#pragma once
#include <glm/glm.hpp>
#include <map>
#include <vector>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <learnopengl/animation.h>
#include <learnopengl/bone.h>
class Animator
{
public:
Animator(Animation* animation)
{
m_CurrentTime = 0.0;
m_CurrentAnimation = animation;
m_FinalBoneMatrices.reserve(100);
for (int i = 0; i < 100; i++)
m_FinalBoneMatrices.push_back(glm::mat4(1.0f));
}
void UpdateAnimation(float dt)
{
m_DeltaTime = dt;
if (m_CurrentAnimation)
{
m_CurrentTime += m_CurrentAnimation->GetTicksPerSecond() * dt;
m_CurrentTime = fmod(m_CurrentTime, m_CurrentAnimation->GetDuration());
CalculateBoneTransform(&m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f));
}
}
void PlayAnimation(Animation* pAnimation)
{
m_CurrentAnimation = pAnimation;
m_CurrentTime = 0.0f;
}
void CalculateBoneTransform(const AssimpNodeData* node, glm::mat4 parentTransform)
{
std::string nodeName = node->name;
glm::mat4 nodeTransform = node->transformation;
Bone* Bone = m_CurrentAnimation->FindBone(nodeName);
if (Bone)
{
Bone->Update(m_CurrentTime);
nodeTransform = Bone->GetLocalTransform();
}
glm::mat4 globalTransformation = parentTransform * nodeTransform;
auto boneInfoMap = m_CurrentAnimation->GetBoneIDMap();
if (boneInfoMap.find(nodeName) != boneInfoMap.end())
{
int index = boneInfoMap[nodeName].id;
glm::mat4 offset = boneInfoMap[nodeName].offset;
m_FinalBoneMatrices[index] = globalTransformation * offset;
}
for (int i = 0; i < node->childrenCount; i++)
CalculateBoneTransform(&node->children[i], globalTransformation);
}
std::vector<glm::mat4> GetFinalBoneMatrices()
{
return m_FinalBoneMatrices;
}
private:
std::vector<glm::mat4> m_FinalBoneMatrices;
Animation* m_CurrentAnimation;
float m_CurrentTime;
float m_DeltaTime;
};
HI