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Use static instance of AnimationBone
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fe3d085de2
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@ -28,12 +28,12 @@ void Animator::tick(float dt) {
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if (state.animation == nullptr) continue;
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if (state.boneInstances.empty()) {
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for (const auto& [name, bonePtr] : state.animation->bones) {
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for (auto& [name, bone] : state.animation->bones) {
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auto frame = model->findFrame(name);
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if (!frame) {
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continue;
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}
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state.boneInstances.emplace(bonePtr.get(), frame);
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state.boneInstances.emplace(&bone, frame);
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}
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}
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@ -81,9 +81,9 @@ bool LoaderIFP::loadFromMemory(char* data) {
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CPAN* cpan = read<CPAN>(data, dataI);
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ANIM* frames = read<ANIM>(data, dataI);
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auto bonedata = std::make_unique<AnimationBone>();
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bonedata->name = frames->name;
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bonedata->frames.reserve(frames->frames);
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AnimationBone boneData{};
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boneData.name = frames->name;
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boneData.frames.reserve(frames->frames);
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data_offs += ((8 + frames->base.size) - sizeof(ANIM));
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@ -93,37 +93,37 @@ bool LoaderIFP::loadFromMemory(char* data) {
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float time = 0.f;
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if (type == "KR00") {
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bonedata->type = AnimationBone::R00;
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boneData.type = AnimationBone::R00;
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for (int d = 0; d < frames->frames; ++d) {
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glm::quat q = glm::conjugate(*read<glm::quat>(data, dataI));
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time = *read<float>(data, dataI);
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bonedata->frames.emplace_back(q, glm::vec3(0.f, 0.f, 0.f),
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boneData.frames.emplace_back(q, glm::vec3(0.f, 0.f, 0.f),
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glm::vec3(1.f, 1.f, 1.f), time,
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d);
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}
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} else if (type == "KRT0") {
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bonedata->type = AnimationBone::RT0;
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boneData.type = AnimationBone::RT0;
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for (int d = 0; d < frames->frames; ++d) {
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glm::quat q = glm::conjugate(*read<glm::quat>(data, dataI));
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glm::vec3 p = *read<glm::vec3>(data, dataI);
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time = *read<float>(data, dataI);
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bonedata->frames.emplace_back(
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boneData.frames.emplace_back(
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q, p, glm::vec3(1.f, 1.f, 1.f), time, d);
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}
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} else if (type == "KRTS") {
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bonedata->type = AnimationBone::RTS;
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boneData.type = AnimationBone::RTS;
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for (int d = 0; d < frames->frames; ++d) {
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glm::quat q = glm::conjugate(*read<glm::quat>(data, dataI));
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glm::vec3 p = *read<glm::vec3>(data, dataI);
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glm::vec3 s = *read<glm::vec3>(data, dataI);
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time = *read<float>(data, dataI);
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bonedata->frames.emplace_back(q, p, s, time, d);
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boneData.frames.emplace_back(q, p, s, time, d);
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}
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}
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bonedata->duration = time;
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boneData.duration = time;
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animation->duration =
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std::max(bonedata->duration, animation->duration);
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std::max(boneData.duration, animation->duration);
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data_offs = start + sizeof(CPAN) + cpan->base.size;
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@ -131,7 +131,7 @@ bool LoaderIFP::loadFromMemory(char* data) {
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std::transform(framename.begin(), framename.end(),
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framename.begin(), ::tolower);
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animation->bones.emplace(framename, std::move(bonedata));
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animation->bones.emplace(framename, std::move(boneData));
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}
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data_offs = animstart + animroot->base.size;
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@ -67,7 +67,7 @@ struct AnimationBone {
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*/
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struct Animation {
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std::string name;
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std::map<std::string, std::unique_ptr<AnimationBone>> bones;
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std::map<std::string, AnimationBone> bones;
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~Animation() = default;
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@ -254,18 +254,18 @@ glm::vec3 CharacterObject::updateMovementAnimation(float dt) {
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// keyframes
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if ((animTime + step) > duration) {
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glm::vec3 a =
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rootBone->getInterpolatedKeyframe(animTime).position;
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rootBone.getInterpolatedKeyframe(animTime).position;
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glm::vec3 b =
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rootBone->getInterpolatedKeyframe(duration).position;
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rootBone.getInterpolatedKeyframe(duration).position;
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glm::vec3 d = (b - a);
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animTranslate.y += d.y;
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step -= (duration - animTime);
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animTime = 0.f;
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}
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glm::vec3 a = rootBone->getInterpolatedKeyframe(animTime).position;
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glm::vec3 a = rootBone.getInterpolatedKeyframe(animTime).position;
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glm::vec3 b =
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rootBone->getInterpolatedKeyframe(animTime + step).position;
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rootBone.getInterpolatedKeyframe(animTime + step).position;
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glm::vec3 d = (b - a);
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animTranslate.y += d.y;
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@ -20,7 +20,7 @@ BOOST_AUTO_TEST_CASE(test_matrix) {
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animation->duration = 1.f;
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animation->bones.emplace(
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"player", std::make_unique<AnimationBone>(
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"player", AnimationBone(
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"player", 0, 0, 1.0f, AnimationBone::RT0,
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std::vector<AnimationKeyframe>{
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{glm::quat{1.0f, 0.0f, 0.0f, 0.0f},
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