#pragma once
/* Container for bone data */
#include <vector>
#include <assimp/scene.h>
#include <list>
#include <glm/glm.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/quaternion.hpp>
#include <learnopengl/assimp_glm_helpers.h>
struct KeyPosition
{
glm::vec3 position;
float timeStamp;
};
struct KeyRotation
{
glm::quat orientation;
float timeStamp;
};
struct KeyScale
{
glm::vec3 scale;
float timeStamp;
};
class Bone
{
public:
Bone(const std::string& name, int ID, const aiNodeAnim* channel)
:
m_Name(name),
m_ID(ID),
m_LocalTransform(1.0f)
{
m_NumPositions = channel->mNumPositionKeys;
for (int positionIndex = 0; positionIndex < m_NumPositions; ++positionIndex)
{
aiVector3D aiPosition = channel->mPositionKeys[positionIndex].mValue;
float timeStamp = channel->mPositionKeys[positionIndex].mTime;
KeyPosition data;
data.position = AssimpGLMHelpers::GetGLMVec(aiPosition);
data.timeStamp = timeStamp;
m_Positions.push_back(data);
}
m_NumRotations = channel->mNumRotationKeys;
for (int rotationIndex = 0; rotationIndex < m_NumRotations; ++rotationIndex)
{
aiQuaternion aiOrientation = channel->mRotationKeys[rotationIndex].mValue;
float timeStamp = channel->mRotationKeys[rotationIndex].mTime;
KeyRotation data;
data.orientation = AssimpGLMHelpers::GetGLMQuat(aiOrientation);
data.timeStamp = timeStamp;
m_Rotations.push_back(data);
}
m_NumScalings = channel->mNumScalingKeys;
for (int keyIndex = 0; keyIndex < m_NumScalings; ++keyIndex)
{
aiVector3D scale = channel->mScalingKeys[keyIndex].mValue;
float timeStamp = channel->mScalingKeys[keyIndex].mTime;
KeyScale data;
data.scale = AssimpGLMHelpers::GetGLMVec(scale);
data.timeStamp = timeStamp;
m_Scales.push_back(data);
}
}
void Update(float animationTime)
{
glm::mat4 translation = InterpolatePosition(animationTime);
glm::mat4 rotation = InterpolateRotation(animationTime);
glm::mat4 scale = InterpolateScaling(animationTime);
m_LocalTransform = translation * rotation * scale;
}
glm::mat4 GetLocalTransform() { return m_LocalTransform; }
std::string GetBoneName() const { return m_Name; }
int GetBoneID() { return m_ID; }
int GetPositionIndex(float animationTime)
{
for (int index = 0; index < m_NumPositions - 1; ++index)
{
if (animationTime < m_Positions[index + 1].timeStamp)
return index;
}
assert(0);
}
int GetRotationIndex(float animationTime)
{
for (int index = 0; index < m_NumRotations - 1; ++index)
{
if (animationTime < m_Rotations[index + 1].timeStamp)
return index;
}
assert(0);
}
int GetScaleIndex(float animationTime)
{
for (int index = 0; index < m_NumScalings - 1; ++index)
{
if (animationTime < m_Scales[index + 1].timeStamp)
return index;
}
assert(0);
}
private:
float GetScaleFactor(float lastTimeStamp, float nextTimeStamp, float animationTime)
{
float scaleFactor = 0.0f;
float midWayLength = animationTime - lastTimeStamp;
float framesDiff = nextTimeStamp - lastTimeStamp;
scaleFactor = midWayLength / framesDiff;
return scaleFactor;
}
glm::mat4 InterpolatePosition(float animationTime)
{
if (1 == m_NumPositions)
return glm::translate(glm::mat4(1.0f), m_Positions[0].position);
int p0Index = GetPositionIndex(animationTime);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_Positions[p0Index].timeStamp,
m_Positions[p1Index].timeStamp, animationTime);
glm::vec3 finalPosition = glm::mix(m_Positions[p0Index].position, m_Positions[p1Index].position
, scaleFactor);
return glm::translate(glm::mat4(1.0f), finalPosition);
}
glm::mat4 InterpolateRotation(float animationTime)
{
if (1 == m_NumRotations)
{
auto rotation = glm::normalize(m_Rotations[0].orientation);
return glm::toMat4(rotation);
}
int p0Index = GetRotationIndex(animationTime);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_Rotations[p0Index].timeStamp,
m_Rotations[p1Index].timeStamp, animationTime);
glm::quat finalRotation = glm::slerp(m_Rotations[p0Index].orientation, m_Rotations[p1Index].orientation
, scaleFactor);
finalRotation = glm::normalize(finalRotation);
return glm::toMat4(finalRotation);
}
glm::mat4 InterpolateScaling(float animationTime)
{
if (1 == m_NumScalings)
return glm::scale(glm::mat4(1.0f), m_Scales[0].scale);
int p0Index = GetScaleIndex(animationTime);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_Scales[p0Index].timeStamp,
m_Scales[p1Index].timeStamp, animationTime);
glm::vec3 finalScale = glm::mix(m_Scales[p0Index].scale, m_Scales[p1Index].scale
, scaleFactor);
return glm::scale(glm::mat4(1.0f), finalScale);
}
std::vector<KeyPosition> m_Positions;
std::vector<KeyRotation> m_Rotations;
std::vector<KeyScale> m_Scales;
int m_NumPositions;
int m_NumRotations;
int m_NumScalings;
glm::mat4 m_LocalTransform;
std::string m_Name;
int m_ID;
};
HI