Anim Test Not working Joints
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34f58d4140
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@ -32,6 +32,8 @@ namespace Oyster
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Render::Resources::Deffered::Init();
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Render::Preparations::Basic::SetViewPort();
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Render::Rendering::Basic::cube = API::CreateModel(L"box.dan");
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Render::Rendering::Basic::cube2 = API::CreateModel(L"box2.dan");
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return API::Sucsess;
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}
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@ -397,8 +397,7 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
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anims[a].Keyframes[b][f].bone.Parent = boneIndex;
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//read bone transform
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ReadData(&anims[a].Keyframes[b][f].bone.Transform,danFile,sizeof(Oyster::Math::Matrix));
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ReadData(&anims[a].Keyframes[b][f].bone.Relative, danFile, sizeof(Math::Matrix));
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ReadData(&anims[a].Keyframes[b][f].time,danFile,sizeof(double));
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}
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@ -143,8 +143,7 @@ namespace Oyster
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}
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else
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{
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memset(&out,0,sizeof(out));
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return;
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return NULL;
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}
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#endif
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return Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
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@ -13,7 +13,8 @@ namespace Oyster
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{
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struct Bone
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{
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Math::Float4x4 Transform;
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Math::Matrix Relative;
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Math::Matrix Absolute;
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int Parent;
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};
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struct Frame
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@ -2,6 +2,7 @@
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#include "../Resources/Deffered.h"
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#include "../../Definitions/GraphicalDefinition.h"
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#include "../../Model/ModelInfo.h"
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#include "../../DllInterfaces/GFXAPI.h"
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#include <map>
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#include <vector>
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@ -14,6 +15,8 @@ namespace Oyster
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namespace Rendering
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{
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Definitions::Pointlight pl;
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Model::Model* Basic::cube = NULL;
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Model::Model* Basic::cube2 = NULL;
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void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
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{
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@ -40,12 +43,21 @@ namespace Oyster
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Resources::Deffered::PointLightsData.Unmap();
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}
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Math::Matrix RecursiveBindPos(int index, Model::ModelInfo* mi)
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Math::Matrix RecursiveBindPosRotation(int index, Model::ModelInfo* mi)
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{
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if(mi->bones[index].Parent == index)
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return mi->bones[index].Transform;
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return mi->bones[index].Relative;
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return mi->bones[index].Transform.GetInverse() * RecursiveBindPos(mi->bones[index].Parent,mi);
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return mi->bones[index].Relative*mi->bones[mi->bones->Parent].Relative;
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}
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Math::Vector4 RecursiveBindPosPosition(int index, Model::ModelInfo* mi)
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{
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//return Math::Vector4::standard_unit_w;
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if(mi->bones[index].Parent == index)
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return mi->bones[index].Relative.v[3];
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return Math::Vector4(RecursiveBindPosPosition(mi->bones->Parent, mi).xyz + (mi->bones[index].Relative.v[3] * RecursiveBindPosRotation(mi->bones->Parent,mi)).xyz,1);
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}
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void Basic::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection)
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@ -70,10 +82,71 @@ namespace Oyster
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Definitions::AnimationData am; //final
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if(info->Animated && models[i].AnimationPlaying != -1)
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{
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//store inverse absolut transform
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Math::Matrix* SkinTransform = new Math::Matrix[info->BoneCount];
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Math::Matrix* BoneAnimated = new Math::Matrix[info->BoneCount];
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Math::Matrix* BoneAbsAnimated = new Math::Matrix[info->BoneCount];
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Math::Matrix Scale = Math::Matrix::identity;
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Scale.m[1][1] = 0.1f;
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Scale.m[2][2] = 0.1f;
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Scale.m[3][3] = 2;
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for(int b = 0; b <info->BoneCount; ++b)
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{
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am.animatedData[b] = RecursiveBindPos(b,info);
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Model::Bone Bone = info->bones[b];
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SkinTransform[b] = Bone.Absolute.GetInverse();
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BoneAnimated[b] = Bone.Relative;
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BoneAbsAnimated[b] = Bone.Absolute;
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}
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//for each bone in animation
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//HACK use first bone
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int b = 0;
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Model::Animation A = info->Animations[models[i].AnimationPlaying];
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//for(int b = 0; b < A.Bones;++b)
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{
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//for each frame on bone Write current relative data
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//HACK use first frame
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int f = 0;
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//for(int f = 0; f < A.Frames[b]; ++b)
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{
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//find right frame
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//HACK accept first
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Model::Frame Current = A.Keyframes[b][f];
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//calculate new matrix
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Model::Bone CBone = Current.bone;
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BoneAnimated[CBone.Parent] = CBone.Relative;
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}
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}
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//calculate Absolute Animation Transform
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for(int b = 0; b < info->BoneCount; ++b)
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{
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BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b];
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cube->WorldMatrix = BoneAbsAnimated[b] * Scale;
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cube->WorldMatrix.v[3] = BoneAbsAnimated[b].v[3];
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//Basic::RenderScene(cube,1,View,Projection);
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}
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//write data to am
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for(int b = 0; b < info->BoneCount; ++b)
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{
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am.animatedData[b] = BoneAbsAnimated[b] * SkinTransform[b];
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cube2->WorldMatrix = Scale;
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cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3];
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Basic::RenderScene(cube2,1,View,Projection);
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}
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//retore to draw animated model
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Definitions::PerModel pm;
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pm.WV = View * models[i].WorldMatrix;
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pm.WVP = Projection * pm.WV;
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void* data = Resources::Deffered::ModelData.Map();
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memcpy(data,&(pm),sizeof(pm));
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Resources::Deffered::ModelData.Unmap();
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am.Animated = 1;
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}
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else
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@ -19,6 +19,9 @@ namespace Oyster
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights);
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static void RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection);
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static void EndFrame();
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static Model::Model* cube;
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static Model::Model* cube2;
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};
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}
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}
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@ -8,6 +8,6 @@ RWTexture2D<float4> Output;
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void main( uint3 DTid : SV_DispatchThreadID )
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{
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//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
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Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 1);
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Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
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//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
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}
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@ -3,16 +3,14 @@
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VertexOut main( VertexIn input )
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{
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VertexOut output;
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/*input.pos = (
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(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) +
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(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) +
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(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) +
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(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w)
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* Animated) + input.pos * int(1-Animated);*/
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/*input.pos =
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(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x * Animated) +
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(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y * Animated) +
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(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z * Animated) +
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(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w * Animated) +
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input.pos * int(1-Animated);*/
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input.pos = (
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(mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/)
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* Animated) + input.pos * int(1-Animated);
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/*input.pos = mul(BoneAnimation[input.boneIndex.x], input.pos) * Animated + input.pos * int(1-Animated);*/
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//float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1));
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//input.pos = mul(BoneAnimation[0], float4(input.pos,1));
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@ -160,7 +160,7 @@ HRESULT InitDirect3D()
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}
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m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
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m2 = Oyster::Graphics::API::CreateModel(L"still.dan");
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m2 = Oyster::Graphics::API::CreateModel(L"still_root_origo.dan");
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m2->AnimationPlaying = 0;
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m2->AnimationTime = 0.0f;
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@ -169,6 +169,7 @@ HRESULT InitDirect3D()
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P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1280.0f/720.0f,.1f,10000);
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//P = Oyster::Math3D::ProjectionMatrix_Orthographic(10,10,.1f,10000);
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Oyster::Graphics::API::SetProjection(P);
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V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f));
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