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Author SHA1 Message Date
Maurice 0060c2a00a aded fo;e 2026-10-18 12:36:05 -04:00
Maurice b3e026af24 werfdefdgre 2026-10-18 12:35:55 -04:00
4 changed files with 117 additions and 8 deletions
+105
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@@ -0,0 +1,105 @@
#ifndef ANIMATOR_CLASS
#define ANIMATOR_CLASS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <map>
#include <vector>
#include <string>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include "Rig.h"
// Scale of the "Head" bone (and what hangs off it), around the neck. 1 = as authored.
inline float HeadScale = 1.0f;
struct AssimpNodeData
{
glm::mat4 transformation;
std::string name;
int childrenCount;
std::vector<AssimpNodeData> children;
};
// ============================================================================
// Animation
// ============================================================================
class Animation
{
public:
Animation() = default;
Animation(const std::string& animationPath, Rig* rig = nullptr)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate);
assert(scene && scene->mRootNode);
const aiAnimation* anim = scene->mAnimations[0];
m_Duration = (float)anim->mDuration;
m_TicksPerSecond = (int)(anim->mTicksPerSecond != 0 ? anim->mTicksPerSecond : 24);
ReadHierarchyData(m_RootNode, scene->mRootNode);
for (unsigned int i = 0; i < anim->mNumChannels; i++) {
const aiNodeAnim* channel = anim->mChannels[i];
m_Bones.emplace_back(channel->mNodeName.data, 0, channel);
m_BoneNames.push_back(channel->mNodeName.data);
}
if (rig) RegisterBonesWithRig(*rig);
}
void RegisterBonesWithRig(Rig& rig)
{
for (const std::string& name : m_BoneNames) {
if (rig.m_BoneInfoMap.find(name) == rig.m_BoneInfoMap.end()) {
BoneInfo info;
info.id = rig.m_BoneCounter++;
info.offset = glm::mat4(1.0f);
rig.m_BoneInfoMap[name] = info;
}
}
}
Bone* FindBone(const std::string& name)
{
for (Bone& b : m_Bones)
if (b.GetBoneName() == name) return &b;
return nullptr;
}
float GetTicksPerSecond() const { return (float)m_TicksPerSecond; }
float GetDuration() const { return m_Duration; }
const AssimpNodeData& GetRootNode() const { return m_RootNode; }
public:
float m_Duration = 0.0f;
int m_TicksPerSecond = 24;
std::vector<Bone> m_Bones;
std::vector<std::string> m_BoneNames;
AssimpNodeData m_RootNode;
private:
void ReadHierarchyData(AssimpNodeData& dest, const aiNode* src)
{
assert(src);
dest.name = src->mName.data;
dest.transformation = AssimpGLMHelpers::ConvertMatrixToGLMFormat(src->mTransformation);
dest.childrenCount = (int)src->mNumChildren;
for (unsigned int i = 0; i < src->mNumChildren; i++) {
AssimpNodeData child;
ReadHierarchyData(child, src->mChildren[i]);
dest.children.push_back(child);
}
}
};
// ============================================================================
// Animator
// blendWeight ramps from 0?1 over blendDuration when PlayAnimation is called.
// CharacterBody::GetBlendedBoneMatrices() lerps all animators by blendWeight.
// ============================================================================
class Animator
{
public:
+1 -1
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@@ -11,7 +11,7 @@
#include "Rig.h" #include "Rig.h"
// Scale of the "Head" bone (and what hangs off it), around the neck. 1 = as authored. // Scale of the "Head" bone (and what hangs off it), around the neck. 1 = as authored.
inline float HeadScale = 0.25f; inline float HeadScale = 1.0f;
struct AssimpNodeData struct AssimpNodeData
{ {
+10 -4
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@@ -384,16 +384,17 @@ void Engine::Initiate()
pos.z - size.z * 0.5f, pos.z + size.z * 0.5f }); pos.z - size.z * 0.5f, pos.z + size.z * 0.5f });
}; };
// Concentric stack of square tiers, widest at the bottom (stands in for dome / cone) // Concentric stack of square tiers, widest at the bottom (stands in for dome / cone)
auto AddTiers = [&](const char* name, glm::vec2 pos, float baseWidth, float tierHeight, int tiers) { // xStretch scales the stack along x only (left/right); height and depth are unchanged
auto AddTiers = [&](const char* name, glm::vec2 pos, float baseWidth, float tierHeight, int tiers, float xStretch = 1.0f) {
for (int i = 0; i < tiers; ++i) { for (int i = 0; i < tiers; ++i) {
const float w = baseWidth * (1.0f - float(i) / float(tiers)); const float w = baseWidth * (1.0f - float(i) / float(tiers));
AddBlock(name, { pos.x, tierHeight * i, pos.y }, { w, tierHeight, w }); AddBlock(name, { pos.x, tierHeight * i, pos.y }, { w * xStretch, tierHeight, w });
} }
}; };
// Map is a rectangle: x in [-60, 60], z in [-30, 30] (authored at 1x, scaled by mapScale) // Map is a rectangle: x in [-60, 60], z in [-30, 30] (authored at 1x, scaled by mapScale)
// Centre dome // Centre dome
AddTiers("dome", { 0.0f, 0.0f }, 18.0f, 2.0f, 5); AddTiers("dome", { 0.0f, 0.0f }, 18.0f, 2.0f, 5, 0.5f);
// Cones, opposite corners of the dome // Cones, opposite corners of the dome
AddTiers("cone", { -12.0f, -13.0f }, 6.0f, 1.0f, 5); AddTiers("cone", { -12.0f, -13.0f }, 6.0f, 1.0f, 5);
AddTiers("cone", { 12.0f, 13.0f }, 6.0f, 1.0f, 5); AddTiers("cone", { 12.0f, 13.0f }, 6.0f, 1.0f, 5);
@@ -575,7 +576,7 @@ void Engine::Initiate()
const int maxHealth = 100; const int maxHealth = 100;
const int bodyDamage = 50; const int bodyDamage = 50;
const int punchDamage = 25; const int punchDamage = 25;
const float headFraction = 0.8f; const float headFraction = 0.93f; // top 7% of the hitbox counts as the head
// Random respawn spot on the floor (NPC and player), kept clear of every map prop // Random respawn spot on the floor (NPC and player), kept clear of every map prop
std::mt19937 respawnRng(std::random_device{}()); std::mt19937 respawnRng(std::random_device{}());
@@ -1089,6 +1090,10 @@ void Engine::Initiate()
m->t.ScaleTo(1.0f); m->t.ScaleTo(1.0f);
m->BindToRenderSystem(); m->BindToRenderSystem();
mainf->AddChild(m); mainf->AddChild(m);
// Solid for the local player, but moved only by the host's stream (like the floor, never simulated here)
p* cubeBody = new p(m);
cubeBody->velocity = false;
physicsengine->AddObject(cubeBody);
it = puppetCubes.emplace(nc.id, PuppetCube{ m, now }).first; it = puppetCubes.emplace(nc.id, PuppetCube{ m, now }).first;
} }
it->second.mesh->t.TranslateTo(nc.position); it->second.mesh->t.TranslateTo(nc.position);
@@ -1098,6 +1103,7 @@ void Engine::Initiate()
for (auto it = puppetCubes.begin(); it != puppetCubes.end();) { for (auto it = puppetCubes.begin(); it != puppetCubes.end();) {
if (now - it->second.lastSeen > 1.5) { if (now - it->second.lastSeen > 1.5) {
rendersystem->RemoveRenderable(it->second.mesh); rendersystem->RemoveRenderable(it->second.mesh);
physicsengine->RemoveObject(it->second.mesh);
it->second.mesh->Delete(); it->second.mesh->Delete();
it = puppetCubes.erase(it); it = puppetCubes.erase(it);
} }
+1 -3
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@@ -129,11 +129,9 @@ static void PromptSensitivity() {
catch (...) {} // empty / not a number: keep the default catch (...) {} // empty / not a number: keep the default
}; };
std::cout << "\n=== MOUSE ===\n"; std::cout << "\n=== MOUSE ===\n";
float cm = 0.0f, dpi = 800.0f; float cm = 0.0f;
ask("Sensitivity in cm per 360 degrees [default]: ", cm); ask("Sensitivity in cm per 360 degrees [default]: ", cm);
if (cm > 0.0f) ask("Mouse DPI [800]: ", dpi);
StartupCmPer360 = cm; StartupCmPer360 = cm;
StartupMouseDpi = dpi;
} }
int main() { int main() {