Don't share armatures across same looking characters

main
parent 218ef02089
commit 6364b6b9bc

Binary file not shown.

191
main.c

@ -1234,6 +1234,39 @@ typedef struct
int bones_texture_height; int bones_texture_height;
} Armature; } Armature;
void initialize_animated_properties(Arena *arena, Armature *armature) {
armature->bones_texture = sg_make_image(&(sg_image_desc) {
.width = armature->bones_texture_width,
.height = armature->bones_texture_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.usage = SG_USAGE_STREAM,
});
armature->current_poses = PushArray(arena, Transform, armature->bones_length);
armature->anim_blended_poses = PushArray(arena, Transform, armature->bones_length);
for(int i = 0; i < armature->bones_length; i++)
{
armature->anim_blended_poses[i] = (Transform){.scale = V3(1,1,1), .rotation = Make_Q(1,0,0,1)};
}
}
// sokol stuff needs to be cleaned up, because it's not allocated and managed on the gamestate arena...
// this cleans up the animated properties, not the images and vertex buffers, as those are loaded
// before the gamestate is created, and the purpose of this is to allow you to delete/recreate
// the gamestate without leaking resources.
void cleanup_armature(Armature *armature) {
sg_destroy_image(armature->bones_texture);
armature->bones_texture = (sg_image){0};
}
// still points to the source armature's vertex data, but all animation data is duplicated.
// the armature is allocated onto the arena
Armature *duplicate_armature(Arena *arena, Armature *source) {
Armature *ret = PushArrayZero(arena, Armature, 1);
*ret = *source;
initialize_animated_properties(arena, ret);
return ret;
}
// armature_name is used for debugging purposes, it has to effect on things // armature_name is used for debugging purposes, it has to effect on things
Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name) Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name)
{ {
@ -1293,12 +1326,6 @@ Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name)
} }
} }
to_return.current_poses = PushArray(arena, Transform, to_return.bones_length);
to_return.anim_blended_poses = PushArray(arena, Transform, to_return.bones_length);
for(int i = 0; i < to_return.bones_length; i++)
{
to_return.anim_blended_poses[i] = (Transform){.scale = V3(1,1,1), .rotation = Make_Q(1,0,0,1)};
}
ser_u64(&ser, &to_return.animations_length); ser_u64(&ser, &to_return.animations_length);
//Log("Armature %.*s has %llu animations\n", S8VArg(armature_name), to_return.animations_length); //Log("Armature %.*s has %llu animations\n", S8VArg(armature_name), to_return.animations_length);
@ -1374,12 +1401,7 @@ Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name)
to_return.bones_texture_height = (int)to_return.bones_length; to_return.bones_texture_height = (int)to_return.bones_length;
//Log("Armature %.*s has bones texture size (%d, %d)\n", S8VArg(armature_name), to_return.bones_texture_width, to_return.bones_texture_height); //Log("Armature %.*s has bones texture size (%d, %d)\n", S8VArg(armature_name), to_return.bones_texture_width, to_return.bones_texture_height);
to_return.bones_texture = sg_make_image(&(sg_image_desc) { initialize_animated_properties(arena, &to_return);
.width = to_return.bones_texture_width,
.height = to_return.bones_texture_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.usage = SG_USAGE_STREAM,
});
// a sanity check // a sanity check
SLICE_ITER(Bone, to_return.bones) SLICE_ITER(Bone, to_return.bones)
@ -2298,6 +2320,12 @@ void transition_to_room(GameState *gs, ThreeDeeLevel *level, u64 new_roomid)
// no crash or anything bad if called on an already cleaned up gamestate // no crash or anything bad if called on an already cleaned up gamestate
void cleanup_gamestate(GameState *gs) { void cleanup_gamestate(GameState *gs) {
if(gs) { if(gs) {
ENTITIES_ITER(gs->entities) {
if(it->armature) {
cleanup_armature(it->armature);
it->armature = 0;
}
}
if(gs->arena) { if(gs->arena) {
ArenaRelease(gs->arena); ArenaRelease(gs->arena);
} }
@ -5550,6 +5578,72 @@ void flush_all_drawn_things(ShadowMats shadow)
} }
} }
void animate_armature(Armature *it, float dt) {
// progress the animation, then blend the two animations if necessary, and finally
// output into anim_blended_poses
Armature *cur = it;
float seed = (float)((int64_t)cur % 1024); // offset into elapsed time to make all of their animations out of phase
float along_current_animation = 0.0;
if (cur->currently_playing_isnt_looping)
{
along_current_animation = (float)cur->cur_animation_time;
cur->cur_animation_time += dt;
}
else
{
along_current_animation = (float)elapsed_time + seed;
}
if (cur->go_to_animation.size > 0)
{
if (S8Match(cur->go_to_animation, cur->currently_playing_animation, 0))
{
}
else
{
memcpy(cur->current_poses, cur->anim_blended_poses, cur->bones_length * sizeof(*cur->current_poses));
cur->currently_playing_animation = cur->go_to_animation;
cur->animation_blend_t = 0.0f;
cur->go_to_animation = (String8){0};
if (cur->next_animation_isnt_looping)
{
cur->cur_animation_time = 0.0;
cur->currently_playing_isnt_looping = true;
}
else
{
cur->currently_playing_isnt_looping = false;
}
}
cur->next_animation_isnt_looping = false;
}
if (cur->animation_blend_t < 1.0f)
{
cur->animation_blend_t += dt / ANIMATION_BLEND_TIME;
Animation *to_anim = get_anim_by_name(cur, cur->currently_playing_animation);
assert(to_anim);
for (u64 i = 0; i < cur->bones_length; i++)
{
Transform *output_transform = &cur->anim_blended_poses[i];
Transform from_transform = cur->current_poses[i];
Transform to_transform = get_animated_bone_transform(&to_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
*output_transform = lerp_transforms(from_transform, cur->animation_blend_t, to_transform);
}
}
else
{
Animation *cur_anim = get_anim_by_name(cur, cur->currently_playing_animation);
for (u64 i = 0; i < cur->bones_length; i++)
{
cur->anim_blended_poses[i] = get_animated_bone_transform(&cur_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
}
}
}
typedef struct typedef struct
{ {
float text_scale; float text_scale;
@ -5816,9 +5910,13 @@ void frame(void)
{ {
assert(it->is_npc); assert(it->is_npc);
Transform draw_with = entity_transform(it); Transform draw_with = entity_transform(it);
if(!it->armature) {
it->armature = duplicate_armature(gs.arena, &player_armature);
}
{ {
Armature *to_use = &player_armature; Armature *to_use = it->armature;
animate_armature(to_use, dt);
// if9! // if9!
@ -5850,73 +5948,6 @@ void frame(void)
} }
} }
// progress the animation, then blend the two animations if necessary, and finally
// output into anim_blended_poses
ARR_ITER(Armature *, armatures)
{
Armature *cur = *it;
float seed = (float)((int64_t)cur % 1024); // offset into elapsed time to make all of their animations out of phase
float along_current_animation = 0.0;
if (cur->currently_playing_isnt_looping)
{
along_current_animation = (float)cur->cur_animation_time;
cur->cur_animation_time += dt;
}
else
{
along_current_animation = (float)elapsed_time + seed;
}
if (cur->go_to_animation.size > 0)
{
if (S8Match(cur->go_to_animation, cur->currently_playing_animation, 0))
{
}
else
{
memcpy(cur->current_poses, cur->anim_blended_poses, cur->bones_length * sizeof(*cur->current_poses));
cur->currently_playing_animation = cur->go_to_animation;
cur->animation_blend_t = 0.0f;
cur->go_to_animation = (String8){0};
if (cur->next_animation_isnt_looping)
{
cur->cur_animation_time = 0.0;
cur->currently_playing_isnt_looping = true;
}
else
{
cur->currently_playing_isnt_looping = false;
}
}
cur->next_animation_isnt_looping = false;
}
if (cur->animation_blend_t < 1.0f)
{
cur->animation_blend_t += dt / ANIMATION_BLEND_TIME;
Animation *to_anim = get_anim_by_name(cur, cur->currently_playing_animation);
assert(to_anim);
for (u64 i = 0; i < cur->bones_length; i++)
{
Transform *output_transform = &cur->anim_blended_poses[i];
Transform from_transform = cur->current_poses[i];
Transform to_transform = get_animated_bone_transform(&to_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
*output_transform = lerp_transforms(from_transform, cur->animation_blend_t, to_transform);
}
}
else
{
Animation *cur_anim = get_anim_by_name(cur, cur->currently_playing_animation);
for (u64 i = 0; i < cur->bones_length; i++)
{
cur->anim_blended_poses[i] = get_animated_bone_transform(&cur_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
}
}
}
flush_all_drawn_things(shadow); flush_all_drawn_things(shadow);
// draw the 3d render // draw the 3d render

@ -233,6 +233,7 @@ typedef struct Entity
// npcs // npcs
bool is_player; bool is_player;
void *armature; // copied into the gamestate's arena, created if null. Don't serialize
EntityRef joined; EntityRef joined;
EntityRef aiming_shotgun_at; EntityRef aiming_shotgun_at;
EntityRef looking_at; // aiming shotgun at takes facing priority over this EntityRef looking_at; // aiming shotgun at takes facing priority over this

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