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eiifwhrn-game-engine-edition/Animator.h
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2026-06-08 17:07:34 -04:00

216 lines
6.8 KiB
C++

#ifndef ANIMATOR_CLASS
#define ANIMATOR_CLASS
#include <glm/glm.hpp>
#include <map>
#include <vector>
#include <string>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include "Rig.h"
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:
int weight = 0; // priority — higher wins
float blendDuration = 0.15f; // seconds to blend in
float blendWeight = 1.0f; // 0 = invisible, 1 = fully playing
bool loops = true;
bool isPlaying = true;
Animator()
{
m_FinalBoneMatrices.assign(100, glm::mat4(1.0f));
}
void SetRig(Rig* rig)
{
m_Rig = rig;
if (m_CurrentAnimation) RebuildBoneInfoMap();
}
void SetAnimation(Animation* animation)
{
m_CurrentAnimation = animation;
m_CurrentTime = 0.0f;
if (m_Rig) RebuildBoneInfoMap();
}
void PlayAnimation()
{
m_CurrentTime = 0.0f;
isPlaying = true;
blendWeight = 0.0f; // start blending in from 0
_blendTimer = 0.0f;
}
void StopAnimation() { isPlaying = false; blendWeight = 0.0f; }
void ClearAnimation() { m_CurrentAnimation = nullptr; m_CurrentTime = 0.0f; isPlaying = false; blendWeight = 0.0f; }
bool IsFinished() const
{
if (!m_CurrentAnimation || !isPlaying) return true;
return m_CurrentTime >= m_CurrentAnimation->GetDuration() - 1.0f;
}
void Step(float dt)
{
if (!m_CurrentAnimation || dt <= 0.0f || !isPlaying || !m_Rig) return;
// Ramp blend weight in
if (blendWeight < 1.0f) {
_blendTimer += dt;
blendWeight = glm::min(1.0f, blendDuration > 0.0f ? _blendTimer / blendDuration : 1.0f);
}
m_CurrentTime += m_CurrentAnimation->GetTicksPerSecond() * dt;
if (m_CurrentTime >= m_CurrentAnimation->GetDuration()) {
if (loops) {
m_CurrentTime = fmod(m_CurrentTime, m_CurrentAnimation->GetDuration());
} else {
m_CurrentTime = m_CurrentAnimation->GetDuration();
isPlaying = false;
blendWeight = 0.0f;
return;
}
}
CalculateBoneTransform(&m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f));
}
const std::vector<glm::mat4>& GetFinalBoneMatrices() const { return m_FinalBoneMatrices; }
public:
std::vector<glm::mat4> m_FinalBoneMatrices;
Animation* m_CurrentAnimation = nullptr;
Rig* m_Rig = nullptr;
float m_CurrentTime = 0.0f;
float m_DeltaTime = 0.0f;
private:
std::map<std::string, BoneInfo> m_BoneInfoMap;
float _blendTimer = 0.0f;
void RebuildBoneInfoMap()
{
if (!m_CurrentAnimation || !m_Rig) return;
m_BoneInfoMap = m_Rig->m_BoneInfoMap;
m_CurrentAnimation->RegisterBonesWithRig(*m_Rig);
m_BoneInfoMap = m_Rig->m_BoneInfoMap;
}
void CalculateBoneTransform(const AssimpNodeData* node, glm::mat4 parentTransform)
{
const std::string& nodeName = node->name;
glm::mat4 nodeTransform = node->transformation;
Bone* bone = m_CurrentAnimation->FindBone(nodeName);
if (bone) {
bone->Update(m_CurrentTime);
nodeTransform = bone->GetLocalTransform();
}
glm::mat4 globalTransform = parentTransform * nodeTransform;
auto it = m_BoneInfoMap.find(nodeName);
if (it != m_BoneInfoMap.end()) {
int index = it->second.id;
const glm::mat4 offset = it->second.offset;
if (index >= 0 && index < (int)m_FinalBoneMatrices.size())
m_FinalBoneMatrices[index] = globalTransform * offset;
}
for (int i = 0; i < node->childrenCount; i++)
CalculateBoneTransform(&node->children[i], globalTransform);
}
};
#endif