Minimised to potential skinning problem
This commit is contained in:
parent
4de809a952
commit
98644e3fa0
|
@ -83,15 +83,17 @@ namespace Oyster
|
||||||
if(info->Animated && models[i].AnimationPlaying != -1)
|
if(info->Animated && models[i].AnimationPlaying != -1)
|
||||||
{
|
{
|
||||||
cube->WorldMatrix == Math::Matrix::identity;
|
cube->WorldMatrix == Math::Matrix::identity;
|
||||||
//store inverse absolut transform
|
////store inverse absolut transform
|
||||||
Math::Matrix* SkinTransform = new Math::Matrix[info->BoneCount];
|
Math::Matrix* SkinTransform = new Math::Matrix[info->BoneCount];
|
||||||
Math::Matrix* BoneAnimated = new Math::Matrix[info->BoneCount];
|
Math::Matrix* BoneAnimated = new Math::Matrix[info->BoneCount];
|
||||||
Math::Matrix* BoneAbsAnimated = new Math::Matrix[info->BoneCount];
|
Math::Matrix* BoneAbsAnimated = new Math::Matrix[info->BoneCount];
|
||||||
|
|
||||||
Math::Matrix Scale = Math::Matrix::identity;
|
Math::Matrix Scale = Math::Matrix::identity;
|
||||||
Scale.m[0][0] = 0.1f;
|
Scale.m[0][0] = 1;
|
||||||
Scale.m[1][1] = 0.1f;
|
Scale.m[1][1] = 1;
|
||||||
Scale.m[2][2] = 1;
|
Scale.m[2][2] = 2;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
for(int b = 0; b <info->BoneCount; ++b)
|
for(int b = 0; b <info->BoneCount; ++b)
|
||||||
{
|
{
|
||||||
|
@ -101,36 +103,39 @@ namespace Oyster
|
||||||
BoneAbsAnimated[b] = Bone.Absolute;
|
BoneAbsAnimated[b] = Bone.Absolute;
|
||||||
|
|
||||||
|
|
||||||
cube2->WorldMatrix = Scale * info->bones[b].Absolute;
|
cube2->WorldMatrix = Scale;
|
||||||
cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3];
|
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
|
BoneAnimated[8] = Math3D::RotationMatrix(3.14/4, Math::Float3(0, 0, 1)) * info->bones[8].Relative;
|
||||||
//HACK use first bone
|
BoneAnimated[31] = Math3D::RotationMatrix(3.14/4, Math::Float3(0, 0, 1)) * info->bones[31].Relative;
|
||||||
int b = 0;
|
////for each bone in animation
|
||||||
Model::Animation A = info->Animations[models[i].AnimationPlaying];
|
////HACK use first bone
|
||||||
|
//int b = 0;
|
||||||
|
//Model::Animation A = info->Animations[models[i].AnimationPlaying];
|
||||||
//for(int b = 0; b < A.Bones;++b)
|
//for(int b = 0; b < A.Bones;++b)
|
||||||
{
|
//{
|
||||||
//for each frame on bone Write current relative data
|
// //for each frame on bone Write current relative data
|
||||||
//HACK use first frame
|
// //HACK use first frame
|
||||||
int f = 0;
|
// int f = 0;
|
||||||
//for(int f = 0; f < A.Frames[b]; ++b)
|
// //for(int f = 0; f < A.Frames[b]; ++b)
|
||||||
{
|
// {
|
||||||
//find right frame
|
// //find right frame
|
||||||
//HACK accept first
|
// //HACK accept first
|
||||||
Model::Frame Current = A.Keyframes[b][f];
|
// Model::Frame Current = A.Keyframes[b][f];
|
||||||
|
//
|
||||||
|
// //calculate new matrix
|
||||||
|
// Model::Bone CBone = Current.bone;
|
||||||
|
// BoneAnimated[CBone.Parent] = CBone.Relative;
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
|
||||||
//calculate new matrix
|
////calculate Absolute Animation Transform
|
||||||
Model::Bone CBone = Current.bone;
|
|
||||||
BoneAnimated[CBone.Parent] = CBone.Relative;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//calculate Absolute Animation Transform
|
|
||||||
for(int b = 0; b < info->BoneCount; ++b)
|
for(int b = 0; b < info->BoneCount; ++b)
|
||||||
{
|
{
|
||||||
BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[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];
|
cube->WorldMatrix.v[3] = BoneAbsAnimated[b].v[3];
|
||||||
Basic::RenderScene(cube,1,View,Projection);
|
Basic::RenderScene(cube,1,View,Projection);
|
||||||
}
|
}
|
||||||
|
@ -138,7 +143,7 @@ namespace Oyster
|
||||||
//write data to am
|
//write data to am
|
||||||
for(int b = 0; b < info->BoneCount; ++b)
|
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
|
//retore to draw animated model
|
||||||
|
@ -150,6 +155,10 @@ namespace Oyster
|
||||||
memcpy(data,&(pm),sizeof(pm));
|
memcpy(data,&(pm),sizeof(pm));
|
||||||
Resources::Deffered::ModelData.Unmap();
|
Resources::Deffered::ModelData.Unmap();
|
||||||
|
|
||||||
|
delete[]SkinTransform;
|
||||||
|
delete[]BoneAbsAnimated;
|
||||||
|
delete[]BoneAnimated;
|
||||||
|
|
||||||
am.Animated = 1;
|
am.Animated = 1;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -3,6 +3,12 @@
|
||||||
VertexOut main( VertexIn input )
|
VertexOut main( VertexIn input )
|
||||||
{
|
{
|
||||||
VertexOut output;
|
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 =
|
/*input.pos =
|
||||||
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x * Animated) +
|
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x * Animated) +
|
||||||
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y * Animated) +
|
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y * Animated) +
|
||||||
|
|
Loading…
Reference in New Issue