Fixed Animate Skeleton, TODO Fix Skinning

This commit is contained in:
lanariel 2014-02-05 16:00:28 +01:00
parent 98644e3fa0
commit 51711b86e3
7 changed files with 368 additions and 40 deletions

View File

@ -51,7 +51,9 @@ namespace Oyster
struct AnimationData
{
Math::Float4x4 animatedData[100];
Math::Float4x4 AnimatedData[100];
Math::Float4x4 BindPoseData[100];
Math::Float4x4 RotationData[100];
int Animated;
Math::Float3 Pad;
};

View File

@ -84,9 +84,9 @@ namespace Oyster
{
cube->WorldMatrix == Math::Matrix::identity;
////store inverse absolut transform
Math::Matrix* SkinTransform = new Math::Matrix[info->BoneCount];
Math::Matrix* BoneAnimated = new Math::Matrix[info->BoneCount];
Math::Matrix* BoneAbsAnimated = new Math::Matrix[info->BoneCount];
Math::Matrix SkinTransform[100];
Math::Matrix BoneAnimated[100];
Math::Matrix BoneAbsAnimated[100];
Math::Matrix Scale = Math::Matrix::identity;
Scale.m[0][0] = 1;
@ -107,28 +107,41 @@ namespace Oyster
cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3];
//Basic::RenderScene(cube2,1, View, Projection);
}
BoneAnimated[8] = Math3D::RotationMatrix(3.14/4, Math::Float3(0, 0, 1)) * info->bones[8].Relative;
BoneAnimated[31] = Math3D::RotationMatrix(3.14/4, Math::Float3(0, 0, 1)) * info->bones[31].Relative;
//BoneAnimated[8] = Math3D::RotationMatrix(3.14/4, Math::Float3(0, 0, 1)) * info->bones[8].Relative;
//BoneAnimated[31] = Math3D::RotationMatrix(3.14/4, Math::Float3(0, 0, 1)) * info->bones[31].Relative;
////for each bone in animation
////HACK use first bone
//int b = 0;
//Model::Animation A = info->Animations[models[i].AnimationPlaying];
//for(int b = 0; b < A.Bones;++b)
//{
// //for each frame on bone Write current relative data
// //HACK use first frame
// int f = 0;
// //for(int f = 0; f < A.Frames[b]; ++b)
// {
// //find right frame
// //HACK accept first
// Model::Frame Current = A.Keyframes[b][f];
//
// //calculate new matrix
// Model::Bone CBone = Current.bone;
// BoneAnimated[CBone.Parent] = CBone.Relative;
// }
//}
int b = 0;
Model::Animation A = info->Animations[models[i].AnimationPlaying];
while(models[i].AnimationTime>A.duration)
models[i].AnimationTime -= A.duration;
float position = models[i].AnimationTime;
for(int b = 0; b < A.Bones;++b)
{
//find current frame
int nrOfFrames = A.Frames[b];
Model::Frame PFrame = A.Keyframes[b][nrOfFrames-1];
Model::Frame NFrame = A.Keyframes[b][nrOfFrames-1];
bool FrameFound = false;
for (int i = 0; i < nrOfFrames; i++)
{
if(position < A.Keyframes[b][i].time)
{
PFrame = A.Keyframes[b][i-1];
NFrame = A.Keyframes[b][i];
break;
}
}
float denominator = (NFrame.time - PFrame.time);
if(denominator == 0)
{
BoneAnimated[PFrame.bone.Parent] = PFrame.bone.Relative;
continue;
}
float inter = (float)((position - PFrame.time) / denominator);
Math3D::InterpolateOrientation_UsingNonRigidNlerp(PFrame.bone.Relative,NFrame.bone.Relative,inter, BoneAnimated[PFrame.bone.Parent]);
}
////calculate Absolute Animation Transform
for(int b = 0; b < info->BoneCount; ++b)
@ -143,7 +156,8 @@ namespace Oyster
//write data to am
for(int b = 0; b < info->BoneCount; ++b)
{
am.animatedData[b] = SkinTransform[b] * BoneAbsAnimated[b];
am.AnimatedData[b] = (BoneAbsAnimated[b] * SkinTransform[b]);
am.BindPoseData[b] = info->bones[b].Absolute;//Math3D::ExtractRotationMatrix(am.animatedData[b]);
}
//retore to draw animated model
@ -155,9 +169,9 @@ namespace Oyster
memcpy(data,&(pm),sizeof(pm));
Resources::Deffered::ModelData.Unmap();
delete[]SkinTransform;
delete[]BoneAbsAnimated;
delete[]BoneAnimated;
//delete[]SkinTransform;
//delete[]BoneAbsAnimated;
//delete[]BoneAnimated;
am.Animated = 1;
}

View File

@ -5,7 +5,7 @@ struct VertexIn
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
float4 boneIndex : BONEINDEX;
int4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
};
@ -32,7 +32,9 @@ SamplerState S1 : register(s0);
cbuffer Animation : register(b0)
{
float4x4 BoneAnimation[100];
float4x4 AnimatedData[100];
float4x4 BindPoseData[100];
float4x4 RotationData[100];
int Animated;
float3 Pad;
}

View File

@ -4,10 +4,14 @@ Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
#define AmbFactor 0.3f;
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
float4 Light = Diffuse[DTid.xy] + Specular[DTid.xy];
float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w,1);
//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
Output[DTid.xy] = Light + Amb * AmbFactor;
}

View File

@ -3,12 +3,20 @@
VertexOut main( VertexIn input )
{
VertexOut output;
Matrix boneTrans = BoneAnimation[input.boneIndex.x]*input.boneWeight.x +
BoneAnimation[input.boneIndex.y]*input.boneWeight.y +
BoneAnimation[input.boneIndex.z]*input.boneWeight.z +
BoneAnimation[input.boneIndex.w]*input.boneWeight.w;
input.pos = mul(boneTrans, input.pos) + input.pos * int(1-Animated);;
float3 offsetX = input.pos - BindPoseData[input.boneIndex.x][3].xyz;
float3 offsetY = input.pos - BindPoseData[input.boneIndex.y][3].xyz;
float3 offsetZ = input.pos - BindPoseData[input.boneIndex.z][3].xyz;
float3 offsetW = input.pos - BindPoseData[input.boneIndex.w][3].xyz;
Matrix boneTrans = AnimatedData[input.boneIndex.x]*input.boneWeight.x +
AnimatedData[input.boneIndex.y]*input.boneWeight.y +
AnimatedData[input.boneIndex.z]*input.boneWeight.z +
AnimatedData[input.boneIndex.w]*input.boneWeight.w;
input.pos = mul(boneTrans,input.pos) * Animated + input.pos * int(1-Animated);
input.normal = mul(boneTrans,input.normal) * Animated + input.normal * int(1-Animated);
/*input.pos =
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x * Animated) +
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y * Animated) +

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@ -0,0 +1,287 @@
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@ -160,7 +160,7 @@ HRESULT InitDirect3D()
}
m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
m2 = Oyster::Graphics::API::CreateModel(L"still_root_origo.dan");
m2 = Oyster::Graphics::API::CreateModel(L"rigidbind_animtest_arms_bindpose (1).dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
m2->AnimationPlaying = 0;
m2->AnimationTime = 0.0f;
@ -179,7 +179,7 @@ HRESULT InitDirect3D()
Oyster::Graphics::Definitions::Pointlight pl;
pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 1;
pl.Pos = Oyster::Math::Float3(0,-20.0f,30.4f);
pl.Pos = Oyster::Math::Float3(0,-20.0f,0.4f);
pl.Radius = 90;
Oyster::Graphics::API::AddLight(pl);
@ -198,7 +198,7 @@ HRESULT Update(float deltaTime)
//ma *= 50;
//ma.m44 = 1;
//m2->WorldMatrix = m2->WorldMatrix * ma;
m2->AnimationTime += deltaTime * 0.5f;
//m2->AnimationTime += deltaTime * 0.5f;
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
return S_OK;
}
@ -249,6 +249,17 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam
Oyster::Graphics::API::ReloadShaders();
#endif
break;
//Z -
case 0x5A:
m2->AnimationTime -= 0.1f;
if(m2->AnimationTime < 0)
m2->AnimationTime = 0;
break;
//X +
case 0x58:
m2->AnimationTime += 0.1f;
break;
}
break;