Minimised to potential skinning problem

This commit is contained in:
Robin Engman 2014-02-04 17:59:04 +01:00
parent 4de809a952
commit 98644e3fa0
2 changed files with 43 additions and 28 deletions

View File

@ -83,15 +83,17 @@ namespace Oyster
if(info->Animated && models[i].AnimationPlaying != -1)
{
cube->WorldMatrix == Math::Matrix::identity;
//store inverse absolut transform
////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 Scale = Math::Matrix::identity;
Scale.m[0][0] = 0.1f;
Scale.m[1][1] = 0.1f;
Scale.m[2][2] = 1;
Scale.m[0][0] = 1;
Scale.m[1][1] = 1;
Scale.m[2][2] = 2;
for(int b = 0; b <info->BoneCount; ++b)
{
@ -101,36 +103,39 @@ namespace Oyster
BoneAbsAnimated[b] = Bone.Absolute;
cube2->WorldMatrix = Scale * info->bones[b].Absolute;
cube2->WorldMatrix = Scale;
cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3];
Basic::RenderScene(cube2,1, View, Projection);
//Basic::RenderScene(cube2,1, View, Projection);
}
//for each bone in animation
//HACK use first bone
int b = 0;
Model::Animation A = info->Animations[models[i].AnimationPlaying];
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];
//{
// //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;
// }
//}
//calculate new matrix
Model::Bone CBone = Current.bone;
BoneAnimated[CBone.Parent] = CBone.Relative;
}
}
//calculate Absolute Animation Transform
////calculate Absolute Animation Transform
for(int b = 0; b < info->BoneCount; ++b)
{
BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b];
cube->WorldMatrix = Scale * BoneAbsAnimated[b];
//SkinTransform[b] = BoneAbsAnimated[b];
cube->WorldMatrix = Scale;
cube->WorldMatrix.v[3] = BoneAbsAnimated[b].v[3];
Basic::RenderScene(cube,1,View,Projection);
}
@ -138,7 +143,7 @@ namespace Oyster
//write data to am
for(int b = 0; b < info->BoneCount; ++b)
{
am.animatedData[b] = BoneAbsAnimated[b] * SkinTransform[b];
am.animatedData[b] = SkinTransform[b] * BoneAbsAnimated[b];
}
//retore to draw animated model
@ -150,6 +155,10 @@ namespace Oyster
memcpy(data,&(pm),sizeof(pm));
Resources::Deffered::ModelData.Unmap();
delete[]SkinTransform;
delete[]BoneAbsAnimated;
delete[]BoneAnimated;
am.Animated = 1;
}
else

View File

@ -3,6 +3,12 @@
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);;
/*input.pos =
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x * Animated) +
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y * Animated) +