = transform_to_mat ( t ) ;
}
}
}
ser_MD_u64 ( & ser , & to_return . vertices_length ) ;
ser_MD_u64 ( & ser , & to_return . vertices_length ) ;
to_return . vertices = MD_PushArray ( arena , ArmatureVertex , to_return . vertices_length ) ;
to_return . vertices = MD_PushArray ( arena , ArmatureVertex , to_return . vertices_length ) ;
@ -2641,7 +2654,27 @@ void draw_placed(Mat4 view, Mat4 projection, PlacedMesh *cur)
sg_draw ( 0 , ( int ) drawing - > num_vertices , 1 ) ;
sg_draw ( 0 , ( int ) drawing - > num_vertices , 1 ) ;
}
}
void draw_armature ( Mat4 view , Mat4 projection , Transform t , Armature * armature )
Mat4 get_transform_along_time ( Bone * bone , float time )
{
float total_anim_time = bone - > anim_poses [ bone - > anim_poses_length - 1 ] . time ;
assert ( total_anim_time > 0.0f ) ;
time = fmodf ( time , total_anim_time ) ;
for ( MD_u64 i = 0 ; i < bone - > anim_poses_length - 1 ; i + + )
{
if ( bone - > anim_poses [ i ] . time < = time & & time < = bone - > anim_poses [ i + 1 ] . time )
{
float gap_btwn_keyframes = bone - > anim_poses [ i + 1 ] . time - bone - > anim_poses [ i ] . time ;
float t = ( time - bone - > anim_poses [ i ] . time ) / gap_btwn_keyframes ;
assert ( t > = 0.0f ) ;
assert ( t < = 1.0f ) ;
return bone - > anim_poses [ i ] . parent_space_pose ;
}
}
assert ( false ) ;
return M4D ( 1.0f ) ;
}
void draw_armature ( Mat4 view , Mat4 projection , Transform t , Armature * armature , float elapsed_time )
{
{
state . threedee_bind . vertex_buffers [ 0 ] = armature - > loaded_buffer ;
state . threedee_bind . vertex_buffers [ 0 ] = armature - > loaded_buffer ;
sg_apply_pipeline ( state . armature_pip ) ;
sg_apply_pipeline ( state . armature_pip ) ;
@ -2662,7 +2695,8 @@ void draw_armature(Mat4 view, Mat4 projection, Transform t, Armature *armature)
final = MulM4 ( cur - > inverse_model_space_pos , final ) ;
final = MulM4 ( cur - > inverse_model_space_pos , final ) ;
for ( Bone * cur_in_hierarchy = cur ; cur_in_hierarchy ; cur_in_hierarchy = cur_in_hierarchy - > parent )
for ( Bone * cur_in_hierarchy = cur ; cur_in_hierarchy ; cur_in_hierarchy = cur_in_hierarchy - > parent )
{
{
final = MulM4 ( cur_in_hierarchy - > pose_bone . parent_space_pose , final ) ;
//final = MulM4(cur_in_hierarchy->anim_poses[0].parent_space_pose, final);
final = MulM4 ( get_transform_along_time ( cur_in_hierarchy , elapsed_time ) , final ) ;
}
}
memcpy ( params . bones [ i ] , ( float * ) & final , sizeof ( final ) ) ;
memcpy ( params . bones [ i ] , ( float * ) & final , sizeof ( final ) ) ;
@ -4708,7 +4742,7 @@ void frame(void)
// debug draw armature
// debug draw armature
for ( MD_u64 i = 0 ; i < armature . bones_length ; i + + )
for ( MD_u64 i = 0 ; i < armature . bones_length ; i + + )
{
{
PoseBone * cur_pose_bone = & armature . bones [ i ] . pose_bone ;
PoseBone * cur_pose_bone = & armature . bones [ i ] . anim_poses[ 0 ] ;
Bone * cur = & armature . bones [ i ] ;
Bone * cur = & armature . bones [ i ] ;
Vec3 offset = V3 ( 1.5 , 0 , 5 ) ;
Vec3 offset = V3 ( 1.5 , 0 , 5 ) ;
@ -4749,7 +4783,8 @@ void frame(void)
final_mat = MulM4 ( cur - > inverse_model_space_pos , final_mat ) ;
final_mat = MulM4 ( cur - > inverse_model_space_pos , final_mat ) ;
for ( Bone * cur_in_hierarchy = cur ; cur_in_hierarchy ; cur_in_hierarchy = cur_in_hierarchy - > parent )
for ( Bone * cur_in_hierarchy = cur ; cur_in_hierarchy ; cur_in_hierarchy = cur_in_hierarchy - > parent )
{
{
final_mat = MulM4 ( cur_in_hierarchy - > pose_bone . parent_space_pose , final_mat ) ;
final_mat = MulM4 ( get_transform_along_time ( cur_in_hierarchy , ( float ) elapsed_time ) , final_mat ) ;
//final_mat = MulM4(cur_in_hierarchy->anim_poses[0].parent_space_pose, final_mat);
}
}
// uncommenting this skips the pose transform, showing the debug skeleton
// uncommenting this skips the pose transform, showing the debug skeleton
@ -4798,7 +4833,7 @@ void frame(void)
Transform draw_with = entity_transform ( it ) ;
Transform draw_with = entity_transform ( it ) ;
if ( it - > npc_kind = = NPC_SimpleWorm )
if ( it - > npc_kind = = NPC_SimpleWorm )
{
{
draw_armature ( view , projection , draw_with , & armature );
draw_armature ( view , projection , draw_with , & armature , ( float ) elapsed_time );
}
}
else
else
{
{