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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/systems/animation-system.hpp"
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#include "game/components/pose-component.hpp"
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#include "game/components/scene-component.hpp"
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#include <engine/animation/bone.hpp>
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#include <engine/scene/skeletal-mesh.hpp>
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#include <engine/math/interpolation.hpp>
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#include <algorithm>
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#include <execution>
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animation_system::animation_system(entity::registry& registry):
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updatable_system(registry)
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{}
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void animation_system::update(float t, float dt)
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{
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}
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void animation_system::interpolate(float alpha)
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{
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auto pose_group = registry.group<pose_component>(entt::get<scene_component>);
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std::for_each
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(
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std::execution::par_unseq,
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pose_group.begin(),
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pose_group.end(),
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[&](auto entity_id)
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{
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auto& pose = pose_group.get<pose_component>(entity_id);
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auto& scene = pose_group.get<scene_component>(entity_id);
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auto& skeletal_mesh = static_cast<scene::skeletal_mesh&>(*scene.object);
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for (std::size_t i = 0; i < skeletal_mesh.get_skeleton()->get_bone_count(); ++i)
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{
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const auto bone_index = static_cast<bone_index_type>(i);
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const auto& previous_transform = pose.previous_pose.get_relative_transform(bone_index);
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const auto& current_transform = pose.current_pose.get_relative_transform(bone_index);
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// Interpolate bone pose between previous and current states
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bone_transform_type interpolated_transform;
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interpolated_transform.translation = math::lerp(previous_transform.translation, current_transform.translation, alpha);
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interpolated_transform.rotation = math::nlerp(previous_transform.rotation, current_transform.rotation, alpha);
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interpolated_transform.scale = math::lerp(previous_transform.scale, current_transform.scale, alpha);
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// Update skeletal mesh bone pose with interpolated transform
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skeletal_mesh.get_pose().set_relative_transform(static_cast<bone_index_type>(i), interpolated_transform);
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}
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// Concatenate interpolated pose
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skeletal_mesh.get_pose().update();
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}
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);
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}
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